Street Fighter V |OT2| Another Fight Isn't Coming Your Way!

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This game does not have an emphasis on jumping at all. Jumping is actually very risky in most matchups, and it's one of the first bad habits new players tend to have to break in order to succeed.

Im not new to fighting games, but any time I come back to SF I have to remind myself "STOP JUMPING IN."
 
Question. I played my friend who's in Japan earlier today and was Karin I was Ryu. Was able to go 5-1 vs him but had a hard time stopping that move Karin does that goes thru fireballs. A few times I was able to do a medium shoryuken to stuff it. But sometimes I couldn't get it out in time, which may have been a product of online, not sure. Any tips?

That move is unsafe, block and punish. You dont even have to wait for the sweep followup, as soon as you block the initial hit, use a quick jab into whatever. Im pretty sure Ryu has a 3f jab.
 
That's probably a maintenance for the maintenance of the servers. Ah well, I'm messing around in training mode for the time being, guess it's time to get acquainted with Rashid, FANG and Laura.
 
That's probably a maintenance for the maintenance of the servers. Ah well, I'm messing around in training mode for the time being, guess it's time to get acquainted with Rashid, FANG and Laura.

Since this game is on PS4 the extra maintenance has to be for stability.
 
I got another Mika question actually. I combo charged HK into target combo, but when the HK is a crush counter, the enemy actually gets out of range of the target combo. Does that give me enough time to dash in and set up a grab or something else? It actually really throws me off when that HK crush counters, although it should be a good thing right?
Yeah, you have enough time to quickly dash up and do something. Whatever you like, really.

You can try doing st.mp, f+mp> f+mp (the Irish Whip target combo. Can also do b.mp>b.mp instead depending on your positions on the screen) then if you're midscreen backdash and do another charged HK. There you can end it with ex air grab or do cr.mp to go for reset.

If you get this in the corner, after the irish whip do f+hp dash forward f+hp xx ex air grab.

If you got Nadeshiko, then you can tack on some extra damage to these two combos. If it's midscreen, cancel the the irish whip with f+vtrigger (Nadeshiko coming from behind them) then dash forward and do her charged HK. End the same as the first. If it's in the corner, then cancel the first f+hp into vtrigger and end the same way.

Or you can just dash up ex command grab. Your choice which. I recommend using whichever one puts them closer to the corner. Use the P version if their stun guage is high or they're almost dead tho.

Here are the combos again:

mid screen: st.mp, f+mp>f+mp, back dash, charged hk, ex wingless airplane or ex shooting peach

corner: st.mp, f+mp>f+mp, f+hp, dash forward, f+hp xx ex wingless airplane

w/vtrigger

mid screen: st.mp, f+mp>f+mp xx f+vtrigger(Nadeshiko behind), dash forward, charged hk, ex wingless airplane or ex shooting peach

corner: st.mp, f+mp>f+mp, f+hp xx vtrigger (Nadeshiko above), dash forward, f+hp xx ex wingless airplane

Yeah, it crush countering is very nice since it gives you the opportunity to do damaging combos you wouldn't be able to off a regular hit. It even lets combo into a grab which you can't normally do (outside of her super).

By the way, if it launches them into the air (because they were trying to jump or something) then followup with ex shooting peach. Air grab in the corner.
 
I'm curious if we'll see any surprise fixes or small additions to the game.

The original tweet said they were reviewing and addressing all of the concerns. You could easily get your hopes up reading a statement such as that. I'd like to think so, but a nagging voice says naaah. Here's hoping tho!!
 
No it does not hit high. For some unknown reason the attack data thing says it does though.

Near as I can tell they have High and Mid totally backwards in the training room attack data. All the Mids show as High and all the Highs show as Mid.
 
How does mikas play style differ from laura's? They both blow me up BIG TIME, so I figure learning one of them next is a good idea.
 
How does mikas play style differ from laura's? They both blow me up BIG TIME, so I figure learning one of them next is a good idea.

Laura does less damage, can get around quicker and has access to a budget Aegis Reflector that can make for some scary combos.

Mika is more of a micro-Zangief that focuses on cornering opponents for maximum damage and playing mindgames with her command grabs.
 
Near as I can tell they have High and Mid totally backwards in the training room attack data. All the Mids show as High and all the Highs show as Mid.
Mid attacks are those that can only be blocked by standing, basically overhead attacks. High attacks can be blocked either crouching or standing.
 
damn its still not up? i havent tried to play yet today, but this seems like its been going on all day from what ive been reading.

i agree with others, hope we get a surprise addition.
 
I kind of understand why they went with mid for overhead attacks and high for the others, but yeah, it would probably make more sense if it was the other way around.

Oh, but it's actually the other way around. Like, it's always been the other way around since forever.

I thought you were joking lol

Unless Capcom is overturning all the rules in that area for some reason...they just fucked up again.
 
This maintenance time has caused me to watch WWE Raw...
I dont deserve this, Capcom.

Dont do this to yourself, please. Stop watching Raw (for any reason) and just watch NJPW, NXT, and/or Lucha Underground.

I DVR them and watch NJPW on Monday nights (NXT is on-demand on WWE Network).
 
I finally caved and bought the game when I got home tonight to play with a couple friends...

cMWalaa.gif
 
Oh, but it's actually the other way around. Like, it's always been the other way around since forever.

I thought you were joking lol

Unless Capcom is overturning all the rules in that area for some reason...they just fucked up again.

Maybe I'm mis remembering, but mids have been considered overheads for awhile. Highs denote that they whiff/get blocked by ducking opponents.
 
Maybe I'm mis remembering, but mids have been considered overheads for awhile. Highs denote that they whiff/get blocked by ducking opponents.

I think we're confusing terminology...or just types of FGs. Apparently this is the way it works in 3D games.

I don't think it's here though? Am I confused
 
Oh, but it's actually the other way around. Like, it's always been the other way around since forever.

I thought you were joking lol

Unless Capcom is overturning all the rules in that area for some reason...they just fucked up again.
Haha no, I get what you mean, and yeah, it's always been high and low block, but was there ever a specific "height" for overhead attacks? I mean, jump in attacks have to be blocked high, that's basically a rule in all fighting games, but stuff like standing MP or others can be blocked either high or low, unlike jump in attacks and overheads. I think this is just Capcom trying to differentiate between those two and messing up. As I said, I kind of understand why they went with mid for overhead attacks, but it'd definitely make more sense if it was the other way around. I don't know if they'll change it though.
 
This maintenance had to happen when I unwrapped my copy...now I realized I can't win FM and finished Nash's Story..

Guess I'll wait til the servers come back.
 
Haha no, I get what you mean, and yeah, it's always been high and low block, but was there ever a specific "height" for overhead attacks? I mean, jump in attacks have to be blocked high, that's basically a rule in all fighting games, but stuff like standing MP or others can be blocked either high or low, unlike jump in attacks and overheads. I think this is just Capcom trying to differentiate between those two and messing up. As I said, I kind of understand why they went with mid for overhead attacks, but it'd definitely make more sense if it was the other way around. I don't know if they'll change it though.

I'm more confused than ever.


I'll just stick to throwing people.
 
Rashid's Theme is so damn catchy.

Mika's is good, too; it's like they took the Alpha 3 theme and added music to it.
 
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