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

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its not the anti air thats the problem its his normals i play chun although ex head stomp is a problem try to react and have a bad anti-air trade
As Chun you need to know ur hugh damage combos and confirms in order to level it out against him. The damage risk reward is in his favor playing the single hit footsie game otherwise.
 
I've been sitting in the lab with Necalli and really working on building out his frametraps. It's central to his whole gameplan so I need to have it down.

He has some nasty frametraps that involve canceling blocked normals into v-trigger.

Going through all the data is really interesting, it's definitely going to change what buttons I'm using.
 
What the hell just happened... I was stuck around 600 LP for a few days and all of a sudden I got to 1043 LP in an hour or so. Crazy.

I still have so much to learn as I hadn't played a SF game since SNES games lol. Wish Guile was in but Nash will do for now. Combos are hard bros.
 
Alex Jebailey ‏@CEOJebailey 6h6 hours ago
If you Ragequit against me in #SFV online and I see that same user name register for #CEO2016 I'm giving you an auto DQ on your first match.
 
[QUOTE="God's Beard!";196610315]I've been sitting in the lab with Necalli and really working on building out his frametraps. It's central to his whole gameplan so I need to have it down.

He has some nasty frametraps that involve canceling blocked normals into v-trigger.

Going through all the data is really interesting, it's definitely going to change what buttons I'm using.[/QUOTE]
If i sweep him and its blocked, i can get supered. Very scary up close, i try to avoid playing that game.
 
If i sweep him and its blocked, i can get supered. Very scary up close, i try to avoid playing that game.

Necalli is one of only three characters(along with Chun and R.Mika) to have more than one 3-frame normal(of which less than half the cast even have one). He also has a ton of +2 on block normals. Combine that with the threat of a command grab and the best DP in the game, Necalli rules the point blank space. He can also punish any mistake midscreen without spending meter on reaction.

He's a simple character, but I don't think it hurts him too much. He's never going to be among the best characters, but he'll always be right below that. His moveset and frame data is too clean to believe otherwise.
 
One thing that helps make sure you're getting the right timing on your combos is to set the training dummy to block after first hit. If you're getting things right, your entire combo will hit otherwise it'll get blocked.

Didn't think about this. Thank you for mentioning this to me. I'm gonna practice that Ken combo with the dummy set to block later today.

I'm also gonna do a Normal Survival stream on my Twitch.

[QUOTE="God's Beard!";196610315]I've been sitting in the lab with Necalli and really working on building out his frametraps. It's central to his whole gameplan so I need to have it down.

He has some nasty frametraps that involve canceling blocked normals into v-trigger.

Going through all the data is really interesting, it's definitely going to change what buttons I'm using.[/QUOTE]

What do you mean by building frame traps? Are you guys calculating the whole +3 on block, -1 on hit etc.?
 
Man, I hate Cammy. I feel like I just have to completely guess and if I guess incorrectly I lose all of my HP from one combo.

RIP 8 win streak.
 
I love Necalli, but can't make use of his skills effectively. Apart from his nice fierce attacks, I don't dig his normals too much. And people know exactly wtf I am doing when I rush them to the corner and somehow always escape out from there.

I need to learn him.
 
[QUOTE="God's Beard!";196610765]Necalli is one of only three characters(along with Chun and R.Mika) to have more than one 3-frame normal(of which less than half the cast even have one). He also has a ton of +2 on block normals. Combine that with the threat of a command grab and the best DP in the game, Necalli rules the point blank space. He can also punish any mistake midscreen without spending meter on reaction.

He's a simple character, but I don't think it hurts him too much. He's never going to be among the best characters, but he'll always be right below that. His moveset and frame data is too clean to believe otherwise.[/QUOTE]
Were goonna be poring over frame data forever in this game. You cant go just on feel.
 
Been grinding in training mode all night. Really feeling it now. Combos are making sense to me now. I feel like I can understand when to cancel moves to input new moves. Progress is a great feeling. Lost a lot of LP today so it's good to feel the training pay off dividends in a sense of knowledge.
 
What do you mean by building frame traps? Are you guys calculating the whole +3 on block, -1 on hit etc.?

A frame-trap is basically leaving a gap in your string of attacks long enough for the opponent to be able to press a button, but short enough that their attack does not actually come out. For example (I haven't tried if this actually connects), if Necalli does crMP and then crLP. The crMP is +2 when blocked, meaning that if the opponent blocks that attack you can start your next attack 2/60 of a second before your opponent can start their attack. Furthermore, his crLP starts in a mere 3/60 of a second, so if your opponent pushes a button, even if it is another 3 frame attack, then his crLP will hit them before their attack is active, resulting in a counter-hit.

If you want to how the +/- on hit and block, and have an android phone, then get the VFrames app. Otherwise you can check this spreadsheet. To begin with, all you need to know that if the startup of an attack is less than or equal to the (negative) value of an attack, then you can punish with that attack (or get punished by that attack). For example, Necalli's charge is -6 when blocked, so you can punish with Ken's crMK or crHP (5 and 6 frames of startup, respectively). On Block (Block advantage) and On Hit (Hit advantage) simply refers to whether or not the attack hit or was blocked.
 
Ucchedavāda;196611815 said:
If you want to how the +/- on hit and block, and have an android phone, then get the VFrames app. Otherwise you can check this spreadsheet. To begin with, all you need to know that if the startup of an attack is less than or equal to the (negative) value of an attack, then you can punish with that attack (or get punished by that attack). For example, Necalli's charge is -6 when blocked, so you can punish with Ken's crMK or crHP (5 and 6 frames of startup, respectively). On Block (Block advantage) and On Hit (Hit advantage) simply refers to whether or not the attack hit or was blocked.

Thanks very much for this. VFrames seems like a really nice, clean app for looking stuff up on the fly.
 
Who's the best Nash user right now? What should i see about him to start improving my game regarding frame effective moves, unsafe stuff and so on?
 
The panic is real when it comes to a match. In training mode my Chunners is a combo machine. In a match, I'm a panicky, mashing monkey unable to string the most basic shit together. I've accepted it.

This game is brilliant - absolutely loving it.
 
Who's the best Nash user right now? What should i see about him to start improving my game regarding frame effective moves, unsafe stuff and so on?

Do a search in the rankings menu. You can look up LP rankings per character. Not an absolute indicator, but should be good enough.
 
Finally hit Ultra Bronze and lost it the next match to the worst Ken ever. He just kept using heavy shoryukens. Somehow I kept walking into them. It was not a proud moment for me. I decided to call it a night after that sad, sad display.
 
Watch Infiltvrator on Twitch.

Thanks. also just downloaded framedata app. Neat, but I really can't read make sense of it much.

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Someone care to explain S,A,R and a basic meaning of values? The numbers show how long is the recovery, the startup or what? I take that higher numbers are bad, since it means that the move is less safe, right?
 
I made it to Survival Hard Stage 26 then R.Mika destroyed me. I started over and now I am back to getting destroyed at Stage 14 by Bison. My will to play it is almost gone as it is starting to feel pointless trying.
 
Thanks. also just downloaded framedata app. Neat, but I really can't read make sense of it much.



Someone care to explain S,A,R and a basic meaning of values? The numbers show how long is the recovery, the startup or what? I take that higher numbers are bad, since it means that the move is less safe, right?

Start up frames (how fast the move comes out)
Active Frames (how long it's hitbox lasts)
Recovery Frames (how long the recovery takes)

The on block/on hit shows the advantage or disadvantage when a move is blocked or hit.

A postive number is how many frames you have until your opponent can act after the hit/block.
A negative is how many frames your opponent has until you can act.
 
Thanks. also just downloaded framedata app. Neat, but I really can't read make sense of it much.



Someone care to explain S,A,R and a basic meaning of values? The numbers show how long is the recovery, the startup or what? I take that higher numbers are bad, since it means that the move is less safe, right?

Startup, Active and recovery. On block and on hit it is better to have high numbers. Startup and recovery are the ones you generally want low.

Edit: beaten :(
 
I made it to Survival Hard Stage 26 then R.Mika destroyed me. I started over and now I am back to getting destroyed at Stage 14 by Bison. My will to play it is almost gone as it is starting to feel pointless trying.

Cheese it the worst way possible. I came to the point where I can clearly tell playing well is not a goot tactic. Any multi hit move in the corner with a bit of pressure is better than any great tactic you might devise to play against other players.
 
Start up frames (how fast the move comes out)
Active Frames (how long it's hitbox lasts)
Recovery Frames (how long the recovery takes)

The on block/on hit shows the advantage or disadvantage when a move is blocked or hit.

A postive number is how many frames you have until your opponent can act after the hit/block.
A negative is how many frames your opponent has until you can act.

Thanks both of you.

So S is how punish-effective it is. A is how meaty, and R is how unsafe. Got it.
 
The panic is real when it comes to a match. In training mode my Chunners is a combo machine. In a match, I'm a panicky, mashing monkey unable to string the most basic shit together. I've accepted it.

A tip, when you're learning a new combo, is to occasionally set the dummy to low-level CPU, just so that you have a moving target to practice with. I've found that this helps a lot when transitioning a combo from the training room and into real matches, since it forces you to focus on more than just the combo itself.


Someone care to explain S,A,R and a basic meaning of values? The numbers show how long is the recovery, the startup or what? I take that higher numbers are bad, since it means that the move is less safe, right?

S is Startup, referring to how at what frame (1/60th of a second) the move becomes active. So if a move has startup of 3, then it starts doing damage on the 3rd frame. A is Active, for how many frames the move is active (does damage, can grab, can counter, etc., depending on the type), and R is recovery, or how long it takes after the attack was active before you can start doing something else.

To determine if a move is safe, you need to primarily look on the "On block" column, which tells you your "advantage" compared to the opponent. If 0, then both you and your opponent are able to start doing stuff at the same time after the attack, while positive values mean that you can start moving that number of frames before your opponent. Negative values, on the other hand, means that your opponent goes first. In general, there are few moves that have a startup faster than 3 frames, which makes anything better than -3 safe (Zangief's CA is an example of a move that is faster than that, however). The "On hit" column will tell you how much of an advantage you have if your opponent does not block, and can help you determine what attacks you can link (not cancel) into.

(Beaten twice, but whatevs :p)
 
Jesus christ Dragon Eyez destroyed that man, hoo boy that should be a crime.

Aris commentating is gold. Futile what a fitting name lol
 
He actually said he put Ryu 3rd, Zangief just below him and wasn't sure who he'd call 5th.

Karin, imo.

Has Daigo been on any streams other than that fake thing? I need to learn how to play Ryu.

He had that stream with the all stars japanese line up of players where they sat and learned the game. But if you want to learn Ryu, Daigo probably isn't who you want to look at yet, seems like he is much less experienced in the game than others. He probably didnt play the game very much before it's release.
 
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