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

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Lol. I know what you mean. Most games have been similar. I seem to be at a skill level where I'm either playing people with real low basic understanding (don't block, anti air, just trying to do that combo they learned) or people who seem psychic (AA everything, block everything, great spacing etc etc). It's rare I get an actual even game which is what I want.

You would think ranked would do this but 3 games in a row last night were people in the 10k to 19k rank range while I'm 49k. So I went back to casual. I really don't see any reason for ranked to exist if it isn't going to match you against a similar skill level.

Yep. lol I get beat by allot of the same tactics really.. anyone have some tips for how to deal with people who camp? Like how do I properly punish on wakeup.. allot of the time I get people who just keep me on the pavement!
 
Yep. lol I get beat by allot of the same tactics really.. anyone have some tips for how to deal with people who camp? Like how do I properly punish on wakeup.. allot of the time I get people who just keep me on the pavement!

You can either get the life lead and camp yourself or just walk forward til you corner them and limit their options. It's really all about patience and not getting yourself into a predictable routine in a effort to rush down and hit a big move on them.

Are you asking for when you are on wakeup or pressuring those on wake up?
 
You can either get the life lead and camp yourself or just walk forward til you corner them and limit their options. It's really all about patience and not getting yourself into a predictable routine in a effort to rush down and hit a big move on them.

Are you asking for when you are on wakeup or pressuring those on wake up?

When I am the one waking up I really don't know what to do, I Feel like if I pull the stuff they are pulling on me I get obliterated, this guy like walk pushed me a good mile lol.
 
I just had the smoothest match ever against a Birdie and the guy RQed after my first combo..... WHAT? WHY?!!!

Sometimes you just know man.. you landed that combo and he was probably just like. "Nope". There really does need to be a pre match "no.. please god NO.. no no no no" button during the VS splash screen to avoid all these kinds of RQ's.
 
GGtShPT.jpg

Mika + Nadeshiko make for some great KO freezeframes.
 
I wonder if it's possible for rollback to be heavy on only one side. I just played a Bison who it would literally only rollback when I blocked a scissor kick. I know there's some way to manipulate rollback on PC with alt-tab but I dunno the specifics.
 
When I am the one waking up I really don't know what to do, I Feel like if I pull the stuff they are pulling on me I get obliterated, this guy like walk pushed me a good mile lol.

You should really block most of the time til they push themselves out of range with blocked normals or commit an unsafe move and punish accordingly. Most decent to good players are about minimizing risk when attacking on wake up and looking for you to panic when the thing you want to look for is a way to reset the situation and bring it back to neutral. So they normally won't do certain things like that are riskier unless they get a read on how you react on wakeup. As the match goes on it becomes about tendencies and trying to predict how you will react or what your weakness is and exploiting it til you prove you can adjust.

You shouldn't copy what others do just because it worked for them, you have to realize first why they did it, whether it was the safest option or they knew how you would attack.

Like what do you normally try to do when they knock you down?
 
Sometimes you just know man.. you landed that combo and he was probably just like. "Nope". There really does need to be a pre match "no.. please god NO.. no no no no" button during the VS splash screen to avoid all these kinds of RQ's.

It's really ruining the online aspect of the game right now. I wouldn't have been this pissed if the matchmaking was fast enough but waiting 5 minutes to get a match and then being encountered by a RQ is a complete BS.
 
tweeted some rage quit clips to @sfvserver. feels good man. lol

albeit...i dunno if that was where i was supposed to report something as the blog post didn't really say.
 
I don't get it. I search for strictly 4-5 bar matches and I still get the laggy ass pisses of shits teleporting everywhere like jackasses.
 
I don't understand how a high win streak indicates cord pulling. Once you disconnect, why would you still have a win streak after reconnecting to the server? Or does the game simply keep track of all of your wins, until you lose?
 
I don't understand how a high win streak indicates cord pulling. Once you disconnect, why would you still have a win streak after reconnecting to the server? Or does the game simply keep track of all of your wins, until you lose?

I seems like your win-stream is only updated when the match results are sent to the server, so either player quitting out before that point prevents any change (positive or negative) to your win-streak.
 
I don't understand how a high win streak indicates cord pulling. Once you disconnect, why would you still have a win streak after reconnecting to the server? Or does the game simply keep track of all of your wins, until you lose?

The latter. Shutting the game down doesn't clear your win streak and you continue where you left once you log back in.
 
In UltraDavid's Gief guide, he mentions cr.LK prevents opponents from jumping away. Doesn't any hit during an opponent's pre-jump frames cancel their jump?
 
Thanks for the suggestions. Mika seems cool, and after playing for an hour or so as a complete noob, I might be able to manage her stuff besides the super. I have trouble with the double quarter circle.

Next up I need to learn a basic combo or two and how to approach enemies. And how to block shoryukens.
 
Being my Birthday I thought I would jump on before the days debauchery kicks off. Took my Ryu online with a 10 win streak. Went against another Ryu (this happens quite a lot :) ) and was easily outmatched. I could tell my game was off, but he was technically sound. Ended up losing..

Took my L like a man, guess I really am growing up..

P.s the only time I have rage quit was playing in the arcades, and it was called 'going home..'
 
These lag disadvantages where the other player always comes out on top is REALLY starting to piss me off. This game just isn't worth the stress right now. They need to fix this shit. 4 and 5 bar matches should not have characters teleporting during matches. Especially in fucking Cali. This is some bullshit/
 
Really been enjoying online. And aus or kiwi players add me.psn Rattles an sf handle RattleHead.
Still just a scrubby bison tho.
 
Thanks for the suggestions. Mika seems cool, and after playing for an hour or so as a complete noob, I might be able to manage her stuff besides the super. I have trouble with the double quarter circle.

Next up I need to learn a basic combo or two and how to approach enemies. And how to block shoryukens.

Stick with some simple combos for now.

Each punch can go into its own weight flying peach.

So LP > qcf LP
MP > qcf MP
HP > qcf HP

Mp can link to HP. So MP > HP > qcf HP is a good one.

Also f+HP launches them and can be followed up with qcf +k (wingless aeroplane).

Mp cam also chain into her Irish whip which is hold towards or away from the opponent and hit MP twice.

So for example MP > f+MP > f+MP
Then you can combo of the screen bounce.
If you are next to the edge of the screen (you have them in the corner) you can get them with f+HP then qcf + mk. If you arnt near the edge you can force a screen bounce by dashing back once, then hit them with a qcf + HP.

All the above cn also be started from a jumping heavy kick or punch.

The other one to learn is her target combo. Lk > MP. This can easily be comboed into qcf MP. It can also be chained from a charged HK.

Then you have the options of stoping the combos half wy through, jumping over them and hitting lk which is a cross up. The. You can do the target combo or throw etc etc.


There are way more complex comboes but I don't know those or have the muscle memory to bother with them right now lol.
 
What is claws anti air? Dont say cr.hp that button has a weird angle and hit box. Also yea i know about the air grab

Iv had people online quit after i counter hit them twice with the cr.mp claw lmao it obviously has more range than a fist
 
What is claws anti air? Dont say cr.hp that button has a weird angle and hit box. Also yea i know about the air grab

Iv had people online quit after i counter hit them twice with the cr.mp claw lmao it obviously has more range than a fist

s.HK works somewhat
 
These lag disadvantages where the other player always comes out on top is REALLY starting to piss me off. This game just isn't worth the stress right now. They need to fix this shit. 4 and 5 bar matches should not have characters teleporting during matches. Especially in fucking Cali. This is some bullshit/
Turn on the accept match option and only use fight request. That way you can see the connection before accepting. You're getting teleport fiestas because the game throws 1 bar connections at your way even when searching for 4-5
 
Is your opponent turtling? Can't seem to finish your plate and get knocked out for it?

Okay, here are some quick tips.

First of all, relax. If you go in recklessly, you leave yourself open, and could give them a free victory. So don't go in without some sort of a gameplan.

Secondly, know your overhead buttons and when to use it. Many turtlers block low, but if you get unluckly you could get blown up.

Which leads me to my next point - train them. I was facing a Rashid that would not go down, and we both had only a few points left. I had been using the knee command normal to go into a throw, and I caught him on it a few times during the match. So he thinks that every time I that, I'm gonna throw his ass.

I throw out the knee again, but then right after, I just neutral jump. He whiffs, I come down with a meaty, and I take the match.

Your goal is to basically catch them off guard while staying cool. Even the most steadfast players can get broken and nervous. Take advantage of that.
 
What is claws anti air? Dont say cr.hp that button has a weird angle and hit box. Also yea i know about the air grab

Iv had people online quit after i counter hit them twice with the cr.mp claw lmao it obviously has more range than a fist

He doesn't really have a good anti air for close jumps.
One you might not have tried is the light kick version of the roll. It's surprisingly good, but the timing is pretty strict.
 
Ucchedavāda;196890065 said:
I seems like your win-stream is only updated when the match results are sent to the server, so either player quitting out before that point prevents any change (positive or negative) to your win-streak.

And thats why i think the entire rage quit fix will not be an easy task. The way they built this game around being constantly connected, their slow servers trying their best to cope with all the people online, on top of that even some changes in the menu are sent directly to them resulting sometimes in 30 sec wait times. If it was an easy fix it would be implemented from the start.
Insted all we are getting is : "we need your help on determining the rage quitters"
 
I wonder if it's possible for rollback to be heavy on only one side. I just played a Bison who it would literally only rollback when I blocked a scissor kick. I know there's some way to manipulate rollback on PC with alt-tab but I dunno the specifics.


Interesting. I was playing my bro the other night (both live in los angeles) and he said that if either one of us started broadcasting from ps4 he'd experience lag on his end. I couldn't see/feel it at all on side though.
 
And thats why i think the entire rage quit fix will not be an easy task. The way they built this game around being constantly connected, their slow servers trying their best to cope with all the people online, on top of that even some changes in the menu are sent directly to them resulting sometimes in 30 sec wait times. If it was an easy fix it would be implemented from the start.
Insted all we are getting is : "we need your help on determining the rage quitters"

It's about the level of incompetence you'd expect from Capcom to be honest.

Doesn't make the fact any better though :-/.
 
And thats why i think the entire rage quit fix will not be an easy task. The way they built this game around being constantly connected, their slow servers trying their best to cope with all the people online, on top of that even some changes in the menu are sent directly to them resulting sometimes in 30 sec wait times. If it was an easy fix it would be implemented from the start.
Insted all we are getting is : "we need your help on determining the rage quitters"


The fear of getting banned in a witch hunt is a pretty effective control.
 
I think the stages are a step up from SF4, but they could have been a lot better.

I'm dissapointed in the stages more than anything else in the game.

Fighting games have been going a long time now, we should have like 30 stages at least.

And that whole "hey look you can fly into the bus!" thing and the others.. it's done very poorly.

Honestly i prefered street fighter 2's stages. :-/
 
I really need to go into training mode and take a good look at all of FANG's buttons. His sleeves obscure so much that it's hard to tell what's happening.

Also I keep getting matched against people in the Caribbean.
 
I really need to go into training mode and take a good look at all of FANG's buttons. His sleeves obscure so much that it's hard to tell what's happening.

Also I keep getting matched against people in the Caribbean.

I love how FANG is obsessed with the number 2 and he has around 10-11 normals that hit twice.

(not counting how 2 of his specials also hit twice, and the third special's light version hits twice too)
 
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