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

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that would actually be pretty cool. If all of a sudden heir icons changed for a certain amount of time to RAGEQUIT PRONE... it would be like wearing a dunce hat!

Killer Instinct used to do this. It wpuld also pit rage quitters vs other rage qitters.
I'm gonna start making videos on this because it's a bloody waste of time. The shitiest Rashid ever online got bent over and arse fucked by me and then rage quits. Had a Ken and Gief do the same. Why play Ranked when you aren't even good? Need to have their consoles put away by their mums or go back to Minecraft and swipe at creepers.
/StreetFighterVenting
 
I need some Karin tips. All I've been doing is j.HP > cr.MK > qcf K > P > qcb LK or sometimes EX kick. Sometimes I start with a j.MK for the cross-up or just start with cr.MK. When I'm in V trigger I have pretty much the same starter and then go into qcf P stuff. It feels predictable.
 
The more I see those seasoned players in tournaments do all those empty shoryukens despite the massive risk of being crush countered, the more I am reminded of how stupid and moronic the FADC system of invincible reversals was.

Who thought it was a brilliant idea deserves a special circle in FG's hell.
 

When two throws clash on the same frame and at least one of them cannot be teched (i.e. at least one of them is a command throw or an air throw), the winner of the trade is decided by the exact time that the throws clash:

- If you're on an odd-numbered frame of the round, then P1 wins.
- If you're on an even-numbered frame of the round, then P2 wins.

According to those videos, command throws do not have priority over normal throws or vice versa. The winner of the trade is decided solely by the exact moment they happen to be performed on.


Very interesting info. Thanks guys! Basically random since we can't count frames during battle.
 
Killer Instinct used to do this. It wpuld also pit rage quitters vs other rage qitters.
I'm gonna start making videos on this because it's a bloody waste of time. The shitiest Rashid ever online got bent over and arse fucked by me and then rage quits. Had a Ken and Gief do the same. Why play Ranked when you aren't even good? Need to have their consoles put away by their mums or go back to Minecraft and swipe at creepers.
/StreetFighterVenting

Im guessing loads of ppl are cheating for the sake of throphies.. And maby the titles.
 
Ok, another question for this command throw business:

Are all command throws like that? None have throw invincibility? Since none are faster than 5f anyway, the same speed as normal throws, wouldn't it be a good idea to go for normal throws against grapplers then?

I need some Karin tips. All I've been doing is j.HP > cr.MK > qcf P > qcb LK or sometimes EX kick. Sometimes I start with a j.MK for the cross-up or just start with cr.MK. When I'm in V trigger I have pretty much the same starter and then go into qcf P stuff. It feels predictable.
That's not a combo, she doesn't even have a qcf.p move without V-Trigger.
 
Isn't it just a normal throw with different damage at that point? Is there anything else that makes command throws special?

edit: I guess you can't tech them, but you can still throw them lol

Further range, more damage, can't tech them, different positioning afterwards, possibly different meter gain

And in at least one case (Necalli, EX Mask of Tlalli), it puts the opponent into a juggle-state that allows you to combo afterwards / reset the opponent.
 
Ok, another question for this command throw business:

Are all command throws like that? None have throw invincibility? Since none are faster than 5f anyway, the same speed as normal throws, wouldn't it be a good idea to go for normal throws against grapplers then?

Seems so. I see people get thrown all the time while trying to wakeup spd. That said, according to this system it's literally a 50/50 so why go for that when you can just meaty them for the most part.

Edit: Wait a second, a meaty wouldn't clash. So, yeah meaty throw is good.

So only with meter can it lead to something? I have to test it but I believe he can do two cr lp, or cr lk cr Lp into ex stomp then.



Can you combo afterwards? I feel like I couldn't get it to confirm into anything.

Yeah cr. lp x2 or st. lp x 2 are combos.

Divekick doesn't get much. You get a jab in to ex stomp and that's it for the most part

Does it crush counter?

No, why would it?
 
Ok, another question for this command throw business:

Are all command throws like that? None have throw invincibility? Since none are faster than 5f anyway, the same speed as normal throws, wouldn't it be a good idea to go for normal throws against grapplers then?


That's not a combo, she doesn't even have a qcf.p move without V-Trigger.

Oops. I meant qcf K > P. The launcher thing.
 
Dont you just love the sessions where nothing goes your way.. Gonna get a losing streak down to 0lp lol

Does the Ruy/Ken army get less after 1k lp? Low bracket is terrible
Yea definitely, Ryu is solid but your fundamentals have to be ace to win with him at high level. Ken is just harder to play with in general at high level. Game revolves around 1 and 2 hit confirms into damage and outwitting your opponent with mind games.

Bison, Nash, Karin and Necalli are more popular once go up some in rank .
 
Yea definitely, Ryu is solid but your fundamentals have to be ace to win with him at high level. Ken is just harder to play with in general at high level. Game revolves around 1 and 2 hit confirms into damage and outwitting your opponent with mind games.

Bison, Nash, Karin and Necalli are more popular once go up some in rank .


Where do you consider the "high level" to start at?
The way rank works in this game is ridiculous.
I mean 90% of the population (probably more) is sitting at Bronze and Rookie league...
 
I need some Karin tips. All I've been doing is j.HP > cr.MK > qcf K > P > qcb LK or sometimes EX kick. Sometimes I start with a j.MK for the cross-up or just start with cr.MK. When I'm in V trigger I have pretty much the same starter and then go into qcf P stuff. It feels predictable.

My main is j.MK > cr.MP > s.MP > qcb LP > K, but after the s.MP you can extend with V-trigger pop > s.HP > qcf P > CA.


I'm having a hard time against defensive Zangiefs with Karin. I'm unable to find a way to break in...

Zangief was always one of my biggest fears in SFVI, but I've been mostly having no trouble with him as Karin in SFV. I tend to try getting in, get a few hits, get back out of his range, repeat. A lot of the Gief players I've run into don't seem to be able to handle her when doing that.
 
Zangief was always one of my biggest fears in SFVI, but I've been mostly having no trouble with him as Karin in SFV. I tend to try getting in, get a few hits, get back out of his range, repeat. A lot of the Gief players I've run into don't seem to be able to handle her when doing that.

Lol that's what I do as Gief facing Karin. Would be an interesting match
 
Where do you consider the "high level" to start at?
The way rank works in this game is ridiculous.
I mean 90% of the population (probably more) is sitting at Bronze and Rookie league...

That will definitely change as things go on. Considering people are just now hitting Platinum, which has 3 ranks. Then 3 ranks of Diamond, and a bunch of titles after that. It just takes time to spread everyone out. The rage quit situation isn't helping, since many players have quit ranked all-together until that gets sorted out.
 
Thanks man, I liked some of the things I was able to do but I wish I anti-air'd better in that match. Not a big deal as I think I've been good/above average at that, it would have just been the icing on the cake to that match.

You sticking with Ryu or making a switch?

Exploring my options haha
 
Wow how does he get away with blocked bolt charges? Light one is -2 and in throw range.

correct me if I am wrong ( I probably am) but wouldnt you need a move with less than 3 frames of start up to punish a move that is -2 on block? im looking at this spreadsheet here, and I dont know of anyone who has moves that are 2 frames or less on start up?

Even grabs are 5 frames on start up, with 2 active frames? I guess this explains why they didnt punish it?
 
Really starting to get into playing Necalli.

His crush counter buttons are just so damn good. Damage is through the roof. Combos are easy. Command grab. Super Saiyan mode? Laaaawd. Walk speed of a jack rabbit and even more damage.

I'm unsure wtf his dive kick is really for though.

Also, to anyone who plays him, does he have a combo that starts off light normals?

Hate to break this to ya - i've been specializing in Necalli since before launch, and have come to the decision that Necalli is, by far, the worst character in the game.

As to your question, his only 'real' combo that starts off lights would a counter hit cr.lp->cr.mk->bf lp charge.

Now, into detail why Necalli is the worst character in the game. Let's talk about his Crush Counter buttons for a moment. Two of them, Cr. HP & st.Hp, will ALWAYS knock the opponent into an aerial spin on hit, and the only thing Necalli can follow this up with is either super, a stomp, or st.hk. Most other characters can get actual combos & even get some wake up setups off of a crush counter. Necalli? Stomp, if you weren't that far out.

What about st.hk? Thats a crush counter right? Yeah, sure. Its a great normal for Necalli. The problem is both in how far back it pushes the opponent out, and its start-up time is so long, it will get stuft if you try to throw it in near-close/medium-close range footsies. Optimally, you'll be in a medium-close range when you land it, allowing you to walk up st.hp into his bnb (st.hp->mk stomp->cr.mp->bf.lp charge) but thats only really going to work if you were at the appropriate range. See, most of Necalli's normals push your opponent out a tremendous amount.

Most characters get to throw out 3-4 cr.lp or cr.lk block strings, starting from near-close range, to push an opponent out of close range. Necalli gets 2, if that. None of Necalli's lights are fast enough to actual beat a spamming lp or lk on block, so if you even think about hitting a button, you just gave your opponent a free counter. Necalli even has a cr.mk that has some of the longest startup for what is ideally meant to be a fast & long range poke that doesn't really lead into anything, which it doesn't for Necalli.

See, Necalli doesn't actually get a whole lot off of his footsies. He doesn't get good positioning. He doesn't get good setups. He gets 'some' good damage, depending on two things: 1. did you counter hit on his cr.mp/st.mp/cr.mk? 2. Do you have a fast enough reaction to switch your lk.stomp to mk.stomp? At higher levels of play, stomp is super unsafe. Its intimidating for new players or lower ranks, especially because of how much block stun you have to eat, but unless you know it, its actually super unsafe in its mk/hk iterations. The only reason you'd wanna use the lk version is because it is guaranteed to combo off of cr.mp/cr.mk without needing a counter hit, but you don't get to follow-up after it hits, plus it has way fewer frames of recovery, meaning you might just eat a jab or lk instead of a mp or mk instead.

So, two of Necalli's better footsies, st.hp/cr.hp, are basically nerfed by ensuring you cannot get a full combo off a counter hit. If you're a Necalli player, and try using that button, you'll see that when you use st.hp/cr.hp, it actually lands a lot. Its a solid button. Good luck turning it into anything meaningful though, unlike the rest of the cast and their hp buttons.

But Necalli has a dive kick! He's the only character in the game with a dive kick that isn't a special! Yeah, that dive-kick is ass. So, it not only stalls you in the air, which, depending on your opponent, is giving them even more time to anti-air you, BUT, you don't even get anything off of it. Even on counter hit! The most you can get from a down.HK aerial dive kick is 2 jabs into ex. stomps. Compare that to any of his other jump ins, even jumping mk, which gives him st.mk, or either of his other jumping heavies, which give him st.hp, and you can see why you'd never wanna use the dive kick for a jump in.

What about Super Saiyan Necalli? The best thing about v-trigger Necalli is that you can now combo cr.mp->mk.stomp on a clean hit (normally, this has to be a counter hit). This, in conjunction with the huge buff Necalli gets to his dash distance & speed, makes his v-trigger form actually quite scary to deal with. You dash in & either command grab or cr.mp->mk.stomp (you can even do two rotations of that before you push your opponent out in v-trgger) to keep up his pressure. Necalli's already useless v-skill even gets a buff on his recovery frames during trigger. I mean, its still 'mostly' useless, you just might not get as punished for daring to use it.

Honestly, as a Necalli player, I would GLADLY eat a 15-20% flat damage nerf across the board if it meant removing the design handcuffs that are currently plaguing the character. Necalli & his kit actually have a lot in common with Bison (both characters specials & normals are very frame-trapy). However, Bison outclasses Necalli in every imaginable way. If you're a Necalli player, I highly recommend looking into the boss of Shadowloo. Not only do you get a character that has frame traps, but none of the kit handcuffs, AND you still get to retain the insane damage Necalli dishes out.
 
I didn't know you could combo into qcb LP. I tried but maybe my timing was off. Thanks.

ComboFiend convinced me to us that instead of qcb.K at higher strengths / general situations, because the latter will leave your opponent to farther away from you at the end, while qcb.P > K will keep them close.
 
Killer Instinct used to do this. It wpuld also pit rage quitters vs other rage qitters.
I'm gonna start making videos on this because it's a bloody waste of time. The shitiest Rashid ever online got bent over and arse fucked by me and then rage quits. Had a Ken and Gief do the same. Why play Ranked when you aren't even good? Need to have their consoles put away by their mums or go back to Minecraft and swipe at creepers.
/StreetFighterVenting

So they can get matches against similarly skilled players?

Unfortunately a lot of people are more concerned with their rank and/or trophies and ignore the most important aspect of ranked battles.
 
So they can get matches against similarly skilled players?

Unfortunately a lot of people are more concerned with their rank and/or trophies and ignore the most important aspect of ranked battles.

If they took out down ranking it would help a lot.

Hitting bronze and then losing a match and going back down to rookie the first time was a kick in the nuts
 
If they took out down ranking it would help a lot.

Hitting bronze and then losing a match and going back down to rookie the first time was a kick in the nuts

Rank down is also another reason for Rage Quitters. I actually don't mind Rank down, but RQers will RQ to avoid it more.
 
When two throws clash on the same frame and at least one of them cannot be teched (i.e. at least one of them is a command throw or an air throw), the winner of the trade is decided by the exact time that the throws clash:

- If you're on an odd-numbered frame of the round, then P1 wins.
- If you're on an even-numbered frame of the round, then P2 wins.

According to those videos, command throws do not have priority over normal throws or vice versa. The winner of the trade is decided solely by the exact moment they happen to be performed on.

that's really dumb
 
I made up my mind and have decided not to touch street fighter V until they fix this rage quitting nonsense and server results not registering. I'm here to get better at the game but I can't even get points for it because of some salty arseholes. It has annoyed me so much....
 
I made up my mind and have decided not to touch street fighter V until they fix this rage quitting nonsense and server results not registering. I'm here to get better at the game but I can't even get points for it because of some salty arseholes. It has annoyed me so much....
You don't need points to get better. Rock some casual and hit the training room. When they have it sorted out you'll be better for it.
 
I made up my mind and have decided not to touch street fighter V until they fix this rage quitting nonsense and server results not registering. I'm here to get better at the game but I can't even get points for it because of some salty arseholes. It has annoyed me so much....


Just hit up Battle Lounge. Problem solved. More practice with less waiting time.
 
I made up my mind and have decided not to touch street fighter V until they fix this rage quitting nonsense and server results not registering. I'm here to get better at the game but I can't even get points for it because of some salty arseholes. It has annoyed me so much....

So, if you're looking to get better, there are FAR better ways to do it than ranked. You could play longer sets of Battle Lounge with your fellow gaffers (we actually team up here often to play sets, its quite nice) and that will give you great match up data against certain characters. You could play casual matchmaking, where ragequitting seems to be far less prevalent. You have options.
 
I made up my mind and have decided not to touch street fighter V until they fix this rage quitting nonsense and server results not registering. I'm here to get better at the game but I can't even get points for it because of some salty arseholes. It has annoyed me so much....

I don't have this problem. The key is being just good enough to barely win regardless of opponent.
 
After watching the Cannes tournament yesterday it gave me new hope for my Laura. I need to get better at this game I've been sitting at bronze for too long.
 
I have some questions about frame data and M.Bison. I may not fully understand how frame data works.

M.Bison's HK Scissors is -2 on block, and MK is -3. Are these considered "safe"? I know that LK at -4 is unsafe.

Ryu's jab is 3F.
M.Bison's jab is 4F.
After Ryu blocks HK Scissors, his jab should beat Bison's jab?

Nash's jab is 4F.
M.Bison's jab is 4F.
After Nash blocks HK Scissors, his jab should beat Bison's jab?

Can I ever afford to press buttons after scissors is blocked (excluding EX)?

Bison's MK Scissors is +2 on hit, and HK is +1.
Bison's 4F jab should beat all other jabs after an MK Scissors hit?
Bison's 4F jab should trade with 3F jabs after an HK Scissors hit?

Not frame data related:
How can I make Bison's throw a threat with his slow walkspeed? How can I tick throw?
 
Yeah, playing a few sets in battle lounges with gaffers, getting some feedback on your play and then hitting up training is a way more effective way to improve.

Don't let the LP get in the way of enjoying the game.
 
The more I see those seasoned players in tournaments do all those empty shoryukens despite the massive risk of being crush countered, the more I am reminded of how stupid and moronic the FADC system of invincible reversals was.

Who thought it was a brilliant idea deserves a special circle in FG's hell.
Which is weird since Capcom made SRK > FADC Forward/Back unsafe in Ultra SF4 and yet no-one punished it
 
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