QCF+K is a throw that hits airborne opponents.
Right, but it also has a good trajectory for getting behind a fireball throwing Ryu... Was hoping to use it for the purposes of punishing an ill advised hadouken...
Oh well, guess not.
QCF+K is a throw that hits airborne opponents.
Right, but it also has a good trajectory for getting behind a fireball throwing Ryu... Was hoping to use it for the purposes of punishing an ill advised hadouken...
Oh well, guess not.
It's short because it throws whoever gets hit forward, keeping people in corners.I was messing with Mika in training and I saw HCB+K has really short range. Like, possibly shorter than her normal throw.
I was messing with Mika in training and I saw HCB+K has really short range. Like, possibly shorter than her normal throw.
The kick throw is fucking scary if you land it because you can do nasty cross over setups afterwards. It needs to be risky.
Guys I need help. So I downloaded the crack. Can I still play the beta?
Is the beta live I thought it went live the 18th?
So, if anyone's SFV is crashing (PC) seemingly at random times. If you have a Wacom, disable the drivers and unplug the tablet. That seems to fix it. I read it on the steam forum for it and so far it seems to be working. No crash yet. Will report if it still crashes after all
Damn there is still another beta phase? I deleted this awhile ago thinking everything was over.
Good Mika mirror, Intelliheath!
Modders didn't uncensor it yet (reverting it back to the previous state)?
That's basically my complaint... If whiffs... When it looks like it shouldn't ...
Her HCB+P throw seems to have a longer range...
After two live matches, I stopped attempting the HCB+K throw...
All 3 command throws have their uses.
HCB+P - most range and most damage; puts opponent on the opposite side and far away
HCB+K - short range and low damage; keeps opponent on same side and close
QCF+K - anti-air; seems to lose out to most air attacks but can be comboed into and has the distinction of being the only meterless way to combo into a mic boost
I did a post that broke down her throw ranges and damage in beta 2.
http://www.neogaf.com/forum/showpost.php?p=182805374&postcount=4074
Curious if it's changed.
Is this up?
I didn't delete and redownload my beta that one time they told us to, do I still have to after subsequent updates?
These past two testing made me realize how SF4 made me bad at fighting game. I have 9.5k and 3k with Decapre but I never properly do crouch techs and punishes because they never work online. But once i go back to playing 5. I'm able to do all of those automatically because I know I can pull them off.
Guys is it still online?
Seems like it's over ... But it starts up again next weekend...
If anything that will just make modders more determined
I believe this is pretty old news and has been in the thread already. Better encryption on the beta doesn't necessarily mean the final version will be as difficult to mod,it ,ay just be related to not wanting story, character appearance, stage or costume leaks
Are there any videos out there that shows me top level play from good players of Street Fighter V? I want to see how they are using the different characters and how I am supposed to play the game.
Look for character demonstrations with Combofiend and Mike Ross.Are there any videos out there that shows me top level play from good players of Street Fighter V? I want to see how they are using the different characters and how I am supposed to play the game.
My favourite match from PSXAre there any videos out there that shows me top level play from good players of Street Fighter V? I want to see how they are using the different characters and how I am supposed to play the game.
I was watching that video and the commentators were discussing the safety of Vega's roll on block and I was thinking that Capcom should implement a "Punish" indicator when you are hit during the recovery frames of a move. As a Counter Hit is tagged on start up frames of moves (except for specific instances like the recovery frames of DPs) so they wouldn't occupy the same function. Plus, I wouldn't add a bonus to Punish hits, it would just be a quick indicator to new players that the move you chose can punish the move they used on block. It would be like the Cross-Up indicator in that it just gives players more information about what's happening. I do sometimes wonder if the player just didn't block and my punish isn't actually a legit punish.
Any thoughts? Is there something in the game already that covers this that I overlooked?
The tournament during PSX is probably the highest level play we've seen so far
https://www.youtube.com/watch?v=R5oNSNNqqOM
Isn't this already in training mode? I remember seeing it somewhere, or maybe I'm thinking of a different game (Tekken perhaps). Not sure if I'd want it in a real match though.
I was watching that video and the commentators were discussing the safety of Vega's roll on block and I was thinking that Capcom should implement a "Punish" indicator when you are hit during the recovery frames of a move. As a Counter Hit is tagged on start up frames of moves (except for specific instances like the recovery frames of DPs) so they wouldn't occupy the same function. Plus, I wouldn't add a bonus to Punish hits, it would just be a quick indicator to new players that the move you chose can punish the move they used on block. It would be like the Cross-Up indicator in that it just gives players more information about what's happening. I do sometimes wonder if the player just didn't block and my punish isn't actually a legit punish.
Any thoughts? Is there something in the game already that covers this that I overlooked?
I think this is a great idea.
I'd also like for there to be extensive frame data in the moves list, or at least an optional graphic on screen during training mode that says if you are plus or minus on block, as in VF5.
But Capcom seems resistant to adding frame data.
Hell, I'd like the otion to turn on visible hit boxes while playing, so that you can really understand what's going on in the game and learn much faster. I heard that option was in the vita version of SFxT.
I'd be fine with all of that in training mode. Maybe they're afraid PC players would be able to mod hitboxes into regular play (not like that would be that big of a deal, anyways).
I think Capcom is hesitant to reveal hitboxes because it inevitably draws ire from the really wonky looking ones. Even if the hitbox is displaced from the visual aspect of a move (like a hitbox extended way, way past a fist) is for a very good and balanced reason, it still pisses people off.
Gotta use them V-Reversals.I checked the roster discussion thread and the FGH to see if it wasn't posted yet so I guess I'll put it in here then. Friend of mine just linked this interesting video about trades and counter hits in SFV. Not sure if this got brought up before though.
https://www.youtube.com/watch?v=AdNXIIVWTYU&feature=youtu.be