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I was thinking of picking this up before but man the game looks really slow. It's giving me Tekken vibes due to the speed and it looks like the combos are all really short and rely on juggles to string anything decent together. Has anyone got any footage of any higher level play? All I've been seeing is 3 hit combos with a few juggles and a real lack of offensive play form any of the matches I've watched so far.

http://youtu.be/UiZu9vO8Ix0

:p
 
Thanks for the advice on survival mode :)

I reached 44 or so with Ryu. The killer was reaching 49 with Cammy, that hurt. Losing both times, no random disconnect.

Looks like I'm going to try and cheese the cpu!!
 
Has anyone manage to beat hard survival with Nash yet?

My highest was 49. Getting sick of this input reading AI. That white nash is my color, man...
 
Has anyone manage to beat hard survival with Nash yet?

My highest was 49. Getting sick of this input reading AI. That white nash is my color, man...
It's not just me! Man I thought I was getting tired last night because it felt like the AI was suddenly ramping up into bullshit mode as I got close to 50. I guess it's a thing. Okay.
 
So what are some good follow-ups after crush counters with Rashid?

After a HK counter they tend to go airborne, and I know I can follow up with an MP spinning mixer.

After a FP crush counter, which leaves them grounded, I can't figure out anything that comes out fast enough to be useful. Maybe go right into an EX eagle spike > MP spinning mixer?
 
I watched a bit of WNF earlier and heard commentators talk about shimmy a lot. What's a shimmy?
Ahh yes the shimmy. It's when you anticipate OR actually walk forward for a frame to pretend to throw but actually walk backwards instead to be outside throw range to counterhit/punish someone's throw or poke attempt. The gootecks shimmy is where I first heard the term

http://youtu.be/sLNEChw3Gcs
You're basically walking forward a frame then backwards and counter hitting the opponent if they have a tendency to tech throw at close proximity
 
So what are some good follow-ups after crush counters with Rashid?

After a HK counter they tend to go airborne, and I know I can follow up with an MP spinning mixer.

After a FP crush counter, which leaves them grounded, I can't figure out anything that comes out fast enough to be useful. Maybe go right into an EX eagle spike > MP spinning mixer?

Forward MP and EX whirlwind both reach- you can do some weird stuff by cancelling the whirlwind into the roll and doing another ground combo as well.
 
That was some crazy shit. Dhalsim is so cool in this game, and he's fucking scary.



Not sure if he's better but it's interesting to see how different the two play the same character.

Just like IV.

It's interesting seeing an aggressive Sim.

F.Champ's Sim in IV was a classic Zoner.
 
Uh, I'm Mika :|

You cant seriously say that the only way to beat a FANG player as a non projectile character is to rely on the FANG to be retarded?


Mika probably has a hard time with fang but I think it should be doable. My advice would be to rely on hard kick with variable charge time, and use her double medium as a poke when within range.

Fang does well when opponents are being impatient. The key to beating fang is to actually wait within the spot between close and mid range where you can punish him with a well placed normal. With mika, I would actually do a crouching heavy punch whiff to command grab, since it can do large damage and potentially pass through poison. Similarly, you should watch out for traps where he has tossed a short arc of poison in hopes of catching you being too greedy. An EX butt slam should also safely put him in his place within half screen, assuming you do it on raction or read.

From there, take solace in the fact he lacks good, free reversal options and grind away at him. When you're on the offensive, make sure you keep on him until he proves to you that he has a plan to deal with you. Once he does, back up and either go back to plan A or try to stay back and wait for him to come to you.

Don't be afraid of his horizontal moving "fireball" as it only applies poison and does no hit stun. This poison will go away when you land a hit on him iirc, so use that move as an opportunity to call his bluff and walk right through it. Thus will also let you know how experienced this fang player is as he may not be expecting that himself.


Overall, fang will be a tough match for a character like R Mika who specializes in close range versatility. Having said that, fireballs aren't the only way to fight fang. In fact, I think fang will win a fireball war when it comes to damage, assuming the player doesn't needlessly eat hadoukens.
 
Who is that hiding behind the monitor?
Cbf_B5_Sx_UMAAYx_JP_jpg_large.jpg

Phoenix Wright
 
Whaaat? I feel this game is faster than IV.

Possibly, I've not actually played street fighter since SFII Turbo to be honest.



Check out the WNF matches from yesterday

Like seriously

Ok all of that was pretty badass. Pretty sure I ran across that Ken video last night somewhere too lol. Temptation to pick it up is certainly coming back.
 
Oh man, very cool to see some good Sim play. Very, very interested in him in this game. Never been a big Sim player before but he seems to be the only "pure" zoning character in the game, which is what I like to play when I switch it up from playing grapplers constantly.

Edit: Although here I guess he's just rushing that shit down a bit, huh? lol
 
Man I'm not doing great at all today. I mean I was playing shitty yesterday but I got to 480LP, but now I'm down at 200LP.
Not a good feeling. I mean I felt like I should've won much more of those games, they normally come down to it being fairly even but I'm great at getting pressured. I can't handle being pressured easy and it seems like the people who beat me can just snap out of it. I'm probably using Cammy all wrong or something.

Maybe I should just play Gief to get ready for Alex
 
Possibly, I've not actually played street fighter since SFII Turbo to be honest.







Ok all of that was pretty badass. Pretty sure I ran across that Ken video last night somewhere too lol. Temptation to pick it up is certainly coming back.

This actually reminds me a lot of Third Strike in that one good stun combo can just completely turn the fight around. The majority of matches I've been in are very fast, depending on the characters. I play as Birdie so obviously I try to slow things down a bit, but yeah...crush counter hit into a dizzying combo in a critical art? Dude's prob dead after that.
 
Man I'm not doing great at all today. I mean I was playing shitty yesterday but I got to 480LP, but now I'm down at 200LP.
Not a good feeling. I mean I felt like I should've won much more of those games, they normally come down to it being fairly even but I'm great at getting pressured. I can't handle being pressured easy and it seems like the people who beat me can just snap out of it. I'm probably using Cammy all wrong or something.

Maybe I should just play Gief to get ready for Alex

V reversal dog. No one is doing it. Get them off you breh!
 
man, that story mode was crap.

anway, been a few years since I played Street Fighter and I've taken a liking to Bison in this one. Trouble is, I've never really bothered with charge characters before. I can pull off the scissor kicks in combos (not 100% consistently, give it time), but having to charge buffer throughout a real match is proving really frustrating.

Any useful tips someone more experienced could offer? Are there any situations I'd want to charge with b instead of db (apart from walking back obviously). What are some good moves to buffer out of? So far I'm just using down MP, really.

You just get used to it. Try to get in the habit of charging back when you're standing up pressing st.MP and st.HK. For example if you get a crush counter with HK you can then go into st.HP into HK scissors into v-trigger into a marvel vs capcom combo. St.MP links into cr.mp of course.

my current problem is I'm so used to holding down back that it keeps screwing up my inputs for inferno. Inferno used to be a down-up motion but now the only thing you need a down charge for is head stomp.

It's good to finish combos with inferno sometimes because you get a knockdown, scissors leaves em standing. It also doesn't require a charge and combos into super a little easier than scissors.
 
Man I'm not doing great at all today. I mean I was playing shitty yesterday but I got to 480LP, but now I'm down at 200LP.
Not a good feeling. I mean I felt like I should've won much more of those games, they normally come down to it being fairly even but I'm great at getting pressured. I can't handle being pressured easy and it seems like the people who beat me can just snap out of it. I'm probably using Cammy all wrong or something.

Maybe I should just play Gief to get ready for Alex

I have had similar situations. My suggestion is to persevere though and treat each match lost as a learning opportunity. As someone who struggles majorly from post match salt, I know that the emotions behind losing a round can actually overwhelm your ability to think rationally. Instead, ask yourself what opportunities you didn't capitalize on and what opportunities you gave the opposing player.

If you lose health to jumpins, practice your anti air options in training mode. If you tend to get hit after block strings, you are probably too eager to press a button at the wrong time or are using the wrong normal to stop the other player from pressing onto you. What combos were dropped or were there times you could have gone for big damage when instead you chose to do smaller, insufficient damage?


I'd suggest you use the match request in training mode and change the accept option from automatic to ask. This will give you more time between matches to practice whatever went wrong the last match you played.
 
F. Champ's execution always been some of my favorite to watch in every fucking game. He plays zoners like they shouldn't be played in every game and makes it work.
 
I have to admit that I think my ADD is really causing a lot of problems playing this game, there are just too many little gauges to pay attention to and I usually forget to utilize my V-Reversal or even my V-Trigger when I have it.
 
Sorry if this has been answered already but does anyone who the artist is?

I think it's Bengus

edit:Ya it is Bengus He just went with a different style

When Yoshinori Ono, lead on Street Fighter V, told me that Bengus would do the character art in the story mode, I was hyped as hell. Bengus (pen name) was an illustrator in Capcom of Japan’s art department during their incredible ’90s run. This was a time where that art department pumped out some of the greatest concept art, marketing illustrations, and 2D sprite work in the industry. Bengus was involved in a lot of Street Fighter art that we covet today.

As a huge fan of Bengus’ work, I find the illustrations in Street Fighter V’s story mode shocking. I’m not a stickler for accuracy on stylized artwork, but the anatomy and proportion decisions are creatively strange. In some cases, they are just visually unappealing and inconsistent. The line work also lacks depth, and the sense of volume on shapes is really hit or miss. I get the sense that these were quick competent thumbnails for a more finished piece, that were blown up, quickly inked, and colored.

It’s nowhere near the quality of the sort of work I am use to seeing from Bengus. It’s not even close to what I expect to see from the franchise, from any artist. I hate going on record negatively criticizing an illustrator’s work like this, but what happened here? This is so far off-base from what I expected. If it’s Bengus or not, these illustrations come off like the artist was rushed.
http://venturebeat.com/2016/02/15/s...make-fighting-games-and-their-players-better/
 
If there's really no penalty, won't ragequitters like that (with the 10 game winstreak) get more and more points and eventually lose pretty much every game?
 
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