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

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lol is that the pic I posted?
 
If you're on PC you can avoid disconnections by restricting it from PS4 players, it's more frequent from PS4 players because disconnecting is more accessible. There's a 'disconnect' button at the middle of the controller, haha.

My last experience on the game, was a Ken player on an 8 win streak who disconnected as he was taken for a ride in Rashid's super.
Wait...PS4 players can disconnect by just pressing the Home button?? You're kidding, right?

Also, Alt+F4 isn't too hard on PC either...
 
Wait...PS4 players can disconnect by just pressing the Home button?? You're kidding, right?

Also, Alt+F4 isn't too hard on PC either...

Nah you also have to mash X a few times, or press options then mash X

Could just be me but I always find closing reloading games on PC to be a pain, comparatively to consoles, and in my observations on the game, PC players appear much less likely to disconnect.

It always tends to be PC players that stay in the match for me, and that bums me out because I want to message them and thank them for staying, but I can't.
 
Steve was mad as fuck when this happened lmao

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Wow, to bad that's not a real option.


While we're on the subject of Karin's command grab follow-up, is there a real point to the thing? I figure if most people block the overhead, they're going to instinctively block low to beat the sweep, where the grab will whiff anyways. Add the fact that sweep still combos if the overhead hits, is there any reason to do the grab instead of the sweep?

Never. It still has enough recovery to be tech. Snake Eyez was caught off guard.
 
While we're on the subject of Karin's command grab follow-up, is there a real point to the thing? I figure if most people block the overhead, they're going to instinctively block low to beat the sweep, where the grab will whiff anyways. Add the fact that sweep still combos if the overhead hits, is there any reason to do the grab instead of the sweep?
 
too slow on the disconnect?

Nah, I've met enough people in that range who took the loss, meaning they were legit win streaks. I've gotten streaks that high, as well. The highest I've seen was something like 65 for a Zangief who, evidently, turned out to be crappy and disconnected.
 
While we're on the subject of Karin's command grab follow-up, is there a real point to the thing? I figure if most people block the overhead, they're going to instinctively block low to beat the sweep, where the grab will whiff anyways. Add the fact that sweep still combos if the overhead hits, is there any reason to do the grab instead of the sweep?

nope, it's terrible
 
Ah don't blame age. Set the dummy to random block and work on hit confirms that way. If the 1st hit or 2 hit do whatever. If they block stop at your safest normal.

You can set the dummy to do multiple wake up options. Have it do a couple footsie pokes and a walk up strow and get used to seeing both.

I'm not sure if it'll help you, but what I did in Ultra when I was learning Abel was to set Counter Hit to random and step kick, trying to react to the counter with c.HP or st HP if it wasn't a counter hit. It really really helped, and I started to hit it even online. So maybe try setting block to random and try reacting only to actual hits?

I've never really touched training mode in fighting games, I guess this is a good time to start as any. Thanks!
 
Ucchedavāda;196624400 said:
What is that short hop that Karin does at the end?

been mentioned already but that was the command grab follow up to whatever her qcb+p thing is called. he whiffed it and followed up and just did a regular ass throw.

the amount of respect shown was disgusting

Wow, to bad that's not a real option.

not really. all snake eyez he had to do was stick out a normal and that woulda stuffed it. funny ass moment
 
Any video footage of this in action?

Probably any time you see a player hitting c.MK into Tenko they're doing that. :P

Try it in training mode, it's much easier than it sounds. Just c.MK xx QCF as if you were doing c.MK Hadouken with Ryu, but don't press a button, just the QCF, and if it hits, ou hit K~P like a SF IV plink. The timing is a lot more lenient than it looks like. Even for regular combos, I treat QCF K~P as if it was one single input, and link it to her normals instead of canceling a normal into QCFK and try to hit P instantly. I find it much harder to do it the "right" way.


Hit Tenko in the corner, and chain two crounching jabs, the second jab will reset the opponent, then dash. If you wait a bit before hitting the jabs, you'll end up on the same side. If you do them as soon as possible, you'll cross under. If you cross under and instantly hit st. LK, it hits meaty, and you can link it into c.MP for an easy high damage hit confirm.

A command grab isn't OP lmao. This isn't Skullgirls or MvC3 where you can combo after them. It actually gives her a decent option in the face of all these characters with their own command grabs. A good player will tech grabs all day in this game. That's not something you can do against command grabs.

I don't mean command grabs in general are OP, just that I feel like it would be too much for Karin to have them.

She would feel kinda like Abel though, so I like the sound of it. It seems like Karin is already the character that pleases Abel players the most, in general.

I fought Countblack earlier today and after a single session he figured reversals destroy her V-trigger and he was damn right. At least her V-trigger makes people waste their meter. :3

But do you mean the actual v-trigger activation? Or just the rekkas on block? If it's the rekkas, then yeah, either use them to waste their meter, or don't do them on block :P

Trying to out jab Nash feels like a fool's gambit, but I'm going to try switching gears as of today. Gonna see what a more footsie oriented Karin is capable of. I'm expecting to get blown up in game full of CCs and 40% combos though.

Oh, I don't mean to go to jab war against Nash, just to use it as an anti air. You'll definitely lose a jab war :P

But yeah, I really feel like Karin is a footsie heavy character, and a really good one.
 
1-weak anti airs
2-awkward crush counters that are very hard to follow up unless you v-trigger
3-her v-reversal is mediocre at best
4-her mixup game is basically nullified by jabs and crouching
5-no command grab in a game where tons of characters have one
6-v-trigger is made nearly useless by v-reversals

1-Wouldn't call them week, her AA normals are average but she have a fast invincible AA, a luxury not many characters in the game have, even if it's behind ex meter. That and she have a great command dash to avoid deep jump ins

2- cr.HP is one of the easiest CC to follow up in the game and st.HK is easy to combo after if used as a frame trap, at poke range you need resources to combo after which is inline with most long range CCs

3-What's wrong with it? It's really hard to grab her out of even after baiting it with jabs, unpunishable on block and causes knockdown on hit. The good Karin players I've run into seem to prefer it over here V-Trigger. Of the characters I've played against a lot, Karin's seems to be the best V-Reversal in the game!

4-She have the tools to blow up jabs and they lead to ridiculous damage, if people are mashing jabs against you, you didn't teach them not to, see 5 for crouching

5-Absolutely does not need a command grab, has a v-reversal that lead to a knockdown, two over-heads one of them is confirm-able into a knockdown and frame traps that are backed by some of the best damage in the game

6-V-Revesals do blow up her V-Trigger but her VT mixups are just early days shenanigans that can be blocked on reaction or OSed which would put you in a much worse place than getting v-reversaled. Her VT is more of a combo/pressur tool, trying to mix people up with it wont get you far
 
actually won most of my matches last night with Chun-Li. Matchmaking is still kind of slow but overall I feel like its getting there. Having a blast.
 
Bison's battle costume is awesome.

And what the hell Capcom... you have to do survival mode again on those costumes to unlock colors for it???
 
Never bothered with all those fancy pads or sticks, heck I started fighting games with sf2 on the snes, arcades were never a thing here.
It always pains me to see new players, or anyone that didn't grow up with arcades, asking what stick they need to buy; just try whatever you have first, shelling out 200+ for a controller isn't suddenly going to make you a good player and certainly isn't a requirement.

Same here. I'm all about the D-Pad. Maybe someday I'll get a fight stick, but I do well with a regular controller. I still miss the 360 D-Pad. Most people hated it, but after breaking it in it was great for fighting games. That rocking motion.
 
-900 garbage health
-weak anti airs
-awkward crush counters that are very hard to follow up unless you v-trigger
-her v-reversal is mediocre at best
-super unsafe specials
-her mixup game is basically nullified by jabs and crouching
-no command grab in a game where tons of characters have one
-v-trigger is made nearly useless by v-reversals
-her EX Ressen Ha has very little horizontal priority and loses much of it's invincibility the higher she goes

She could live with the health if she had a command grab, better crush counters and better anti airs, but as it stands she is going to get worse and worse as people wrap their heads around their command grabs, v-reversals and air approaches.

Yep, this was my experience with a jumpy Nash earlier today.

This has become evident to me as I keep losing with her as a player. She is also super slow with her punches and kicks. Especially the crouching kicks. I disagree about the V trigger being entirely useless. She deals good damage but she should have some more safe moves other than medium Kick. Its sad that one of her specials is best served with a combo than on its own.

Most of her specials are unfortunately good mostly for tricking the opponent but not safe at all once a person is accustomed to her move set. It is very limited what you can do other than punishing another player for slipping. I think this is why the aggressive approach of her is not very good when a player is playing defensive. She is also awfully slow against Cammy and has difficulties with actually reacting to good Ryu and Ken players. Karin does better against characters that are slower than her.

I used to win more due to mind games than actually being able to use effectively every move. V-trigger is the best opponent to punish a player with a super without break (if you get an opening).
 
The no penalty when rage quitting is really starting to bother me. Put in so much work just have someone disconnect right before the last move hits and take it all away. :(
 
I'm struggling with Rashid, I just don't know how to apply solid pressure, really. Everything he feels like a gimmick.

Wong and Floe go into the roll after blockstrings cancelled into heavy tornado shot, but this isn't a mixup. Every version of the roll is beaten by normals or specials. If they press any button as you approach like this, it will hit you. DP especially, if they're Ryu, Ken, Cammy, Necalli etc.

I know he's got standing mk, and cr.mk as footsie tools, but cr.mk range isn't great and standing mk is -2 on block so they can press stuff after this and it will beat you if you press a button. Sometimes I can step into their normal range and whiff punish normals with sweeps, but that's doesn't lead into anything sufficiently ambiguous.

Standing HK crush counters work sometimes. I guess. I would be more confident using some of these moves if we had data on their hitboxes.
 
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