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Street Fighter V Champion Edition - Oro, Akira and... Luke?


joffocakes
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It's really odd that player one has absolute power over all menus in versus mode. I think that's a really bad idea for tournaments and a bizarre and unnecessary change from the old system of a rematch button for each player that is overridden if either chooses character select. It seems minor but in high pressure situations it'll be weird to have to ask the other player to go to character select for you or for both players to have to verbally agree to rematching. Again, seems really minor but I think it'll be an unwelcome break in concentration/momentum to not be able to make those decisions on your own time.

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I was playing with people last night at GamerDisco and that was actually a problem we encountered a few times. They'd usually hit rematch without thinking and then you have to go through the whole loading and fight start business before you can go back and change. I think it's really odd how they've just wiped the slate clean of all the improvements they made with SFIV. How did that happen?

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4 hours ago, JLM said:

It's really odd that player one has absolute power over all menus in versus mode. I think that's a really bad idea for tournaments and a bizarre and unnecessary change from the old system of a rematch button for each player that is overridden if either chooses character select. It seems minor but in high pressure situations it'll be weird to have to ask the other player to go to character select for you or for both players to have to verbally agree to rematching. Again, seems really minor but I think it'll be an unwelcome break in concentration/momentum to not be able to make those decisions on your own time.

 

Maybe they intentionally designed it as an ice-breaker, so you have to talk to the person sitting next to you? I've had at least one tournament match where my opponent almost seemed offended that I was saying hello before we played...

 

I got a few games with qazimod last night which was an excellent way to celebrate online play working, then I spent an hour getting bopped by a dhalsim player as Chun before getting a bit of ryu revenge against his birdie. It would appear dudes are already getting pretty solid gameplans in place while I'm flailing around character select wondering which eight characters to main.

 

As for whether people talked like this about SFII, you can have a great time reading old alt.games.sf2 usenet posts from the early 1990s - they're all archived in google groups so I'll see if I can find a fun example later. I think shrew has just poorly worded his post on a day when you guys are under-slept and cranky, though :-)

 

Before online started working I played about ten hours offline with SFV champion JLM over the last two days. I kept picking a character and deciding they were the best character, then repeatedly losing, so I fear I might not be cut out for the tier enthusiast lifestyle after all and will end up picking another fairly basic mid-tier character or two and then hitting a frustrating ceiling in a couple of years' time. I'm still working on hitting that Chun BnB ("bread and butter" combo, her go-to set of moves) in a real match but had a lot of fun playing Ryu and Zanguef especially. And of course Birdie, F.a.N.G and Dhalsim who just look too stylin' not to pick. So many characters look so stylin' in this game!

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22 hours ago, JDubYes said:

I know most of you guys in here are proper 'stick users, but if anyone was contemplating buying one of the new Mad Catz fightpads, then for the love of god don't. I got mine last night and the d-pad is so bad that I'd rather just use the DS4, even with all the buttons in the wrong place for Street Fighter, than have to use that again.

 

(snip)

 

For pad play I recommend the Hori Fighting Commander 4 - it has a sort of dial on the back that increases the sensitivity of diagonals on the d-pad so that you can roll your thumb through quarter-circles (or turn it the other way if you use charge characters... and don't mind not being able to jump back or forward :P )

 

Plus you can change the angle of the d-pad, and it has a six-button layout, and the buttons feel nice... My one issue at present is that there's nowhere to plug a headset, so friendly online games will be quiet for me... :(

 

EDIT: thanks for the feedback btw! I was wondering about the Mad Catz d-pad myself as it was hard to judge from photos...

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8 hours ago, joeplus said:

To be fair, it would be a good and useful idea  to link to some glossaries and beginner's guides in the first post. I'd happily trawl for some links or write a basic legend for what cr, j, IA, xx and the like mean.

 

I think that would be incredibly useful if you've got the chance.  I used to lurk the SFIV thread quite a bit as it was secretly one of the funniest on the forum (seriously, if there's no pundown while I'm active in here I'm going to be very disappointed) but the level of understanding needed to get involved in any actual game discussion was pretty high.  And I'm not completely convinced that those involved in the fighting game scene are the best placed to understand how intimidating that can be.  I think it's the leap from lower intermediate to competent that seems the steepest learning curve.  Maybe I'm showing my ignorance, but it seems a bit like someone joining in on episode five of season three of The Wire and asking for a quick recap.   

 

That said, I realise that this is as much about my investment in the game as anything else.  Perhaps I will to get over my terminal shyness and get involved in some forum games. That seems like a good way to learn!

 

Onto more interesting business, has anyone got any hot tips for Nash?  I've managed to go up a league so I must be getting somewhere.  I appear to play things rather defensively; I spend a lot of my time full screen away, flinging sonic booms and waiting for my opponent to make the first move.  The exception is when I use the teleport and go nuts for a couple of seconds.  All of his moves seem incredibly well telegraphed though, like it's really obvious what I'm about to do before I do it..?  And with his dragon punch style, EX meter draining move I've not found a suitable way to work it into normal scrapping.  I just chuck it out hopefully once or twice a match!  Is there any use for his V-Skill outside of sucking up fireballs?   Because at the moment it seems like I'm at a disadvantage and I've lost something from my repertoire as soon as my opponent picks a non-projectile player.

 

Thanks in advance!

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Man, Chun is blossoming!  Managed to get through Easy / Medium survival for the colours, and the hilarious story mode (WHY CAN'T I ALWAYS USE CHUN'S POLICE OUTFIT?! :mad:), which gave me lots of time to practice some strings.   She has some proper dirty / sneaky ways of landing a Critical Art, and am glad that I can still catch predictable fireballs with a reactionary CA from most of the way across the screen!  You can even hit confirm* from df+HK, cr.MK xx just about anything. Mean!

 

I am finding it absolutely impossible to manage st.MP, cr.MK xx SBK though, either the first two don't link, or the SBK doesn't come out :( Hard.  Any tips, fellow Chun players?

 

Also finding it hard to work the V.Trigger into anything meaningful. And her V.Skill - does it combo from anything?

 

*for shrew: a combo during which you have enough time to ensure they are getting hit - rather than blocking - before committing to an unsafe combo ending, like a big special / super move

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Loving this, not ready to add my name to any list tho, still bloody terrible, I like to lose or scrape a win and then never see my opponent again.

 

Followed all the online advice, but realised all i was doing was low med kick and defending, sudden realisation that I have to attack as well and won a few games. I often get totally thrashed tho with no idea what to do, esp when I come up against charcters I know nothing about. I really need to work out where the attack opening are, I can do the easy combo's in training mode but slotting them into a real fight is a different story.

 

Told myself I wont care if I win or lose and give myself an hour a night at least for a month, then see if I have improved.

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One of the reasons the SFIV thread has been my favourite place on the internet since I found rllmuk is that it was so welcoming to new players who were baffled by all the gibberish we were talking. I don't think your analogy is wide of the mark at all, but this place is full of people who will write customised episode recaps for you if you ask, so please do if you want to try and catch up a bit. :) 

 

Basic Nash stuff: 

 

Anti-airs (what to do when the opponent jumps): 

 

Crouching medium punch, crouching heavy punch, standing medium kick, EX upkicks (I forget the name), air grab and V skill. 

 

Nash has a decent selection of anti-airs but it takes practise as they're all effective at slightly different ranges and timings. 

 

It's pretty crucial that you do though; he has a very strong ground game if you use his fireballs and normals effectively, but this is only good if you shut down the opponent's jumps. It's also key for Nash to anti-air because he doesn't have any invincible special moves or good answers to pressure, so if you block and opponent's jump instead of anti-airing you're going to have to take a lot of abuse. 

 

The v-skill's obvious primary use is to absorb fireballs, but it's less about dealing with the projectile and more about the v-gauge you get for doing it. The same is true of using it as an anti-air. It's not necessarily the best option but f you find the range where it works it's worth doing just to build the meter. V-gauge is absolutely crucial to Nash, arguably much more so than his EX meter. 

 

As I mentioned, he doesn't have anything invincible, so V trigger and V reversal are his only strong defensive options aside from blocking. On that note, Nash has to block a lot if he is under pressure. EX upkicks looks like a mash able "get off me!" move but it really isn't at all. It only works if the opponent messes up, so try not to think of it as a panic button. Be patient on defense and try to build v gauge whenever you can. He only has a short v gauge bar so he's one of the characters who should be looking to get v trigger twice per round if possible. 

 

The ex meter stealing move (I think that's called tragedy assault, I'm not good with the real move names) can combo off crouching medium punch. (Cr. mp) So you can do cr. mp -> cr.mp and then cancel the second one into tragedy assault for a combo. It's not the most damaging/best option but sometimes it's worth stealing their meter over taking damage. You can also combo it off a crush counter towards + heavy punch (the backfist). Also you can use it to punish the opponent's fireballs. 

 

Will post more shortly, sadly I'm back at work today :(. 

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19 minutes ago, Chooch said:

Whats a throw tech?

 

Wahey!  I can answer this one!  It's when you do a throw the moment after your opponent does and you escape their move.  The characters do a little 'break off' animation.

 

Thanks very much for the advice JLM!  I've been using the upkick as a panic escape move with little success so that certainly seems like a bad habit I need to break.  I also hadn't considered mixing up my V-Skill / V-Trigger defence of fireballs with the EX stealing move so that gives me another option.  I think I do need to pay better attention to the distance of the upkicks too so that I'm using the correct one rather than just using the fierce one constantly!  That gives me plenty to work with tonight.

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41 minutes ago, Chooch said:

How do you 'cancel into' something?  Whats a throw tech?

 

Cancelling is interrupting the animation of one attack by inputting another attack quickly. Obviously you can't cancel everything into everything, but that's what wikis, guides and forums are for - to discover "cancellable" moves and work on combos that can emerge from these discoveries. :) How do you do it? Press buttons quickly ;) or wait for other people to find out good cancels and try them in training mode.

 

A throw tech, or throw escape, is when you input a normal throw* at the same time as your opponent - rather than rolling a dice to decide who threw who, both players get pushed back a little. EDIT: or what Jolly saiid

 

*i.e. the throw available to all characters by pressing two light attacks, rather than a "command throw" such as Spinning Piledriver

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Good stuff JLM. I started yesterday intending to mess about with chun. But then I watched a bit of infiltration's stream on twitch, and he was destroying everybody with Nash. So I had to try it. Really like him now even though I can't remember which moves are which. It also took me absolutely ages to realise his sonic boom speeds are the wrong way around... Hard is the slow one!

 

also the above mentioned Gootecks is doing some great beginner content on YouTube. Crosscountertv 

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6 hours ago, dood said:

Here's the first draft of my notation guide!  It should be possible to comment on it if you want me to add/change anything! :)

 

https://docs.google.com/document/d/11dD5_DvHegw7_uycdVqFN07rcZVmoWS2pd8Ifo8-X-Q/edit?usp=sharing

 

Will knock up the notation in a bit. 

 

Nice! I've gone in and added a little bit of text about crush counters as they're kind of a new thing. E: also included a basic mixup definition & charge definition

 

I see you've put text for safe/unsafe moves but it might be worth adding stuff about the meanings of startup/active/recovery frames as that's important when learning punishes and things. Then again, I don't know how detailed you want to go. :D

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2 hours ago, Qazimod said:

 

For pad play I recommend the Hori Fighting Commander 4 - it has a sort of dial on the back that increases the sensitivity of diagonals on the d-pad so that you can roll your thumb through quarter-circles (or turn it the other way if you use charge characters... and don't mind not being able to jump back or forward :P )

 

Plus you can change the angle of the d-pad, and it has a six-button layout, and the buttons feel nice... My one issue at present is that there's nowhere to plug a headset, so friendly online games will be quiet for me... :(

 

EDIT: thanks for the feedback btw! I was wondering about the Mad Catz d-pad myself as it was hard to judge from photos...

 

Thanks dude. I was actually looking at the Hori FC4s briefly yesterday. Will try and get hold of one after payday I think. I've never really gotten into using a stick, as I never really game in positions/rooms where it's very comfortable, and (as such) don't know that it would improve my play at all, making it a bit too much of an expensive gamble. A pad I was really comfortable with using would be an absolute godsend.

 

The Mad Catz pad has gone back, incidentally. You can't rule out that it's just me being rubbish (with it), but I get the impression the general consensus online is pretty negative, so maybe not.

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Dood, that Chun combo is really really hard. You have to start charging the bird kick just before the medium punch comes out and then cancel the medium kick as late as you possibly can. The timing is extremely strict. 

 

Chooch: 

 

A throw tech is where you press the throw input (Light punch and light kick together) in response to/in anticipation of the opponent trying to throw you. 

 

Cancelling is where you input one move and then quickly input another while the first move is still happening. The second move will interrupt (cancel) the animation of the first one. 

 

The classic, most common cancel is to do crouching medium kick cancelled into fireball with Ryu. So do the crouching medium kick and immediately input a fireball, the crouching medium kick's recovery will be interrupted and go seamlessly into the fireball. 

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2 hours ago, Qazimod said:

 

For pad play I recommend the Hori Fighting Commander 4 - it has a sort of dial on the back that increases the sensitivity of diagonals on the d-pad so that you can roll your thumb through quarter-circles (or turn it the other way if you use charge characters... and don't mind not being able to jump back or forward :P )

 

Thanks - might pick one up. Which version do you have, cause there seems to be one with uneven grips, and a newer one with a form more like a standard pad. Wired only aswell I'm guessing?

 

I was tempted to pick up a MadCatz pad but always thought that DPad looked crap. Looks like it is!

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4 hours ago, Spainkiller said:


Any tips on improving execution? Apart from the obvious "keep practicing in Training Mode until you can do it ten times in a row flawlessly".

 


What are you struggling with? If it's a longer combo string the the best thing to start with is learning each element separately. For example the hardest combo I've tried so far is:

 

 

Air legs, cr.LP, st.MP, cr.MK xx spinning bird kick.

 

 

Happily this is also the one food wants help with so this post serves two purposes.

 

 

I spent time learning the ground links first, from cr.LP to st.MP and then from st.MP to cr.MK. That wasn't hard because I have a lot of previous experience with link combos, but if it was hard I would have just sat and worked on them, getting a feel by trying different timings for how early and how late I can be.

 

 

Next I moved to doing all three together, same concept. Then I looked at the hard stuff at either end, working out what made it difficult. With the SBK it's that you barely have enough time to charge, so you have to use the input buffer to input your st.MP slightly early and immediately hold down on the stick, then watch the st.MP come out, input your cr.MK correctly, then wait to the very last cancellable bit of the cr.MK before inputting SBK. Fair enough, I had to go back and re-learn to cr.LP, st.MP link with the quickest possible timing, then come back to learning to do the charge correctly. Then I looked at cr.MK xx SBK on its own to figure out how late I could do the SBK before trying to put that all together with correct charging. It's pretty late and not the same timing you'd use for, say, cancelling a cr.MK into a fireball.

 

 

That took a while but it means I understand each component of the combo and what my parameters are. If you skip playing with the link timing to see how early and late you can get away with inputting the second move then you might well be making life harder for yourself by trying to input too early or too late, meaning sometimes you'll hit it by mistake and then think you're on the right track. Even with easy links it's better to know where the very "middle" of the timing window is, because that gives you more leeway to get it slightly off but still connect the combo. In SFV that usually means pressing the button a little earlier than you'd think, because the input buffer will remember your input for three frames and if you do it a frame or two before the last move has finished it will still come out

 

 

I would bet in dood's case he's actually doing this, trying to break down the combo I to its constituent parts, but because of the tight charge window his approach to try and build up to just starting from st.MP is making life harder - if he started from cr.LP he's be able to do the st.MP during the last three frames of the cr.LP and effectively start charging for SBK before the st.MP has even come out. Either that or he hasn't tested to see just how late he should cancel from cr.MK into SBK. It's very late!

 

 

Then of course I,had to learn to do instant-air legs and grind that for a few practise sessions before learning to incorporate that at the start of the full combo, but I think you frt the idea and I've typed enough. But my point was it's really only after you've done all the above that you should start grinding the full combo until you can do it ten times in a row from each side.

 

EDIT: one last thought. It's different having good execution in training mode to having it in a match, so trying to simulate that variable playing field in training mode can be helpful once you've got the basic co.bo down. Even something as simple as setting the dummy to random block, doing your first couple of buttons and stopping to throw if they block but continuing the full combo if they get hit, can help build the real muscle memory that calls the combo back from memory into your hands on demand when this one opportunity right here might be the only time you need it all match.

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5 minutes ago, MW_Jimmy said:

 

Thanks - might pick one up. Which version do you have, cause there seems to be one with uneven grips, and a newer one with a form more like a standard pad. Wired only aswell I'm guessing?

 

I was tempted to pick up a MadCatz pad but always thought that DPad looked crap. Looks like it is!

 

Oh yeah, I have the uneven grips. I'm not sure what's different with the newer model - I think it ditched the adjustable d-pad, which might be fine if the d-pad on the new one was dialled to a sensible setting (e.g. no accidental diagonals) but I really can't comment.

 

And yep, it's wired.

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I should point out in the interests of full disclosure that at this point in the game I stopped short of actually grinding out this full combo until I can do it consistently - I just wanted to do it because I really enjoy learning a difficult combo and this was the first one I found in SFV, but until I can do other basic things like blocking after getting knocked down and understanding the range of my normal attacks then I would just have been learning a combo without having any real way to guarantee I can even land it.

 

So it can't be stressed enough that hard combos are one of the last things you build into your game. Get an easy punish combo (even as basic as just doing a heavy SPD, if you're a grappler) and an easy pressure string or hit confirm depending on your character, and play matches until your spacing is good, you understand how and when to use basic tools, and you've got over any bad habits like jumping because you want to or ignoring what you opponent might be wanting to do to you. Once you're playing reasonably well you'll start to feel like you're leaving damage on the table and that's when you spend time learning an improved combo.

 

If at all possible, do this locally with someone who can advise you how to play, or online with voice chat, then after each session go play some random folk and think about what the holes in your game might be before your next training session.

 

I'll happily volunteer to help anyone who wants to learn by playing matches together. I'm not the best player but I understand the game and would be delighted to repeatedly tell you not do do something stupid until you've got it burned into your muscle memory. I really think that's a great way to learn - just having someone talking about what you're doing can make you actually think about whether it's a wise move or whether you're actually just fixating on how good it would be if it did work and ignoring the likelihood that it won't! I, for example, need to play a few sets with someone just saying "don't press a button" every time I get up from a knockdown, because I am losing so much life that way at the moment.

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19 hours ago, englishbob said:

 

 

http://www.capcom-unity.com/haunts/blog/2016/02/18/sfv-post-launch-status-update-vol-2

 

As many of you know, there were some issues with the Street Fighter V servers but we’re happy to report that the majority of those issues have now been resolved.

That said, we know there is still a lot left to optimize and not everyone’s experience has been the same so I’ll be checking in each day here to give everyone an update on how things are progressing. Hit the jump for a few updates we’ve made over the past 24-48 hours and a look at some of the issues we are aiming to resolve.

 

Matchmaking

Matchmaking is now working as intended and users should be able to find online matches without much of a wait in both Ranked and Casual mode.

Battle Lounge

Playing in the same Battle Lounge for a set period of time renders players unable to participate in the lounge or matches. Many of the other issues with Battle Lounge have been resolved and users should be able to invite other players to their lounge. The team is still looking at this mode very closely and will continue to make improvements as we move into the weekend time frame.

Match Results

Some users have reported that their match results are not being sent to the server. In most cases, this is more or less a UI bug and your results along with your rewards will still be credited to your account.

If you are unsure if your match was recorded, check your battle log and if the match appears there, it will also be recorded on the server.

Replay Search

Some of the more recent replay data won’t be available immediately when searching the replay database but the team is working on making those replays available as soon as possible.

All of your personal replays are immediately available by going through your fighter profile.

Other issues being addressed:

  • Some user names don’t show up in Rival Search.
  • Some user names don’t display properly on battle results screen.
  • Ranking functionality isn’t working properly on the CFN.

That’s it for today! Thanks so much for being patient with us thus far and we really appreciate not only all the feedback you have given us, but also the words of support as our server team has been working endlessly to bring everyone the best online experience possible! Thanks again and please keep the feedback coming!

If you want to report issues you’re having with Street Fighter V, please leave a comment here or tweet at @SFVServer. We’ll be monitoring all feedback and addressing as many issues as we can in a timely manner.

 

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My wife is going to London tomorrow for a night out, so I've got approx 28 hours with just me and the kids. The temptation to nip into Tesco on the way back from dropping her off at the station, buy a copy of SFV and then spend the rest of the weekend trying to convince the kids it's worth playing (something I've never managed with any previous fighter despite many attempts) is becoming quite overwhelming.

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Great post alistarr! Thanks.  I can feel the SBK is late, so I guess if I just practice / test how late I can cancel it, I'll get a feeling for it.  could it be that I'm using the wrong strength of SBK though?  Does light SBK come out fastest / link more easily?

 

Re: execution though, the one thing I've started doing this time round (thanks to gootecks) is change how I hold the stick.  I've been using my wrist all this time, using fingers mainly is way better, for me!  Of course I slip back to old habits in the heat of the moment, but it's fun to be learning again!!

 

Got to get some people added on CFN and next time I'm online I'll message someone for some training! 

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