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Street Fighter V General Discussion

Reauxbot

You think you bad? You aint bad.
Any good recommendations on whether to get this game or not?
It looks so fun to play.
Karin is so appealing. And of course Charlie
 

buyacushun

Normalize grab immunity.
Really hope people aren't actually believing that photoshop that's been spreading around. At least wait for some proof before believing the internet. It's people like you that makes my teachers believe I can't use wikipedia for my reports. :mad:
 
I'm still getting Quan Chi'd to death in the corner in this game. My strong fundamentals and footsies are just not rewarded
Here's several things that can help. I'll list everything, not knowing your level of ability-

1) Quick rises. Only CA's lead to a hard knock down, everything else can be teched. Learning to quick rise will negate a lot of pressure on wake up.

2) Crouch block as a default.

Crouch blocking is the strongest defence in SF as many character's have slow overheads, and most jumps are telegraphed. Learn your crouching anti airs and look for patterns as to when your opponent will jump. Shutting down cross overs and neutral jumps will halt much of the corner pressure you're facing.

3) Jump back jabs

The most consistent anti cross up move across the board is jump back jab. Due to the fast start up they can be done on reaction.

4) V Reversals

Several players forget they even have them, or are desperate to save their v meter for trigger activation to make a come back. Don't be rigid in your thinking. V Reversals exist. Use them.

(You can also V Reversal CA's that do chip to prevent chip death).

5) Match Up knowledge

Most of the pressure opponents are applying is unsafe (This isn't MKX, there aren't double figure plus frames knocking about everywhere). Learn to recognise which moves are safe and which can be punished and with what. Bafael has done combo videos for every character with optimised punish and counter hit confirms. Most characters have some kind of 3-4 frame punish combo for interrupting pressure, and several of those can be confirmed into the ender so as to make them safe.

6) Patience

Never think 'I need to do some damage and quickly'. It'll encourage rash decisions and you'll be punished. Go slow and steady, look out for jump ins and patterns and punish accordingly. You'd be surprised how quickly you can make comebacks with a single solid punish and a few pokes.

7) Remember, it's not SF4

This goes without saying really, but don't crouch tech or mash on block, don't flow chart your specials, don't go ham on wake ups. Think about every button press. The game was designed so that every move has a specific use. If you're struggling with your defence, go into training mode and recreate the scenario with the record function, then test every button. The answer might surprise you.

8) Watch your replays

Long Island Joe recently said 'The best thing about SFV is that when you lose, you know why', and I find myself agreeing with him. Watch back your replays with inputs on and look at what you did wrong. Then, stop doing whatever it is you were doing. Sounds trite, but habits are difficult to shift.

I've gotten into the habit of alternating training and online play so I'm doing each one every other day. That way I can highlight a problem, work on it, test the answer the next day, and carry on until the problem is solved. It really helps keep the salt levels down.
 

Wam-Zlay

Reptile / Noob
The biggest problem i actually have is , that i don´t know how to open up my enemy. There are several people i played, that block and tech everything i do. Also i have a problem with killing people, when they´re low on health :D.
 

EMPRESS_SunFire

Regina George of discord
Quick rising works wonders against Laura. Honestly if you don't have a true reversal there is no reason to delay your wake-up against her, if you do it, you just gave her a free mix-up.
After her command grab on hit you must quick rise 24/7. If you block her meaties she will be at - frames so you can start your own offense, the only way she can tick throw you off a quick rise is with a dash forward into command grab (dash forward after command grab puts her at -4 so you should never let her do it) or EX command grab (you can react and jab her out of it). You should never eat a mix-up after a command grab.

After MP bolt charge on hit if she dashes forward she is neutral so she can actually either meaty or tick throw you BUUUT this only works for MP bolt charge xx P, it doesn't work for the kick ender because after she dashes in she is not at range for a command grab.

After forward grab into dash she is neutral and after back grab into dash she is +2(this one gives her the best oki options)
 

Wam-Zlay

Reptile / Noob
I hate Cammy :mad:
well it´s not like i´m good with her :D. I do lots of risky stuff, which works a lot. When i face good people with kinda 3-4k+ Points i can´t do anything :D.

I´m also interested in learning others she is just the first character i used in this game. It makes fun playing her though :)
 
well it´s not like i´m good with her :D. I do lots of risky stuff, which works a lot. When i face good people with kinda 3-4k+ Points i can´t do anything :D.

I´m also interested in learning others she is just the first character i used in this game. It makes fun playing her though :)
Also, remember that Cammy's V Reversal is an escape, not a hit, so there is never a reason for her to be cornered.