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Street Fighter V General Discussion

EntropicByDesign

It's all so very confusing.
I feel like the key is to mash MP more with every character. Ibuki. Guile. Ken. Nash. Ryu. Mika. Balrog (Cr). Vega...

It's just always MP.
 

EntropicByDesign

It's all so very confusing.
So to bring this conversation to an organized place again, I think imma grab Dhalsim when I get the game. Cool design and interesting gameplay.

He's a solid character, but you're in for a trial by fire. Dhalsim doesn't just win at all. It's not that he's not fully capable, but you have to realllllllly have a game plan and have those IA teleports down. He's probably the hardest character in the game to just 'play'.

Also, just for reference. I really am.being serious in this post.
 

EntropicByDesign

It's all so very confusing.
More power to you if that's the route you want to go, but I would suggest picking a secondary character as well, someone who will let you experience more of the game and various matchups while you build a skill based with Sim.
 

CrazyFingers

The Power of Lame Compels You
He's a solid character, but you're in for a trial by fire. Dhalsim doesn't just win at all. It's not that he's not fully capable, but you have to realllllllly have a game plan and have those IA teleports down. He's probably the hardest character in the game to just 'play'.

Also, just for reference. I really am.being serious in this post.
I know the struggle of playing characters that have a tougher time getting things done (On release Jason was a nightmare, on release Slasher Jason was the literal worst character in the game imo) so while those characters didn't have the possible technical requirements that Dhalsim has, I'm sure I can make it through. What's the input for IATele btw?
 

EntropicByDesign

It's all so very confusing.
I know the struggle of playing characters that have a tougher time getting things done (On release Jason was a nightmare, on release Slasher Jason was the literal worst character in the game imo) so while those characters didn't have the possible technical requirements that Dhalsim has, I'm sure I can make it through. What's the input for IATele btw?

Its a DP motion. 3kicks or 3punches depending on if you want to appear in front or behind them and the direction you DP is the direction you teleport (towards or away). There may be some magic input method, but SFV is lenient as hell with the DP input, so I find I can just hit upforward and just dp normally as fast as I can, and I dont have any issue as far as height goes. I can IA tele as low as anyone Ive seen - and Im not a Sim player at all. Ive used him in training mode exactly once prior to just now.. When you asked I jumped in training mode on him to fiddle so i didnt give you wrong info.

the IA teleports are easy to do, Im hitting them 6-7/10 with 5min of practice as we speak. But missing one, and even the best Sims in the world miss them on occasion.. will cost Sim heavily. He's still that knife-edge character that can do so well, then one tiny mistake, or good read on your opponents part and you lose.

Sim isnt about purely being able IA teleport though.. He doesnt move like normal characters in the game. All his movement is command based. Forward dash, his VSkill, his teleports, his drills (very important), etc. So just keep in mind that the skill behind Sim is the tricky movement and ability to turn that movement in to offensive pressure.

It sounds like you're fine with the struggle, and thats good, because Sim is one of those characters that until you get your feet under you, not only will you not win, you wont even really be able to play the game.. A savvy player will stick to you like glue and just tear you down.

Again, Im not saying this to be derogatory or anything, just trying to give you an idea of the hurdles and such you have ahead of you. Of course the good thing is a competent Sim will steamroll so many people. You dont see many Sims, so no one knows how to fight one.

When you get the game, hit me up and we can play some sets. I can play back and very defensive and let you get a feel for his movement and his offense in a controlled environment.
 

EntropicByDesign

It's all so very confusing.
You might be a pad player.. I just put my DS4 pad on and tried it and it seems a lot harder on pad BUT I am not a SF pad player.. I use pad for MKX, but I'm not familiar with pad in SF, so a better pad player may have as little trouble with it as I do on stick. My pad is also brand new (yesterday) so its still super stiff, which is annoying.
 

CrazyFingers

The Power of Lame Compels You
Its a DP motion. 3kicks or 3punches depending on if you want to appear in front or behind them and the direction you DP is the direction you teleport (towards or away). There may be some magic input method, but SFV is lenient as hell with the DP input, so I find I can just hit upforward and just dp normally as fast as I can, and I dont have any issue as far as height goes. I can IA tele as low as anyone Ive seen - and Im not a Sim player at all. Ive used him in training mode exactly once prior to just now.. When you asked I jumped in training mode on him to fiddle so i didnt give you wrong info.

the IA teleports are easy to do, Im hitting them 6-7/10 with 5min of practice as we speak. But missing one, and even the best Sims in the world miss them on occasion.. will cost Sim heavily. He's still that knife-edge character that can do so well, then one tiny mistake, or good read on your opponents part and you lose.

Sim isnt about purely being able IA teleport though.. He doesnt move like normal characters in the game. All his movement is command based. Forward dash, his VSkill, his teleports, his drills (very important), etc. So just keep in mind that the skill behind Sim is the tricky movement and ability to turn that movement in to offensive pressure.

It sounds like you're fine with the struggle, and thats good, because Sim is one of those characters that until you get your feet under you, not only will you not win, you wont even really be able to play the game.. A savvy player will stick to you like glue and just tear you down.

Again, Im not saying this to be derogatory or anything, just trying to give you an idea of the hurdles and such you have ahead of you. Of course the good thing is a competent Sim will steamroll so many people. You dont see many Sims, so no one knows how to fight one.

When you get the game, hit me up and we can play some sets. I can play back and very defensive and let you get a feel for his movement and his offense in a controlled environment.
Last thing, is playing on pad fine? I've heard both yes and no to this question so figured I'd ask
 

CrazyFingers

The Power of Lame Compels You
You might be a pad player.. I just put my DS4 pad on and tried it and it seems a lot harder on pad BUT I am not a SF pad player.. I use pad for MKX, but I'm not familiar with pad in SF, so a better pad player may have as little trouble with it as I do on stick. My pad is also brand new (yesterday) so its still super stiff, which is annoying.
Wow read my mind man haha
 

EntropicByDesign

It's all so very confusing.
Last thing, is playing on pad fine? I've heard both yes and no to this question so figured I'd ask

It's fine. Anyone that says differently has an agenda of some kind. Sfv was designed to be played with a pad as much as a stick. No more mashing inputs like Chun's legs used to be, outside Gief no 720/360 style motions. Etc.

Knuckledu, often cited as one of, if not the, best North American players plays on pad and he plays Mika and Guile.
 

Kroaken

Life is a block string with no gaps.
Too many people are confusing low tier with bad. Tier placement in a well balanced game (save for maybe 1 or 2 outliers) is entirely relative.

Gief, for example, isn't bad. He's good actually and has his strong points. There are just other GOOD characters with less design flaws.
 

CrazyFingers

The Power of Lame Compels You
It's fine. Anyone that says differently has an agenda of some kind. Sfv was designed to be played with a pad as much as a stick. No more mashing inputs like Chun's legs used to be, outside Gief no 720/360 style motions. Etc.

Knuckledu, often cited as one of, if not the, best North American players plays on pad and he plays Mika and Guile.
Good to know. When I get the game I will come straight here let you guys know and then head right into the lab with Sim. Find out how the putty man feels.
 
Good to know. When I get the game I will come straight here let you guys know and then head right into the lab with Sim. Find out how the putty man feels.
Fchamp has a really good dhalsim, you can check out his matches to get an idea of how he's supposed to be played. Also as for pad for SF 5 I'll just tell you that I started playing sf 2 on arcade stick obviously and when sf 5 came out I bought a Hori rap v.5, which I used for a total of 2 rounds, it's gathering dust in my room. Honestly I prefer pad now as I can do anything on pad that I can on stick, pad is just so much more comfortable and easy to use, easy as in its wire less, convenient, you don't have to be sitting upright perfectly to play, lighter,etc.
 

EntropicByDesign

It's all so very confusing.
So since I might need a side character to help with certain matchups, who do you guys think might compliment Sim?
It just depends on what you want. If you want a character thats def different, but still controls space and such, Ryu, Nash, Guile, etc all fit the bill.

If I were you, Id work on a Ryu. I say that for a few reasons.

Ryu is strong. He goes even or better with mostly the entire cast and the closest he gets to losing a MU is something like a 5.5 against him, and even that is mostly debatable. Despite what some people think, he has a number of winning MUs as well. Nothing drastic, 5.5's in his favor. As Ryu you never have to be terribly worried about who the other guy or gal is going to pick.

Ryu is also unlikely to be adjusted much/at all come S2. Some characters I feel are going to play differently come S2 and investing time in one that might be changed significantly isn't the best decision. Even if Ryu was 'adjusted' it wouldn't be drastic.. Ryu has always done and had certain things.. they arent going to take those away. ie, its very likely his gameplan and what it takes to win as Ryu will be the same then as it is now.

Ryu is built on fundamental play. Skills learned playing Ryu will transfer to any character in the game. Of course thats true of.. well, any character in the game, but Ryu I feel embodies this much more than others. He's a great secondary character, AAing, understanding your frames, command movement (this is very important in SFV I feel), proper spacing, fireball game (Playing as Ryu will help you on characters who dont have a fireball because you will understand the holes and weaknesses in a fireball game and you'll be better able to exploit them). The right normal for the job at hand. The list goes on.

Ryu has all the tools. He really does. He has something for every situation and if SFV offers it, Ryu not only has it, but his is, if not the best in the game (or tied for it) its right up at the top. You can define 'tools' in numerous ways, but as quick run down he has:

• Damage: Some of the best in the game. (I consider this a tool. The threat and knowledge of this effects the match just like a normal or a special move. You know vs Ibuki you can take a couple risks. You vs a Ryu you cant)

• 3f Normal and Invincible Reversal. His st.jab has shit range but will AA you in Ohio when he's cooling out in China. Shits ridiculous. It will perform all the usual defensive purposes and pressure interruption a 3fer should and it will AA a CC after its well past the back of your head. His reversal is one of the best in the game. Great damage. All the benefits of an invincible reversal and since it doesnt need meter to be invincible like several DPs in the game, and its 'arc' of motion is pretty direct its hard to beat. Guile's can be jumped past with good timing and positioning, Juris can as well, so can Ibukis.. Ryu's much less so. Not to mention it will auto-correct itself a lot of the time without you doing anything. I DP people who get over my head all the time while doing nothing different. These two tools DRASTICALLY change the wake-up and pressure game in V. Drastically.

• Good Health, Stun and dashes with reasonable walk speed.

• Air Superiority. He has amazing AAs. Cr.fp, st.jab, DP, etc. He has amazing A2A's.. j.mp (this can cancel into ex air tatsu on hit.. No one does it, but it looks cool and surprises the shit out of people.). You can, with good timing, land a CA off j.mp I BELIEVE. Dont take that as gospel just yet, but Im pretty sure you can. Air tatsu itself is great. His isnt on Ken's level, but it still alters his jump arc and gives him amazing priority in the air. He has amazing jumping buttons and a reasonably good jump arc. Its direct and the point.. not floaty or slow at all. j.lk is a crossup that alters his jumping hurt box, so its deceptively difficult to AA and will beat a LOT of AAs clean. You can confirm in to ok damage and it crosses up at pretty close range, giving him a ton of spacing options. J.mk. Nothing special about it as far as its hurtbox, it can be AA'd normally, but it does ok damage, cancels in to great damage on hit, has good range and will crossup as well, making your jump-ins more dangerous and ambiguous. j.hk/hp are normal jump ins. Absurd damage, good range on the kick and the punch is harder to AA than it would seem.. it doesnt beat AA's clean really, but will trade sometimes. Nothing special but its nice to know and keep in your back pocket.

• Great normals

Im getting sleepy. You get the idea.
 

EntropicByDesign

It's all so very confusing.
Nash is good to. He works behind his fireball better than Ryu does and he benefits from the fact that everything he has is plus or safe (ok. Not really but not that far from the truth).

Nash is an odd character in that he doesn't have a 3f normal or an invincible reversal but is still considered extremely strong. There's a ton of debate about whether or not he's actually top tier, and his tournament success has fallen off, but you can pretty much be sure that if a character is arguably part of the games upper crust then even if they actually aren't, they are still damn strong. Nash is damn strong.

Nashes vtrigger is a great get out of jail card too. Im a big fan of vtriggers that are easy to implement and always useful, and his is always useful.

Nash and Ken were the first two characters I played but I dropped them both when I dropped Fgs in general for several months.. Ken is a train wreck but I've always wanted to go back and play a little Nash. His Doctrine Dark costume is one of the best in the game too.
 

Johnny Based Cage

The Shangest of Tsungs
I know the struggle of playing characters that have a tougher time getting things done (On release Jason was a nightmare, on release Slasher Jason was the literal worst character in the game imo) so while those characters didn't have the possible technical requirements that Dhalsim has, I'm sure I can make it through. What's the input for IATele btw?
Bro, Dhalsim is too fun in this game, at least at a not so top level. Landing his big dammy iat setup combos is as satisfying as anything gets in SFV, and their execution is actually kinda easy af.

Tiger knee those bitches for ia. Just do your standard dp motion but then follow through to uf and hold it for a split sec before hitting your buttons. That's it. Hella leniency on the button timing so you can leave the ground before you press.

Instead of:
:r:d:qtr:r+P/K x3
Do this:
:r:d:qtr:rUF+P/K x3