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Street Fighter V General Discussion

https://twitter.com/rushdownv2/status/959997832563511296

Smug said what about rushdown? He said that boy godlike? Why can’t you be a good senpai to me too shazzy.
FINALLY... SOMEONE on here gives us clean, solid, professional gameplay. I mean, who else on here is able to show us how to make READS and REACTIONS instead of panicky jumps and random DP's? Just no one.

Speaking of which, you gooootta pick up Guile man, I'm REALLY looking for someone who plays Guile as nice as you play Urien.
 

Johnny Based Cage

The Shangest of Tsungs
FINALLY... SOMEONE on here gives us clean, solid, professional gameplay. I mean, who else on here is able to show us how to make READS and REACTIONS instead of panicky jumps and random DP's? Just no one.

Speaking of which, you gooootta pick up Guile man, I'm REALLY looking for someone who plays Guile as nice as you play Urien.
I think part of what makes him a good Urien though is the ability that character provides to improvise and innovate, and Guile is unfortunately just a flowchart character for kids who lack any such cognitive skills. :(
 
The evolution of New York Pizza

Feb 16'
Only knew basic frame trap/ tick throw pressure
Did not realize how to "shimmy"
Could only hit confirm after 2 mediums
Could not wiff punish mediums or heavies on reaction (generally)
Would wake up CA embarrassingly often
Could only react AA with a last second jab (generally)
Neutral was panicky/ too defensive/ cornered too often
Very susceptible to throws / weak throw tech reactions

Feb 17'
Could hit confirm off of 1 medium
Shimmy pressure was weak/ hit out of shimmy pressure too often- but it was there
Could DP AA
Could light jab AA and dash under for cross up
Neutral becoming stronger/ more offensive/ confident
Could wiff punish heavies on reaction
More optimal hit advantage reactions/ combos
Throw teching was a read/ never a reaction
Frame traps and pressure game is now "real" and decisive/ optimal

Feb 18'
Can walk under jump ins on reaction (generally)
Can react to throws (generally)
Lands meaty 99% of the time (multiple characters)
Utilizes jump in mix ups more often (empty jump > low/ ambiguous meaty cross up jumps)
Shimmy pressure is clean/ decisive/ effective
Conversions are optimal/ decisive (generally)
Can wiff punish mediums on reaction (generally)
Can AA with a heavy attack (thanks s.3)
Neutral is precise/ decisive/ confident (generally)
 
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Johnny Based Cage

The Shangest of Tsungs
The evolution of New York Pizza

Feb 16'
Only knew basic frame trap/ tick throw pressure
Did not realize how to "shimmy"
Could only hit confirm after 2 mediums
Could not wiff punish mediums or heavies on reaction (generally)
Would wake up CA embarrassingly often
Could only react AA with a last second jab (generally)
Neutral was panicky/ too defensive/ cornered too often
Very susceptible to throws / weak throw tech reactions

Feb 17'
Could hit confirm off of 1 medium
Shimmy pressure was weak/ hit out of shimmy pressure too often- but it was there
Could DP AA
Could light jab AA and dash under for cross up
Neutral becoming stronger/ more offensive/ confident
Could wiff punish heavies on reaction
More optimal hit advantage reactions/ combos
Throw teching was a read/ never a reaction
Frame traps and pressure game is now "real" and decisive/ optimal

Feb 18'
Can walk under jump ins on reaction (generally)
Can react to throws (generally)
Lands meaty 99% of the time (multiple characters)
Utilizes jump in mix ups more often (empty jump > low/ ambiguous meaty cross up jumps)
Shimmy pressure is clean/ decisive/ effective
Conversions are optimal/ decisive (generally)
Can wiff punish mediums on reaction (generally)
Can AA with a heavy attack (thanks s.3)
Neutral is precise/ decisive/ confident (generally)
So Bronze to Super Gold basically? I feel you, bruh.

PS that bitch gives me fits so we need to play soon if you’d be so kind as to help me level up pls.

And by bitch I surely meant sweet, precious angel, of course.
 
The evolution of New York Pizza

Feb 16'
Only knew basic frame trap/ tick throw pressure
Did not realize how to "shimmy"
Could only hit confirm after 2 mediums
Could not wiff punish mediums or heavies on reaction (generally)
Would wake up CA embarrassingly often
Could only react AA with a last second jab (generally)
Neutral was panicky/ too defensive/ cornered too often
Very susceptible to throws / weak throw tech reactions

Feb 17'
Could hit confirm off of 1 medium
Shimmy pressure was weak/ hit out of shimmy pressure too often- but it was there
Could DP AA
Could light jab AA and dash under for cross up
Neutral becoming stronger/ more offensive/ confident
Could wiff punish heavies on reaction
More optimal hit advantage reactions/ combos
Throw teching was a read/ never a reaction
Frame traps and pressure game is now "real" and decisive/ optimal

Feb 18'
Can walk under jump ins on reaction (generally)
Can react to throws (generally)
Lands meaty 99% of the time (multiple characters)
Utilizes jump in mix ups more often (empty jump > low/ ambiguous meaty cross up jumps)
Shimmy pressure is clean/ decisive/ effective
Conversions are optimal/ decisive (generally)
Can wiff punish mediums on reaction (generally)
Can AA with a heavy attack (thanks s.3)
Neutral is precise/ decisive/ confident (generally)
The evolution of rushdown:the story:the movie:the game:the shitpost.

Feb16

Ultra silver ryu

March16

Ultra silver mika

Present

Ultra silver Urien.

Edit:forgot that ultra silver akuma in January 2017
 
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I want sagat! Also what does the bar in training mode do? I know it shows the frame advantage or disadvantage because I can see the numbers but why is it always go red even though a move can be plus?
 

Johnny Based Cage

The Shangest of Tsungs
I want sagat! Also what does the bar in training mode do? I know it shows the frame advantage or disadvantage because I can see the numbers but why is it always go red even though a move can be plus?
That bar is just indicating how long the recovery is for each character. If yours dissipates before your opponent’s does, you’re at frame advantage.
 
I think I've done pretty well since I last posted in the thread, I'm literally 32 points away from super plat and I've been playing for about a month now give or take.
That's awesome bro. I don't play ranked because I'm a wifi boy+ my connection is shit, long story, but yea climbing up ranks must be nice!
 

xiskza

Underworld
First appearing in Street Fighter II, Blanka (birth name, Jimmy), survived a plane crash over the Amazon and learned to fend for himself by fighting wild animals and developing survival skills. He eventually found his way to civilization where he met Sakura and Dan, and developed deep friendships with them over time. Blanka’s mother, Samantha, happened to see him on TV and tearfully reunited with him to bring him home.



In SFV: AE, Blanka is living peacefully with his mother, and has adapted well to being introduced back into society. One day, a suspicious salesman approaches him and offers a way to make Blanka famous by mass producing a doll made in Blanka’s likeness. Will it work? Find out in his character story mode!



Blanka’s gameplay remains animalistic in nature and sees him scratching, leaping, and pummeling opponents reflecting his time in the jungle. He retains his signature Electric Thunder attack that emits electrical currents around his entire body, which can be continuously performed by repeatedly pressing his punch buttons. Also returning are his multiple rolling attacks, which can be used to approach opponents from different angles or used as a combo ender.


New to Blanka’s arsenal is a command grab called Wild Hunt, where he leaps forward and viciously scratches the opponent before throwing them a set distance away from him. This addition to his move set opens up more opportunities for Blanka to be aggressive.

V-Skill: Coward Crouch


Blanka immediately ducks for cover for a short time before rising back up. His V-Skill can avoid many attacks, including fireballs. After performing Coward Crouch, Blanka can follow up with either Wild Lift (Punch Button) or Raid Jump (Kick Button). Wild Lift sees Blanka move forward while swinging his arms up to launch the opponent in the air and can be followed up by a normal, special move, or even a Critical Art. Using Raid Jump, Blanka swiftly jumps in the air where he can use any mid-air attack to advance.

V-Trigger I: Jungle Dynamo


Blanka’s V-Trigger I gives his special roll attacks more damage and can then be followed up by certain attacks, including his Critical Art. It also powers up his Electric Thunder and changes the animation so Blanka steps forward while unleashing the electric current. On hit, the opponent is launched slightly in the air and can be followed up with a rolling attack.

Finally, Jungle Dynamo unlocks Ground Shave Rolling (HP+HK), which can be used as a combo extender or a way to charge in. This move was a super move in previous games, but is now a special move in SFV: AE.

V-Trigger II: Lightning Beast



Lightning Beast unlocks a special move, Rolling Cannon (Direction + HP+HK), which can be performed after using Rolling Attack, Back Step Rolling, and Vertical Rolling. Rolling Cannon can be used in multiple ways, such as extending a combo for more damage or changing positions to surprise the opponent.

Critical Art: Dynamic Rolling

In this Critical Art, Blanka slams his opponent into the ground in a series of electrifying rolls that ends in a move reminiscent of Lightning Cannonball from Street Fighter IV.

Available February 20th.