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Street Fighter V General Discussion

smokey

EX Ovi should launch
This would make sense. Do tatsu from jump in distance so it hits as it's coming down, that's where I think the -2 comes from.
Well if its spacing dependant then you just want to record this setup in the lab as ken, and just work on stuffing it on reaction. If you cant find any move in zangiefs entire arsenal to stop them and it is actually -2 then you are just taking the dp mixup.
Anyone with invincible reversal can put you in that situation, its quite common. Pay attention to your opponents habits, block the DP if you read it and CC punish, if not challenge their throw with anything 6frames or less (or ex SPD is throw invincible). If you really want to blow it up then your super comes out on frame 1. Cant say much more without seeing it infront of me but i would test it to see if it is always -2 or if thats a best case scenario, you might be respecting to omuch.
 

countrypistol

Kombatant
yeah you are right I was not reading properly, I havent found an option yet.
If they go at point blank range you can tag them with a standing heavy (you won't get a CC). If you block heavy tatsu from far out, you can v reversal, and if you get it early enough you can push him back to about the same spot he started at.

Unfortunately that's the best I've got, and the timing on it is weird. Even though the move puts you in an auto block state, you have to reversal whilst the blue flash shows. Best approached I've found is mashing it, and even then you only do white damage and lose a bar of v meter.
 
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ProudDisciple

Average at Best
EX AIR TATSUMAKI SENPUKYAKU

during forward jump

Startup

8

Active

2(6)2(7)2

Recovery

13 landing

Guard Level

HL

On Hit

D

On Guard



VSX Hit



VSX Guard



VTX Hit



VTX Guard



Cancel



Damage

90

Stun

100

Meter Gain

-300

Prima guide
 
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countrypistol

Kombatant
Well if its spacing dependant then you just want to record this setup in the lab as ken, and just work on stuffing it on reaction. If you cant find any move in zangiefs entire arsenal to stop them and it is actually -2 then you are just taking the dp mixup.
Anyone with invincible reversal can put you in that situation, its quite common. Pay attention to your opponents habits, block the DP if you read it and CC punish, if not challenge their throw with anything 6frames or less (or ex SPD is throw invincible). If you really want to blow it up then your super comes out on frame 1. Cant say much more without seeing it infront of me but i would test it to see if it is always -2 or if thats a best case scenario, you might be respecting to omuch.
I've got a couple of answers, but they're not great. I was just hoping there was something I hadn't thought of.

Super is an option, and with the auto block triggered it should give me plenty of time to buffer the 720.

Thanks.
 

countrypistol

Kombatant
EX AIR TATSUMAKI SENPUKYAKU

during forward jump

Startup

8

Active

2(6)2(7)2

Recovery

13 landing

Guard Level

HL

On Hit

D

On Guard



VSX Hit



VSX Guard



VTX Hit



VTX Guard



Cancel



Damage

90

Stun

100

Meter Gain

-300

V EX TATSUMAKI SENPUKYAKU



Startup

6

Active

5(8)3(4)3(3)3(5)2

Recovery

33 + 13 landing

Guard Level

HL

On Hit

D

On Guard

-59

VSX Hit



VSX Guard



VTX Hit



VTX Guard



Cancel



Damage

180(40+50+50+40))

Stun

200(50x4)

Meter Gain

-300

NOTES

Airborne on 6th frame

Prima guide
On guard has no value?
 

smokey

EX Ovi should launch
I've got a couple of answers, but they're not great. I was just hoping there was something I hadn't thought of.

Super is an option, and with the auto block triggered it should give me plenty of time to buffer the 720.

Thanks.
Just think you are +2, anything they do that isnt a DP should lose to your 4 frame jab. If they are mashing DP you have probably already won, so just recognise what kind of player they are and bait them into your 300+ damage CC combos.
 

EMPRESS_SunFire

Regina George of discord
His air EX Tatsu is pretty good, he has a decent fireball, good damage, reversal, he doesn't have a 3F normal but his light Tatsu is 3F so he does have a 3F option at the end of the day, his range is not good but I think he kinda works like Ryu in the neutral and a good V-trigger.

I think he is pretty good but not top 5. There are characters like Chun li, Ryu, Karin, Cammy, Dhalsim, Necalli, Nash that are stronger than Ken IMO.
 

StormGoddess

Your mind tricks won't harm me!!!
FROM REDDIT -Infiltration’s impressions:

Ryu: Has strong basic moves, strong projectile, anti air and even a gap-closer, so he is very versatile and adapts to various situations. It’s very good as an introductory character to SF5. His steps and forward dash is very fast, so it’s easy to gap-close on foot, and dealing with mid-long range is possible with his shoryu. His “mind’s eye” v-skill is fun to pull off when you read the other player and counter, and his v-trigger strengthens his stun power on his punches and special moves, so you can pressure the opponent and turn the tables in a beat. I recommend this character to those people that like to play calm and then turn the pressure on suddenly.

Ken: He seems similar to Ryu, but his incredible offensive power in his moves is impressive. He has a quick rush that gives him a lot of power at close range and mid range. Mix up his v-skill dash and regular dash to put the other player on edge and use his kicks to harass, and then go for the kill with strong combos. Recommended for people who dgaf and like to rush in with strength and speed. The flashiness that Ryu lacks is a bonus.

Chun-Li: Her steps are quick, her reach is long and quick. She’s versatile and is good at harassing and chipping away at the opponent. Her stereotypical speed as a female character is impressive but her health pool is low so masterful control is a must. On a basic level, Chun Li is recommended for mid-high skill players. If she can keep the opponent at an advantageous distance and block jumps and dashes with strong basics, she can shut out an opponent. At max EX she can dash through projectiles. She doesn’t have much in the way of invincible specials for counters but when she has the gauge, EX spinning bird kicks are an easy answer.

Cammy: Her rush and speed are a notch above even Chun Li. It’s better to fight close quarters rather than keep opponents at range. Pressure your opponents constantly into the corner and shut out their jumps with her anti-air cannon strike. Use her full arsenal of various striking and grab moves with her particular rush timings to shake up the opponent’s defense. She’s a fiery character that has high stun potential and quick KO timings. She’s a lot of fun to control too. Her health pool is below average, however, and giving up the initiative can lead to a quick loss. Recommended for people who are better on offense than defense.

Karin: She’s a character that shakes up the opponents defenses with diverse and strong special attacks. Use her gap closers that lead into combos, and use her derivative moves to pressure the opponent into the corner. Her V-trigger opens up a lot of derivative moves, so her rush move options great increase. However her specials and techs are on the harder side to utilize so I would recommend this character to the mid-high skilled players. She needs consistent practice and timing but the potential to get stronger the more time you put in is there.
Dhalsim: Much like previous iterations, Dhalsim is a mid-long range specialist. His basics reach the edge of the stage, and his Yogafires change angles to harass the opponent’s aerials and shut them out completely with basics. Even projectile characters can’t relax against his v-trigger and teleportation since he can jump in from range, but if he fails his timing he gets rushed at close range so he must be cautious. He doesn’t have many options to get out of rushes so one must measure when to throw his basics out carefully. Recommended for those who want to awaken to the pleasure of torturing people from range.

Fang: SF5 has mostly gotten rid of charge moves but FANG is the exception being a mostly charge based character. Because of this reason it’s hard to pressure but using poison traps, mix-ups on his projectiles and unblockable rush when you guard the end of an attack lets you harass and shut out an opponent. Piss the opponent off with long reach, and poison specials that forbid the opponent from getting close. FANG is a character that requires dexterous handling without having a lot of power so it’s recommended for high skill players that are quick with their hands.
Charlie Nash: Equipped with a strong projectile and a bunch of special moves. He can dictate the pace of the game with sonic booms that don’t have long vulnerable windows. His move set actually chases down players without having to rely on projectiles but he doesn’t have the most dependable anti-air moves, so it’s important to read the opponent’s jumps in advance and react accordingly. His v-skill absorbs projectiles and his v-trigger can shake up the opponent’s guard. His v-trigger compensates for his weak attack. His movement speed is on the slower side so be warned. He feels like a defensive character overall. He’s good at projectile fights and recommended for people that can control slow moving characters.

Vega (M Bison): Has the slowest movement speed in the game, but has a teleportation type gap closer that more than makes up for this. On top of this he has a double knee press that stiffens opponent guards, and he has a buffed head press and devil reverse to use in special rush combos…he’s a power-type character. His basic move set is strong as well. He also has a bunch of counter moves that wreck grabs and his combo after crash counters have ridiculous firepower. His v-trigger also allows special moves to chain into specials which allows him to do insane damage. His V-skill can deflect strikes and projectiles so what more could one ask for. Strong and little-to no vulnerable ex/specials, teleporting gap closers, awesome combos off v-triggers…a candidate for the title of “strongest character in SF5” at the moment.

Rainbow Mika: Strong basics, command grabs and great mix-ups. Her strong K puts her at an advantage even if it’s guarded and her aerial games are stronger than expected. Her V-trigger further complicates her mix-ups and adds to her combos. There’s nothing to be gained from fighting at a distance so keep close to your opponent. Recommended for players who like putting opponents in a situation where Mika is at an advantage. However she has no invincible moves so getting out of enemy rush attacks is a problem.

Birdie: His huge frame means he’s slow but he has reach and armor-level specials. His v-skill is very useful. His v-skill charges his v-gauge, which pressures your opponent. Banana and can roll v-skills can limit the opponent’s movement and let you play at your pace. V-triggers lead into combos that are much stronger and a good Buddy player should always try to master the various possibilities that open up through v-triggering. If you’re the type of player that slowly intimidates the other player, Buddy is for you.

Balrog (Vega): A very fast and harassing style is ingrained in his basic move set, resulting in a hit-and-run play. He no longer charges his attacks in SF5 unlike SF4, and in addition to his claw attaching/detached forms, he’s been fitted with a bunch of new moves to make for a faster rush pattern. His normal grab is weaker but his fast walking speed means he can mix in a walk-up throw in the middle of a combo, and a command grab barehanded can wreck an opponent’s defenses. He also hits consistently hard with an escape tool v-skill and hit confirms through reading on his v-triggers.

Necali: Simple but strong. Recommended for SF5 beginners. His only ranged skill is his V-skill, but close quarters his basics and specials are incredibly strong. His combos are easy to hit-confirm but incredibly strong. V-trigger is unique in that it’s unlimited after triggering and all his basics and specials get stronger so you can try new things in that mode once you get it. Gotta get in close and not let the enemy squirm away.

Zangief: Movement is very slow but his high HP pool means he can tank most of the harassment and get close to f people up with mix-up situations. Just walking forward can exert a lot of pressure because his health is so high, and filling his v-gauge by utilizing his v-skill to absorb hits isn’t a bad tactic. His v-trigger allows him to grab people from mid-range and greatly increases his pressure game. However it’s important to get the initiative and put the fear of Zangief into the enemy before v-triggers or anything else. Recommended for very patient players.

Rasheed: the most technical character in SF5. Cool basic moves and techniques using wind makes you want to play him. Specializes in getting hits in whilst not getting hit since his HP pool is smaller but there’s lots of chances he makes to get hits in. Projectiles, v-skill and v-trigger all have good match ups against other specials so it’s worth studying a lot. Recommended for people who like speedy combos and flashy movement options

Laura: Now you can land in two different ways, Laura can prevent her opponent from using backwards landing. Her pattern is to use the latter move with long-term moves to move the fight in her direction. She can position herself well with v-skill and with thunderclap she can stop the enemy from closing in. She looks shallow but she’s scarier the more you get to know her. After a great anti-air intercept or gap closing after a successful combo, the whole game swings in her favor. Her v-trigger empowers her basic abilities and specials to increase the power and efficiency of her “pattern” play. Recommended for people who are patient and like “pattern” playing.

Source: https://www.reddit.com/r/StreetFighter/comments/4dc3f0/gamerz_interview_with_infiltration_final_part/
 
So instead of going out and being social and playing offline at my local weekly, I instead chose to be a scrub and play online so I'll be online in 20 minutes if anyone wants to lounge and slounge. I plan on making a psn party to actually hear my food speak.
 

RM AtK!

aka - RM_AtK !
And 1 day after I say Ken is top 5, infiltration has him in A.
ken is the unsafe god in a dominant footsies neutral game. He's solid but once you know the mu it becomes a real struggle at times. He's all about making high risk commitments because his frame data on top of his horrible range makes his frame traps and confirms really linear and easily punished. His Dash is really fast which is nice. His Vtrigger is meh when comparing to most of the casts (imo it would be better if you had the option the advance or not).

Atm he's basically the CC Fisherman. That's basically almost 70% of his meta due to his frame data,, and all of them are punishable on block. VSkill usage are full combo punishes. Having a reversal is cool, but imo he'd be pretty sick in SF4 where it was harder to punish some gimmicks. I think in time you'll see a lot of the kens that had recent success will start gettin beat more and more.

That all being said he's really fun and swaggy, but at the end of the day he's def on the lower side of the cast (like i said nobody in this game is aweful).
Pretty much all the successful ken's all agree on his MU chart atm not being too legit. There's not many ppl he beats