Street Fighter V

Street Fighter V

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any advice from anime fighting game player
have alot of hours in blazblue and gg about in ps4 but evo got me trying it. just curous on some differences. and those only fighting games i ever played
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Showing 1-14 of 14 comments
Δαμοκλής Aug 4, 2018 @ 2:14pm 
-I think SF focuses more on zonning, positioning and finding openings rather than complex inputs or precise frame execution like GG. So no roman, false roman or rapid cancels for you.

-Also there is no pressure on attaking you oponent, so no negative penalty like GG if I remember correctly. So you can turtle to death.

-Oh yeah also you just block attacks and specials, so no tons of shields like BB.

Geez I think I should return to play those, If only they were more popular on PC...
vtuber enjoyer Aug 4, 2018 @ 2:19pm 
on ps4 they are 4x more popular. so no rush down char in sf5?
Δαμοκλής Aug 4, 2018 @ 2:27pm 
You can play agressively if you want, some chars are better for that, other better for zonning and so on but since theres no penalty for being defensive... except a very little chip damage, well you will have to find some good block strings or think what attack will have the frame and distance advantage or you will be "crush countered" wich opens you to your opponent attacks.

Edit: Oops , forgot to mention those chars: Ken, Akuma, Rashid, Cammy, Ibuki, Karin and Juri are the first ones that came to my mind.
Last edited by Δαμοκλής; Aug 4, 2018 @ 2:36pm
Bafford Aug 4, 2018 @ 2:55pm 
Geez, imagine playing Guile with negative penalty, lol.

But yeah, no jump cancels, no faultless defense, no just defense, no blitz shields, no meter for running, no astral heats/instant kills. And no running, aside from a few characters.

Wanna know what it's like to play SFV? Imagine Hazama or Bullet (or Johnny to lesser extent), strip them of all supers except one, give (or not) them fireballs and there you go.
Δαμοκλής Aug 4, 2018 @ 3:23pm 
hahaha, no running, yeah no air dash for you either.

But hey, those are the "cons", or the features you might miss. On the other side one of the "new" features of SFV is the V-skill bar, which once is active it modifies your normal or special attacks allowing you to link some moves that were unlinkable, and the EX moves that are the "charged" version of a special move that may be used for invulnerability, to add damage, to link combos, etc.

Like I said its a different aproach / style, a more strategic one if you like but that would also be debatable.
Last edited by Δαμοκλής; Aug 4, 2018 @ 3:27pm
Taka Aug 4, 2018 @ 4:19pm 
Just stick with anime fighters. They're all way better than this pile of ass.
Mjarr Aug 4, 2018 @ 11:58pm 
1. Less mechanics, so no burst, no FD, no ib, airdashing and whatnot. Arguably less to memorise but may feel lacking too if you like to have more options.
2. It is arguably more "reactionary" game with simpler flow due lack of air options and other mobility shenanigans.
3. Almost all combos are link based as opposed to gatlings with tons of hitstop, so they may feel bit weird at first. Closest thing to gatlings in SF are target combos, but they are (almost) all universally extremely unsafe and punishable on block. Combos are in general also notably simpler and general execution barrier is fairly low in SFV as well.

Otherwise the same basic ideas remain with minor difference of application. SFV mostly favours offence over defence so just because it's little bit more reactionary game doesn't really change some characters have anime-comparable 50-50 mixup oki hell and whatnot.
Last edited by Mjarr; Aug 5, 2018 @ 12:01am
Monkey Aug 5, 2018 @ 12:26am 
The core mechanic of a SF game is the throw, in fact. The game revolves pretty much around that.
Of course all characters are played differently, some of them will rely on zoning, rushdown, mix-ups, etc.

Basically you'll play neutral game until you find an opening, try to guess right on your opponent's wake-up and repeat until you win (or lose).
DJukor Aug 5, 2018 @ 4:04am 
Combos in SF are more precisison based than execution based.
Combos on paper are thenicly easy its geting the right timing that takes exact skill becouse you dont have as much buffer to link normals in to normals like in anime figthers.

Also its much harder to land hits in SF than anime figthers but at the same time you cant block while jumping.
Cipher Esteria Aug 5, 2018 @ 5:40am 
You want advice?
Go back, you will find no fun here.
vtuber enjoyer Aug 5, 2018 @ 10:57am 
just going to get a decent ranking then quit. doing combos in this game is so weird
IITWLLII -ES- Aug 5, 2018 @ 11:12am 
Originally posted by To-Love-RuRuRu:
just going to get a decent ranking then quit. doing combos in this game is so weird

The type of combo's can vary between characters.

_______

These basic tutorials are all you need as a beginner, they explain everything important, before you climb to the next level (some frame data may have changed during multiple balance updates, but the basics still apply):
https://www.youtube.com/watch?v=st5CUkIHIM0&list=PLdoYSYt-_agNyTieQanGzDnj6-Duww5l7&index=13
https://www.youtube.com/watch?v=8ZN9-geD0Yg&list=PLdoYSYt-_agNyTieQanGzDnj6-Duww5l7&index=12

https://www.youtube.com/watch?v=AomsfS_8cT8
https://www.youtube.com/watch?v=tbsxbVmTp7g
https://www.youtube.com/watch?v=IhW2gA0mlqw
___________________________________

You also need to know that there are 3 types of combos in SFV:

1. Cancels = your current move animation can be instantly cancelled into some of your next input (example normal move cancels into a special or super move, cMK into fireball/super).

2. Links = your current move needs to completely finish the animation and the opponent also needs to be still in hit-stun (can't block again), so you can successfully land your next attack.
It can be difficult to get the split-second timing right, but it's usually much easier than in SFIV).

3. Chains = specific normal move combinations (sometimes also called target combos), these are usually relatively easy to perform (example: Ryu's MK => HP => HK).
___________________________________

If you are already more experienced, then you can dig into the frame data / hitboxes, if you like:
https://fullmeter.com/fatonline/#/home
You can change the active character at the bottom (dark grey bar).
Last edited by IITWLLII -ES-; Aug 5, 2018 @ 11:14am
QuixoticNeutral Aug 5, 2018 @ 2:22pm 
Most combos in SFV are link based - I believe Slayer and Kum combos the same way.

Movement is much more deliberate, having a fast walk speed is considered a lot more powerful here. That said if you play anime then Rashid may be more comfortable for you as he has a run and a lot of mobility options.

Throw is a bigger part of the meta. You do not get any throw invuln frames when you wake up or right after recovering from blockstun, so a big part of the game is having to deal with the idea of people grabbing you immediately upon waking up, or "tick throwing" you which means they will briefly put you into blockstun with a light attack only to grab you immediately after when your guard is down.

Opening people up is less about mixing people up with high/lows and more about making them too afraid to press a button so they become vulnerable to throws, or to press buttons at bad times and get hit with a frametrap.

There are a few characters that I think are explicitly designed to appeal to people from other fg backgrounds. Rashid gets a lot of agressive mobility which I think is to appeal to KoF players but anime will find him comfy too, then you've got Menat and Ibuki who have very technical and flashy combos/setups which I think are there to appeal to anime players.
vtuber enjoyer Aug 5, 2018 @ 2:49pm 
Originally posted by QuixoticNeutral:
Opening people up is less about mixing people up with high/lows and more about making them too afraid to press a button so they become vulnerable to throws, or to press buttons at bad times and get hit with a frametrap.
ok thats a big help for me. thanks
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Date Posted: Aug 4, 2018 @ 1:39pm
Posts: 14