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-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...
Edit: Oops , forgot to mention those chars: Ken, Akuma, Rashid, Cammy, Ibuki, Karin and Juri are the first ones that came to my mind.
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.
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.
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.
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).
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.
Go back, you will find no fun here.
The type of combo's can vary between characters.
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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
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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).
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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).
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.