Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you wanted to string a P-K-S combo in Xrd let's say, you can just mash these buttons in quickly.
In SFV you need to deliberately press the buttons in their respective time, waiting for the first one to finish:so in SF if you want to make a combo its something like standing Lightpunch - PAUSE 2Frames, crouching light cick, into immediate fireball.
Once you get used to the Frame pauses inbetween certain moves (most of them are the same on all chars, or very similar) you will find your execution much better.
TLDR; cant just blindly mash in the inputs, need timing ;)
Links you need to time because they only work due to exploiting the frame data. It's getting a bit into the weeds, but they're stunned after the hit long enough to connect with another hit.
Go into practice mode and turn on the attack data. The red bar that appears whenever you do a move under your HP is how long until you can do another move. Try doing st.MP, cr.MP with pretty much any character. Time the cr.MP to the red bar going down completely.
The combos have a rhythm to it, once you figure it out you'll open up some more complicated combos in the other games you play
GL
there is no way either of those games are "easier" than SFV
i think you might be might have a skewed look on things.
sure, a few hours into those is enough to do visually cool things, while will take you a looong ass time to get used to some basic links in SFV(good luck getting used to finish combos with charge attacks)
but have you ever seen high level skullgirls play? i tell you. you won't even understand wtf is happening. skullgirls reset heavy gameplay looks like someone is comboing someone else to death and when the thing doesn't look like that... you wont really understand why they are not.
the thing is, each fighting game is difficult in different ways, and if SFV does one thing well is that it is very honest with you.
you are feeling "this is hard" because you play and see the faults in your game right up, either because you been outplayed or because "links are hard". is not a game will let you do amazing looking things in training mode that are virtualy useless in a real match.
You can watch the pro's play or people who go to a lot of tourneys and who are knowledgeable about the game, I suggest Brian_F He's really good and honestly keeps it real. But you can see him struggle too, despite being a ultimate grandmaster he still drops his combos from time to time.
But with all things in life that requires skill it requires practice, what you put into it is what you get out of it. I'm surprised nobody linked this yet, but check out Gief's Gym:A guide to Street Fighter V
It teaches you the basics and basic advancement.
Best of luck man, everyone in the FGC are always constantly improving and learning new things about the game, part of the reason why its so loved. :) You'll find your way!
Also find your characters discord, they usually have the bible of your character in there on a google doc!
With practice you will get the play of the game.
A lot of Ex-move are safe and stubby character cant even reach the target.
Every almost play the same, except on high level its less about jump-in.
M.bison= +frame all day long
Laura: 50/50 stuck in block stun
Gill or urien: Long limb safe attack.
This is a more realistic answer. People focus a lot on combos, link combos and target combos, but that is something people can learn from training mode and trials. The difficulty is to be able to use these combos during a match against a real opponent that will not give way to use these trained combos. The biggest difficulty with SFV is far from combos. The game is very tolerant of inputs compared to games like KoF. The difficulty is in those types of information, knowing how to act and how to respond to the characteristics of the matchup and moves...
Liked i said, you have to know the frames of the move, because some are just -2, which is safe in a throw range. You ahve to force the game to go neutral again.
Some moves are + frame at max range or at point black, those are the most annoying one.
Like Balrog Ex.dash thing makes him + frame at close range, force you to guess and hope he isnt too deep in the throw range.