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Regarding beginner-chat, Necalli is a really simple but complete character, IMO. Easy combos, good damage, has anti-fireball stuff, has a real-rear end DP, a real-rear end command grab, a uniquely good overhead, forces you to learn at least a tiny bit about charge, and an extremely uncomplicated v-trigger. I would actually recommend him over Ryu because you can probably get a functioning offense up and going a lot faster with him than with Ryu who requires figuring out some nuanced poo poo to start finding real pressure and damage conversions.
Trykt fucked around with this message at 00:03 on Feb 23, 2016 |
# ¿ Feb 23, 2016 00:00 |
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# ¿ Apr 27, 2024 16:49 |
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Vanrushal posted:I got this game for pc and I'm having some issues with performance/fps. The game usually runs at 60fps but frequently dips into the 50~59 range which slows it down. My specs are - http://steamcommunity.com/app/310950/discussions/0/405692224224082044/ Yes, this actually works.
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# ¿ Feb 23, 2016 03:43 |
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I'm not good at this game yet but today I definitely got better at it. Feels good man. Ryu protips: -Ryu barely needs his ex moves, basically only use them if you're doing a combo and it's your only way into a knockdown. Save your meter for super. -cr.lk cr.lp xx hp shoryu hit confirm is important, it's the best way to deal with people holding jump/straight back/mashing throw/mashing normals on their wake up. Also not a bad thing to go for after a cross-up j.mk. Please practice doing this into Ryu's super. -st.mp is Ryu's best damage finding button when approaching someone, make sure you have hit confirms for both standing and crouching opponents, also please practice doing these into super. If you wanna be a baller, practice verifying counter hit st.mp into sweep! -Walk forward cr.mk xx fireball is still good in this game and still has the tendency to give you a DP instead of a fireball due to the forward input from walking. If you do cr.mk xx half circle forward it tends to add just the right amount of delay to always give you a fireball instead. You should also be able to combo THIS into super. -Ryu's shimmy button is st.mk and it's good, it's got good range obviously and V-Trigger cancelling it leaves him slightly closer to the opponent than other buttons and at most ranges you can generally get st.HP into super. At the tip of its range you "only" get raw super (still worth). -After you guard break with a fully charged Denjin fireball or super you have time to dash forward once and then get b+HK into combo. The damage prorates hard off the guard break but it's still pretty cool. -If Ryu is in V-Trigger and is able to touch with a blocked jump in, he can blockstring into cr.HP xx HP shoryu xx super, guard break, b+HK into whatever, looks to do 200 - 250 damage total, because they BLOCKED. Crazy. Obviously they can V-Reversal to stop this setup, unless they're already in V-Trigger state themselves........................ edit: I've been grinding out all of the above in training mode, there are some nuances to the inputs on a lot of these that I leave as an exercise to the reader but if anyone really wants help with how to execute A Particular Thing I'll share my own mental notes of how to make sure you're doing the Thing correctly. Trykt fucked around with this message at 06:47 on Feb 23, 2016 |
# ¿ Feb 23, 2016 06:34 |
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cams you're catching a lot of poo poo for your attitude but I give mad props for showing up to an offline event and entering and loving playing. Good poo poo bro. You will learn so much so fast if you keep that up.
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# ¿ Feb 25, 2016 07:57 |
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https://www.youtube.com/watch?v=Ha1ZschLseI Since making tutorials is the thing the cool kids do now I made a super specific one about Ryu. Not even a Ryu tutorial just an analysis of the situation off his f.HP! Please watch, maybe you'll get some ideas for your own character, or at least learn how to think about this situation if you encounter a Ryu in the wild that likes this move.
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# ¿ Feb 25, 2016 21:35 |
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http://www.twitch.tv/trykt/v/50548682?t=4m49s LOOK I DID IT IN A MATCH, HOORAY
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# ¿ Feb 25, 2016 22:06 |
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LawfulWaffle posted:Is a fightstick a good long-term investment? As in, are they easy to repair and maintain? I play more than a few fighting games, none of them seriously competitively, so I would be using it fairly regularly. An old friend let me know yesterday that he was having a goof time with SFV on the PC and I picked it up for the PS4, and I had a lot of fun playing and chatting over Skype. Playing fighting games with a controller hurts my hands after a few hours, and I was thinking of picking up a stick to 1) make inputting moves a little easier 2) reduce strain on my hands over long sessions and 3) have a specialized piece of equipment for fighting games (and other games that might be able to use the button layout) on the PS4 and PC. I don't want to skimp, and I was eyeing the HORI Real Arcade Pro 4 Kai for $150. I'd like to know if a fightstick like that would be something I could benefit from for a long time. I'm pretty gentle with my equipment, but I'd be pretty upset if I damaged a button a few months down the road and that was that. I bought a mad catz TE in 2009 that I've used regularly since, including toting around to tournaments and local sessions. I've had to replace buttons twice, costs around 20 bucks and is super easy. Still works great.
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# ¿ Feb 26, 2016 19:25 |
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Shockeh posted:Just to echo Lemon, really liked this Trykt. Still feeling very 'eeeh' about the game in general so far, but starting to feel it a bit more now I'm just beginning to work around Crush Counters more. Ryu still feels so anemic in range, in a game where everyone is a bit, he feels especially so. Thanks! I was really hoping it came out coherent and made enough sense to get people thinking. Something to consider regarding Ryu's range is that footsie ranged fireballs are really good in this game. They were important in SF4 but often meant eating a focus attack for full combo or an Ultra or some other such Huge Damage Thing. Since focus attacks and ultras don't exist in 5 he can get away with a lot more of them and their trait of always winning vs. any normals once released (by way of just being a projectile) becomes a lot more relevant. So yeah he doesn't have a big long range fuckoff normal like Birdie or Ken but he can beat those normals in footsies exchanges with smart fireballs. Plus the whole white life thing means you can take off pretty big chunks of life with a single fireball sometimes. Like, block stringing someone for a while and then eventually landing a fireball can actually be threatening instead of just "whatever, guess I took a medium punch's worth of damage one time". You could sometimes get that effect in SF4 when people got a little too focus-happy but the opponent had to choose to make that mistake, unlike here where you can potentially force it on them multiple times per round. Some SF4 stuff I've had to unlearn: -cr.mp is no longer a pressure normal, as it leads to nothing. Just looking at like frame data/hitboxes it's not bad but it doesn't fit into Ryu's gameplan anywhere except at the end of certain hit confirms/block strings. -cr.mk is no longer a poke, do not use it as such (replace with st.mk). Treat it as a mix-up tool, it's a low that can lead into Stuff. Works nicely at the end of blockstrings, and walk forward cr.mk is still good when you're finally able to get in that range. -Ryu works better playing aggressively than defensively, my whole mindset in match-ups now is "what can I do to make them stop pressing buttons long enough to let me go in" -don't hold on to super, combo into it first chance you get (trying to do this has made me discover some serious execution problems/bad habits I have from SF4 since cancelling into super from various moves was something I almost never did) -pretty much never, EVER, throw 2 fireballs in a row during neutral Trykt fucked around with this message at 09:40 on Feb 27, 2016 |
# ¿ Feb 27, 2016 09:36 |
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dangerdoom volvo posted:Im not sure the guy who said dash up normals are the name of the game now was all that wrong anymore I'm not familiar with who said this or when but this is definitely a conclusion I'm coming to on my own
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# ¿ Feb 27, 2016 22:11 |
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Hydrocodone posted:plinking Just double tap, when you're talking about a window of 2 - 3 frames or even more then double tapping is by far the superior method. Besides, as someone that learned to plink literally everything in SF4, I can't even tell you if plinking works at all in SF5 because 95% of links are incredibly easy to 1 button. I double tap or outright mash anything that's remotely tricky and it works 100%.
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# ¿ Feb 27, 2016 22:40 |
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Real hurthling! posted:i have a bad habit of trying to spam the next move in a combo following a hit confirm through the first moves animation and it works great in games with chain combos but it doesn't seem to work for links like that in sf. when i practice cr lk, cr lp xx hp dp with ryu I get really mad to see 2hit on the screen 50 percent of the time so in matches i wuss out to the mashable target chain combo because i lack confidence when i get an in and don't want to waste the chance Nothing for this except practice. My personal suggestion, go to training mode and set the dummy to random block and do it till you can confirm into DP at least 90% on both sides. Meaning like, 10 attempts per side, count your attempts up to 10, if you mess up (e.g. finish the DP on a blocking opponent or don't get the DP on your hits) more than once then jump to the other side and go again from the other direction. If you make it to 10 then congrats, do it again! At some point you will graduate to making sure you can get it 10 times in a row with zero mistakes. That's how I learned to hit confirm in SF4 and that's still more or less how I practice execution for those kind of combos in SF5.
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# ¿ Feb 28, 2016 00:46 |
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Jmcrofts posted:Reviving this old post to say I started going out of my way to do this and it's made a big difference. Super is really really good in this game, for most characters. Good stuff Trykt. Thanks broseph! I'm enjoying your tutorials as well. Good looking out for the new blood. There's a gigantic Ryu effortpost building in my goony brain, gonna hold off for a while longer though until I have more experience to say some things are good/bad with more certainty.
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# ¿ Feb 28, 2016 01:57 |
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I know of several people in my local scene that hated SF4 and especially the kind of people that play SF4, so they got good at SF4 to take their money every chance they got. I would agree if you think it's weird and I don't really want anything to do with those dudes, but there you are.
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# ¿ Feb 28, 2016 07:21 |
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giogadi posted:Sorry to cross-post from another thread, but I'm really curious: Laura's "DP" has no invincibility once she's in the air. On the ground it only has upper body invincibility anyway, meaning it will beat jump ins but nothing else.
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# ¿ Feb 28, 2016 19:11 |
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# ¿ Feb 28, 2016 19:57 |
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OxMan posted:Any place other than eventhub have written down strings anywhere? It's ok it's just sort of disorganized. Not sure what you're asking here. Combos? There's an official guide, both digital and paper versions, that's pretty good. Orv posted:Fighting game baby idiot question: I'm finally trying to sit down and get good at fighting games rather than playing a hundred matches online and just walking away, so I'm practicing various Ryu punishes, but every once and a while (more than I'd like) I'll try to predictively sweep and get crush countered for it. I know it's wrong on a logical level, but my body just wants to sweep early, is this just mental patterns I don't have yet or is there something I should be doing specifically to counter my terrible idiocy. You have to consciously think "don't do that" the whole time while you're playing, and doubly so when the situation actually comes up and you have to stop yourself. Killing bad habits/starting good ones is entirely you vs. your lizard brain and not everyone has the willpower and focus to be successful right away. I super don't.
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# ¿ Feb 28, 2016 21:03 |
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Jmcrofts posted:I think you have to do cr.lp s.lp s.lk now. This works but to be honest don't bother with it. Just learn st.lp st.lk xx hp shoryuken and cr.lk cr.lp xx hp shoryuken. The first one starts with a 3 frame normal and the second one starts from a 4 frame low so they're both very useful and both combo into super for very good damage, especially if you're in v-trigger mode already. They both have a different timing and take some practice though!
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# ¿ Feb 29, 2016 00:22 |
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COMBO DUMP POST Ryu practical combos into super. There are of course lots of other combos that technically exist but anything not listed here is probably a less optimal version of something already on the list. Hit Confirm:
V-Trigger Hit Confirm:
Full Punish:
Misc:
Other Good poo poo:
Note: Maybe this is the SF4 player in me talking but it really bugs me he doesn't have a decent way into super from anti-air SRK, not even early LP SRK juggle into Super, for some reason the opponent has no juggle points after they get hit by that. At least let me V-Trigger into juggle Super after if you wanna limit that but drat that really chaps my rear end. Note 2: It occurred to me this is almost every practical combo Ryu has anyway (you basically put Super at the end if you have it) so I'll just throw in a few extra things that are worth learning/doing Trykt fucked around with this message at 05:09 on Mar 21, 2016 |
# ¿ Feb 29, 2016 07:31 |
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cloofish posted:Good poo poo. Keep in mind Ryu's target combos give a free juggle after v-trigger, so you can do st.HP ~ st.HK xx V-Trigger, LK Tatsu xx Super, for example, for a bit more bang for your buck. Looks stylish too! Popping V-Trigger mid combo is no good for punishes since it adds an extra hit of scaling for the activation. You're better off hitting V-Trigger while they're still in the air from their DP or whatever and then doing a punish from the list, that's always gonna be the best damage. Arzachel posted:Is st.MP, c.HP xx HP SRK not worth doing over the other starters even if you're in range? The damage is slightly better than starting with cr.HP, yes. However, This combo has serious consistency issues due to range. I know of punishes where it both works and where the cr.HP fails depending on variables that may or may not be in your control. Either way it's not to be relied upon IMO. Personally, as part of any punish combo, I'm scratching it out of my playbook. Trykt fucked around with this message at 16:34 on Feb 29, 2016 |
# ¿ Feb 29, 2016 16:26 |
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General Morden posted:try but hole amazing chest ahead
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# ¿ Mar 1, 2016 02:10 |
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I left out an important combo in my dump post: CC st.HK, cr.HP xx HP SRK xx Super (close range, vs. standing only) That's pretty much max damage on a CC punish without any ~microwalk~ bullshit. It does absurd damage if you pop V-Trigger before the CC st.HK. I edited the post if you wanna update the OP as well! Real hurthling! posted:anyone have thoughts about which of these two low ryu confirm combos to use as a go to? cr.lk~cr.lp starts with a low and is the same speed, so it's way better. The range difference (if it exists) doesn't matter for the situations you would use this type of confirm in, please don't use cr.lp~cr.lp ever (these are technically chains and not links btw!). Protip for this combo: hold down-forward for the cr.lk, then as you hit cr.lp just do a fireball motion, you will get a DP easy. Do another fireball motion and press HP again and the super comes out. It's actually incredibly easy, I practiced this combo the "hard" way for days before I realized this even though I should have known it from SF4! Your best walk-up/dash-up hit confirm BTW is st.lp st.lk (this one IS a link), st.lp is a 3 frame normal and has a pretty great hitbox to make up for its short range. You can use the same input trick for easy DP and Super as well, just hold forward (you can even be holding forward before you ever press st.LP) and when you press st.LK do a fireball motion and press HP, then another fireball and press HP.
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# ¿ Mar 1, 2016 05:29 |
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Brosnan posted:Practice Mode will. https://www.youtube.com/watch?v=eWFzS1JgJyo
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# ¿ Mar 2, 2016 22:35 |
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get divorced so you can dedicate more time to video games
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# ¿ Mar 4, 2016 01:10 |
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Pomp posted:i don't think they're faking it but i don't understand it in the slightest Hello friend, I've been playing and posting about SF4 since 2009, how are you?
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# ¿ Mar 4, 2016 05:40 |
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Ybrik posted:Could someone give me some advice when dealing with wakeup dps? I have some safe jump setups but I feel whenever I get a knockdown and I don't have time to set one up I feel like it's just a guess on my part. It sure is a guess! But it's heavily in your favor as long as you have your max damage punish combos on deck for when you successfully bait a dp. IMO don't be scared of them (i.e. meaty more often than not) cause they almost never lead into big damage in this game. You could eat 3 reversal DPs and still come out even or better by landing 1 good punish combo on a baited one.
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# ¿ Mar 6, 2016 07:16 |
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I'll weigh in on Ryu even though you shouldn't take my opinion on him any more seriously just because I'm obsessed with the character Pros: -Really good reversals -Parry is really strong vs. stuff you can react to -Gets good mileage out of V-Trigger cancelling most of his normals -Good V-Reversal: decent range, knocks down, safe on block -LOTS of ways to combo into Super, including many practical and damaging hit confirms. I personally think consistent combos into Super is one of the most important things that makes a character good in this game. Cons: -His whiff punishment mostly doesn't lead to anything, he *has* to spend resources to turn whiff punishes into damage -Parry mostly sucks in guess situations (where 3S parry was godlike), it's only valid where Ryu is +0, -1, or -2 frames and it's limited and risky even then -Fireballs suck poo poo, they are truly "long range pokes" in this game and not for any form of zoning -Bad at mix-ups, he's all about pressure and punishing in this game IMO. SF5's white life mechanic definitely favors pressure characters more than SF4, though. I think all this makes him pretty mid tier. Absolutely worth playing but definitely - I think he'll end up with some fairly advantageous match-ups vs. some characters in the hands of players that can consistently react to certain moves with parry. This might be offset by his parry not really mattering at all vs. grapplers.
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# ¿ Mar 7, 2016 03:47 |
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Gammatron 64 posted:I'm stilling getting used to this PS4 thing what with video uploads and whatnot. So here's some of my scrubby rear end adventures as Shammy. Feel free to critique the badness. Definitely stop pressing b+MP, I'm really not sure how or why you have that as a habit but it's the biggest immediate problem you need to solve. That move is pretty much just to let her get a beefier hit confirm off of certain hits, like j.lk (her only cross-up capable air normal) You need to not press st.mp or cr.mp during footsies (use those buttons for pressure when you KNOW you have advantage), stick with st.mk and cr.mk (try to hit-confirm cr.mk into spiral arrow, especially if you're whiff punishing something). Press way way more st.mk btw, and move around more (including backwards), you're standing in one spot pressing the button sometimes like that ridiculous rear end bot in that video from earlier in the thread. You need to actually use your V-Trigger cancel, poke with cr.hp and just cancel it. If you get a hit you can confirm into st.hp xx v-triggered spiral arrow, v-triggered cannon spike for 300+ damage, on block you're massively + so you can try mix-ups. Do a normal canceled into hooligan cross up dive kick for a baby mode mix-up that will probably hit 95% of people online. Confirm into cr.mp xx whatever. If they do block you're STILL + so Do More poo poo (staying active is a theme for good Cammy play) Note that you CAN also poke and V-trigger cancel with st.mk and cr.mk but I wouldn't recommend it, you get so little advantage on hit that you only get a small follow-up (if any, depends on distance). Please make sure you are strong at hit confirming into super. Until you are I would recommend spending your meter mostly on EX divekicks as often as you can. Good luck!
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# ¿ Mar 8, 2016 05:58 |
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She has great DPs, learn to use those as anti-airs before you start trying to master her normals that can anti-air since those are for edge case scenarios where you don't want to or can't DP for some reason.
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# ¿ Mar 8, 2016 06:41 |
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Stefan Prodan posted:Are you supposed to ever not quick rise? Like, is it proper to mix in staying down for a bit sometimes or should you pretty much always at least be trying to tech the fall? Stefan Prodan posted:What should I try to hit people with as Ryu when they wake up? Staying down in this game is usually a bad idea because you're down for so long they get to push your body towards the corner a whole bunch with a couple dashes and still meaty you, or if they're a tricky character like Cammy or Fang they get to set up whatever the gently caress they want on reaction. You should stay down sometimes though, to avoid certain setups you suspect are coming and know to be dangerous, especially if they're spending meter on the setup in some way or another. With Ryu on their wake up you should meaty them with st.mp, b.hk, or cr.lk, or throw them on wake up. -st.mp is good because it gives advantage on block, so you can continue pressure (press another st.mp or even cr.mp with fireball buffered in). When they learn not to hit any buttons after blocking st.mp you can get away with stuff like walk up throw, walk up press another button (st.mp again works fine). It also applies some white life "chip" that you can take from them if they take another hit from something else soon after. -b.hk is good because it hit confirms into an easy and strong combo (link into st.lk xx hp shoryuken, cancel the DP into super if you have it), works whether they got hit standing or crouching, puts them into knockdown if they managed to get airborne before Ryu's stanky leg hit them, punishes backdash with a bit of damage, ALSO does white life "chip", and is completely even on block so you can press buttons or even fish with Ryu's parry right after. -cr.lk is good because it's a low so it will catch them holding up, back, backdashing, or mashing throw/normals, if you time it properly (this is the "hardest" of these normals to use meaty). It's also the safest of these options against V-Reversals. It combos to a hit confirm (cr.lk cr.lp xx HP shoryuken, cancel to super if you got it) and also leaves you slightly advantaged on block so you can press another button or take advantage of them being scared and do Walk Forward Stuff. All of these lose to reversals like dragon punches and mika's EX rekka thing, etc, so sometimes you need to make it look like you're gonna do one of these moves and then just don't. If they take the bait and DP you get a punish and they will (probably) be scared to try it again on the resulting knockdown so you get to do more pressure! Throw is for when you are pretty sure you've taught the opponent to not press any buttons and you want to take advantage. Most players are super mashy in this game so this is definitely the last resort option only when you think you've proven your ability to threaten the above options to them. Good Luck! https://www.twitch.tv/trykt/v/54716857 Here's a bigass set I played with another goon tonight where I (tried) to apply all of these things, see if you can figure out where they worked and why (i.e. what the opponent was doing to get hit). I hosed up my meaties a fair bit toward the end, the latency was doin something fucky where stuff I was SURE was correctly timed ended up whiffing through and getting me thrown.
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# ¿ Mar 16, 2016 06:59 |
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jebeebus posted:why you post this... THIS DOESNT REPRESENT ME Sorry man it wasn't meant as a call out or anything! Just wanted to show some of the dumb poo poo I've been talking about that people should do with Ryu in some matches.
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# ¿ Mar 17, 2016 01:45 |
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# ¿ Mar 17, 2016 01:55 |
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Microwaves Mom posted:Okay whose good at punishing block strings? Sounds like Ryu When people talk about punishing they are referring to hitting someone for doing an unsafe move. Usually with a combo, but sometimes you only get one hit and/or have to use specific moves, usually due to distance or the opponent being in some special state like crouching, airborne, or a unique recovery animation (think after a blocked or whiffed super). Blockstrings are gonna be made up of moves that are generally very safe, so punishing doesn't really come into play. You can use an invincible special move to interrupt the opponent during specific gaps in their blockstring, but that's a pure guess that can turn into you being punished very hard if you're wrong. If you want to make those guesses a lot then the 4 characters with meterless, invincible specials (aka DPs or Dragon Punches) are Ryu, Ken, Cammy, and Necalli. Of those 4, for a new player I'd recommend Necalli by a mile. Very simple and very effective character. Trykt fucked around with this message at 20:45 on Mar 20, 2016 |
# ¿ Mar 20, 2016 17:25 |
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Jmcrofts posted:You can do it like this: I would actually recommend doing it as: Hold df Cr.lk Cr.lp + qcf (fireball motion) HP This is in my opinion the very easiest way to do the combo and has the extra benefit of making the cancel into super very easy to add on, just do another qcf motion and press punch one more time. This method also works great for Cammy.
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# ¿ Mar 23, 2016 19:33 |
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I mustache you a question, but I'll shave it for later
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# ¿ Apr 5, 2016 14:14 |
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Hey I haven't been keeping up with the thread at all so maybe some or all of this is super old hat/outdated info for Ryu but someone asked me to infodump a bunch of stuff about how to play him so here it is! Fireballs 101:
Footsies:
Parry:
Forward throw:
Jump normals:
Blockstrings and Gray Health:
*UPDATED* Hit Confirm:
V-Trigger Hit Confirm:
Full Punish:
Reversal:
Anti-Air:
Other Good poo poo:
Trykt fucked around with this message at 06:28 on May 3, 2016 |
# ¿ May 2, 2016 20:48 |
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cams posted:i was a real oval office when i was trying to talk to people about sfv in this thread and you constantly trolled me, agreed I tried to give you props one time and you poo poo all over it immediately, you are a real poo poo-filled cunty oval office, yes.
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# ¿ Sep 30, 2016 23:38 |
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Hey I haven't been playing SFV much or reading the thread lately but I'm back baby, I really missed chatting about abstruse fighting game details a lot! Just one thing real quick: quote:So far I've replaced the square joystick gate with an octagonal one. Don't loving do this. Don't anyone EVER loving do this. If anyone reading this right now has done it please go undo it and forget you even tried it. Thank you.
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# ¿ Feb 26, 2017 10:07 |
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Biggz posted:Why don't we just let people use what they want? Nobody WANTS to use octogate, they just get a twisted idea in their head that it's somehow normal/standard/good, like their brain goes "oh 8 directions, that makes sense, better get that!" but it's really just a thing that will only ever get in your way. The best you can do is get used to it and maybe get decent despite it and not realize how much shittier it is; there is no scenario where it is a benefit. I am telling the world, for the good of all, stop loving using octogate!
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# ¿ Feb 27, 2017 05:07 |
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At least we can all rest easy knowing a raging douche with a mental disorder could never be elected President or anything.
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# ¿ Feb 28, 2017 00:45 |
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# ¿ Apr 27, 2024 16:49 |
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We Know Catheters posted:Is USF4 for PC worth getting? It's the best version of USF4 that exists, and there's still an active community, so probably.
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# ¿ Mar 16, 2017 05:28 |