RISE UP! Street Fighter V on PS4 and PC

Argentus

Well-Known Member
Juri and Ibuki will make people rise up for sure.
I wish it was juni instead of Juri, especially since juni now recovered from being a doll like Cammy.

But right now just waiting to see if Alex is still the purest grappler in fighting games, or if he gets fucked over by making his grappmes useless outside of combos like say, Bane.

Mk9 Sheeva and Alex are my top two examples of pure grapplers because they fit the two main criteria

1). Their grapples have absolute priority, meaning they don't have to chain/link into them, then can use them to catch and punish. Never need to use combos at all.

2). A grapple for every situation. as opposed to say Zangief or Tager who just have one big grab, and maybe an anti air, Sheeva has different grapples for anti air, standing, and crouching opponents, all of which have priority and armor, while Alex has an anti air grapple, a leaping grapple, a standing forward facing grapple, a standing back facing grapple, a long reach standing grapple, and a full screen leaping grapple all of which have huge priority so when you learn to read you almost never even need to poke, just grapple punish.


Its like how on 3rd strike if you saw someone pick Hugo, but then they just stand there spamming his poke its like dude you're a total failure. You're HUGO. You should never be poking. Read and Destroy.


But judging by sf4, I'm guessing Alex's grapples will have little to no priority this time around, and only be use able from links and chains.
 

d3v

Well-Known Member
But judging by sf4, I'm guessing Alex's grapples will have little to no priority this time around, and only be use able from links and chains.
Uhhh... you cannot combo (link/chain) into a throw in any Street Fighter. The only exceptions being air throws in IV since those were actually treated as unblockable hit attacks in engine.

And by your criteria, I wouldn't call Alex a "pure" grappler, since alot of his game in III involved using his EX attacks and not his command grabs.
 

Argentus

Well-Known Member
Uhhh... you cannot combo (link/chain) into a throw in any Street Fighter. The only exceptions being air throws in IV since those were actually treated as unblockable hit attacks in engine.

And by your criteria, I wouldn't call Alex a "pure" grappler, since alot of his game in III involved using his EX attacks and not his command grabs.
Sorry canceling or whatever you call it. You know what I'm talking about.

But no you could just do his command grabs to beat out most everything in 3rd strike. Power bomb yun/yang out of their dashes, DDT/hypahbomb/face palm Akuma out of his raging demon, knee lift people out of most anything, stun gun headbutt projectiles and as anti-air, etc.

Between the grapples and his heavy attacks (specifically sparta kick, stomp, lariat, and rising tackle), he beat out most things and punished hard. Barely any need for Ex or pokes. Only like Chun, Twelve and Necro gave him a hard time because their limbs were so long it made it damn near impossible to actually grab em.

Speaking from personal experience of course.
 

d3v

Well-Known Member
Sorry canceling or whatever you call it. You know what I'm talking about.

But no you could just do his command grabs to beat out most everything in 3rd strike. Power bomb yun/yang out of their dashes, DDT/hypahbomb/face palm Akuma out of his raging demon, knee lift people out of most anything, stun gun headbutt projectiles and as anti-air, etc.

Between the grapples and his heavy attacks (specifically sparta kick, stomp, lariat, and rising tackle), he beat out most things and punished hard. Barely any need for Ex or pokes. Only like Chun, Twelve and Necro gave him a hard time because their limbs were so long it made it damn near impossible to actually grab em.

Speaking from personal experience of course.
Talking about high level play and how Alex is actually played.

His most basic tool is stand mp/mk into EX Flash Chop, which is his main source of guaranteed damage. Aside from that, meter is also used for EX Slash as a punish.

His preferred Super Art is Boomerang Raid (SA2) mostly because it gives Alex the most EX meter to work with (plus the fact that it's the only one you can confirm into from a poke). Hyper Bomb gives little EX meaning it's only really useful against low life characters. Stun Gun Headbutt beating projectiles is nearly pointless in a game where projectiles are weak in the first place.

The 2014 Arcadia Tier List puts him solidly in C tier, which is just one level above the worst characters in the game.
 
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Argentus

Well-Known Member
Talking about high level play and how Alex is actually played.

His most basic tool is stand mp/mk into EX Flash Chop, which is his main source of guaranteed damage. Aside from that, meter is also used for EX Slash as a punish.

His preferred Super Art is Boomerang Raid (SA2) mostly because it gives Alex the most EX meter to work with (plus the fact that it's the only one you can confirm into from a poke). Hyper Bomb gives little EX meaning it's only really useful against low life characters. Stun Gun Headbutt beating projectiles is nearly pointless in a game where projectiles are weak in the first place.

The 2014 Arcadia Tier List puts him solidly in C tier, which is just one level above the worst characters in the game.
I noticed lot of people trying to constsntly do the ex stuff which just made baiting them for his much more damaging grapples that much easier lol.

Amount if meter I won't argue, but hypabomb and stg have more utility for the moveses themselves. Doesn't matter if projectiles are weak people still use them for punishment, supers, and spacing. Plus other situations like how projectiles pass through him during the end part id it (and his standing headbutt), so he can say, grab Akuma out of his diagonal fireballs with it.

Hyper bomb is the least useful super and should only be picked by expert playersbfor its raw damage.

But yeah most prefer to do ex cancels for guaranteed damage because actually learning how to use grapplers requires a lot of reads and punishments. That's why like I said, you'll see dumbass Hugos poking instead of punishing
 

grap3fruitman

Well-Known Member
Standard Donor
Ahh okay I see where you are coming from. I am going to probably butcher these explanations but here goes.
It all comes down to the fundamental difference between 2D and 3D fighters.
See, I'm not at this level. I am new. Please understand. I can make a fireball come out (sometimes), that's about it. Where's the command training in this game btw? I couldn't find it. What's the stuff flashing on the bottom of the screen for and what do they do? Here are some matches (1 2 3 4 5) to give you an idea of how new I am. I'd appreciate some pointers because, despite my lack of skill, I had fun and I'd like get better but I'm not really sure where to start. Please don't mock me because you take the basics for granted. This is probably where a lot of people that would otherwise enjoy fighting games get stuck too and the FGC isn't exactly very welcoming.

There's no "command training" because there aren't any strings you need to memorize.
How are you supposed to learn how to perform a fireball then or any other move? How can I frame trap someone when I don't know any moves? Much less their properties. Like, where can I go to learn to play this game from scratch? I don't know how to ask more clearly.
 
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d3v

Well-Known Member
See, I'm not at this level. I am new. Please understand. I can make a fireball come out (sometimes), that's about it. Where's the command training in this game btw? I couldn't find it. What's the stuff flashing on the bottom of the screen for and what do they do? Here are some matches (12345) to give you an idea of how new I am. I'd appreciate some pointers because, despite my lack of skill, I had fun and I'd like get better but I'm not really sure where to start. Please don't mock me because you take the basics for granted. This is probably where a lot of people that would otherwise enjoy fighting games get stuck too and the FGC isn't exactly very welcoming.
There's no "command training" because there aren't any strings you need to memorize.

Most every block string, combo, etc. that you'll need to learn is stuff that gets developed by the community as the game's meta grows.

As for your matches, your main problem is that you jump too much. What you want to do is to fight on the ground and learn to approach and control space with your normals. Neutral jump to avoid fireballs, learn to walk forward and block to approach. Get in range for a well spaced crouching or standing medium kick. Your aim to own the space in front of you and make it so that you can punish anything your opponent tries. Frame trap them. Bait their pokes and punish them. Push them to the corner. Basically, walk forward and put hitboxes in front of you.
 

Russian-chiropractic19

Well-Known Member
Standard Donor
the easiest thing to start with is to set the opponent to block after the first hit. since they can hold mid stun its usually a safe bet that anything you can do to them after that first hit is inescapable. while you're messing around trying all those combinations you're memorizing the attacks and working on your execution of them at the same time.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
@grap3fruitman

Try watching this video as it goes over some basic level strategies.

Also, there are a few move terminology. Forgive me @d3v if I butcher it and please correct me.

You have:
Normal Attacks
Special or Command Normal Attacks
Special Attacks
Supers

Normal Attacks typically are one of the six buttons in a given state (Standing, crouching, jumping up, jumping back, and jumping forward)
Command Normal Attacks are typically done during standing state but have been seen infrequently in the other stances. Things like Ryu's overhead (f.MP) are these, when you require a direction plus one of the six buttons.
Special Attacks typically require a multi-direction input along with a button press. These are what you know as a Hadouken or Hurricane Kick.
Supers require a more complex multi-directional input along with a button press. These require you to use your entire "glowing bar" at the bottom of the screen.

You're trying to control the space of the screen by placing obstacles out there that the opponent is pressured to get around. Obstacles can include traps, fireballs, and normal attacks as well - the specific character determines the best way of doing that. Jumping is very risky because you're telling your opponent you're committing to not guarding.. Ideally you'd start off by never jumping and using your normals to control the ground. Normal attacks can also be used to prevent your opponent from jumping at you when timed correctly. Later, you'll be able to use Jump in your game to help land pressure when you make a read. In the long run, you'll find that the game is very mix-up heavy once you destroy these technical barriers, much like DOA or VF.
 

grap3fruitman

Well-Known Member
Standard Donor
I give up. @Mr. Wah, I don't know why you would think a video aimed at helping experienced players get better would be a good starting point for someone completely unfamiliar with the game. You're trying to teach me a second language when I don't have a first one. Can you see how that's not beginner friendly? Ironically, Mike Ross was the second person to beat me online yesterday - my second match ever in Street Fighter.

Honestly just wing it for now. Its not overly complicated but the explanations use technical terms that confuse newbies so you're better off learning by actually playing, THEN asking for advice to smooth things out.
I did play, then asked for advice and now we're having this conversation. Where's the tutorial for newbies then? That's what I want!
 
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Argentus

Well-Known Member
I give up. I guess people that have never played shouldn't even bother with this game.
Honestly just wing it for now. Its not overly complicated but the explanations use technical terms that confuse newbies so you're better off learning by actually playing, THEN asking for advice to smooth things out.

There's light heavy medium punches, light medium heavy kicks, grabs, and various specials (usually quarter, double quarter, or half circle inputs). As in, most projectiles are done with 236+p

Charge characters and grapplers are more complicated so ignore them for now. (Charge meaning specials are done by holding a direction for about two seconds then flickibgthe other direction and punch or kick, instead of simple 236+p. Its to encourage defensive play styles with those characters.). So to do Guiles projectile it would be 4*beat*6+P


Trust me I know the feeling. I started on an arcade of 3S and was trying to ask questions, and the other kid went GAWD its been the same inputs since street fighter 2! To which I replied that I never PLAYED street fighter 2.
 

Argentus

Well-Known Member
Also key is canceling, which is literally just overlapping animations by doing input for one move in the middle of another's animation.

For example, inputs for huge grabs are 360 degreesP. This is also inputs for other moves so to avoid crossing wires you'd do the 360 in the middle of another animation then p to cancel the former attack into the latter.
 
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