Street Fighter V Basics thread

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Zombiebrian
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Street Fighter V Basics thread

Postby Zombiebrian » Sun Sep 27, 2015 2:59 am

In this thread I hope to cover all the basics mechanics from the new game. Not gonna go to simple...

Movement - Moving the character around the screen is relativity simple using the stick, d-pad or analogue (subject to preference) to move them around the screen tapping :joystick-up-right: :joystick-up: :joystick-up-left: will make your character jump whilst :joystick-down-left: :joystick-down: :joystick-down-right: will make your character crouch. Simple stuff really.

Blocking - by pressing away from your opponent you will block attacks from your opponent. That said to block opponents high or mid (overheads) you hold :joystick-left: to block low attacks like sweeps you hold :joystick-down-left: .

Throws -There are three types of throws, normal throws are performed by :punch-light: :plus: :kick-light: you could also perform a back throw by pressing :joystick-left: :plus: :punch-light: :plus: :kick-light: every character have these normal throws. Throws cannot be blocked by holding back. However, if your opponent presses :punch-light: :plus: :kick-light: around the same time or slightly after they will "tech" the throw (ie cancel the throw).

Air throws however are specific to certain characters and are performed with :punch-light: :plus: :kick-light: whilst in the air close to your opponent. You cannot tech these throws.

Command throws are throws that are also specific to characters often grappler which cannot be teched that require a special input, these often lead to high damage.

Normal Attack - Normal attacks are using any of the six attack buttons :punch-light: :punch-medium: :punch-hard: :kick-light: :kick-medium: :kick-hard: (basic stuff).

Command Normals - Same idea as normals but many character have additional normals that are accessed by combining a direction with an attack for example :joystick-down: :plus: :kick-hard: with Chun Li will give you her normal sweep :joystick-down-right: :plus: :kick-hard: will give you a command normal where she flips up and over her opponent to attack from the other side.

Specials - Every character has special moves these are performed by a combination of directions and button inputs for example Ryus fireball is :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch:
Some characters' specials require a charge. This means holding a direction for a short period of time such as Chun Lis fireballs Where you hold * :joystick-left: for a few heartbeat then press :joystick-right: :plus: :punch: (note you can also hold :joystick-down-left: ). Also some specials require you to hold a button for an amount of time then release like Birdie's Bull Horn.

(Some specials requiring tapping multiple buttons at the same time but have not been seen as of yet in SFV)

Critical Arts - At the bottom of the screen is a CA meter that fills up as you deal out damage or recieve it. When all 3 bars are filled you will have access to a super attack known as Critical Art. These attacks hit multiple times and deal out large amounts of damage. The inputs required are usually double what they are for a special attack for example Ryus normal fireball is :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch: Ryus super is :joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch: .

EX Specials - The aforementioned super meter is broken down in three parts. For the cost of one bar you can perform a powered up version of a special move known as EX Special. You do this by pressing more than one punch or kick so Ryus Fireball would be :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-2x: will throw a fireball that hits multiple times.

V-Gauge -

-A new resource meter for SFV that replaces the revenge meter from USF4
- It ranges from 2-3 bars depending on what character you are using.
In the future we might see a character that has only 1 or even 4 bars
- It starts each round empty, So it does not carry over between rounds
- It builds by taking ANY kind of damage (including chip) and by performing V-Skills.
- One bar is equal to about 20% damage, this was tested on Ryu assuming he has an average health bar
- Since Nash has the lowest health he builds his V-Gauge naturally the fastest while Birdie and Bison take the longest
to build
- With that being said, you are guaranteed at least one full bar every round



V-Trigger

:punch-hard: :plus: :kick-hard: In general V-Trigger augments your character for a short amount of time. This is character specific but it can range anywhere from added damage and stun to completely changing your special moves and movement, or even a unique attack with its own properties (such as Rashid's tornado). Nash's V-Trigger is particularly unique from the rest of the current cast, which I'll explain in detail in his character breakdown.


- You can activate your V-Trigger when your character is at full stock.
- The game will freeze momentarily when activating, similar to a super.
- There is recovery on activation, you can be punished for using it raw.
- The amount of recovery is character specific. Nash is the fastest and Birdie is the slowest.
- While active, your V-Gauge turns into a timer, it will slowly drain till it is empty.
- Doing specific augmented attacks from your character will drain the bar faster as well.
- The larger your V-Gauge, the longer your V-Trigger will last. So since it takes longer for Bison and Birdie to fill a full meter, it also means that they get a longer duration of time.
- Once activated, there is nothing you can do to either gain V-Gauge or to slow it down.
- Naturally when your meter drains to zero you lose your V-Trigger.
- The only way to lose your V-Trigger is when the timer is depleted.
- Not a comeback mechanic, You still have to work for it. You don't get free damage. You also can't use it automatically.
- The person losing isn't always the person who can use his V-Trigger first.
- It is possible to activate multiple times a match.
- If you win or lose with V-Trigger active, it does not carry between rounds.
- You have to be on the ground to activate (with the exception of Vega, for now).
- You cannot activate while in block or hit stun.

- You are able to cancel certain attacks (character specific) into V-Trigger, I'll call this V-Cancelling

There are rules to this

- The attack has to make contact to V-Cancel, hit or block. Nash is the only exception to this rule.
- You can V-Cancel any normal attack that is special move cancelable. So you cannot V-Cancel Ryu's F+MP overhead for
example, but you can V-Cancel his C.MK since it is special cancelable.
- You can only V-cancel specific special moves. This is very character specific, for example Ryu cannot V-Cancel his
Shoryuken but Birdie can V-Cancel his Headbutt. Capcom has done this to prevent low risk high reward setups which was
very common in SF4.

V-Skill

V-Skill is a character specific action you get by pressing :punch-medium: :plus: :kick-medium:

- They can be defensive, offensive or both. They are pretty unique per character.
- They are free to use at any time.
- V-Skills can build your V-Gauge. The method on how it builds and how much it builds is very character specific. They also help build the CA meter.
- You can still use your V-SKill while V-Trigger is activated. But it will no longer build V-Gauge
- You can use your V-Skill as a reversal.
- You cannot cancel into your V-Skill (except Ryu, for now).
- You can still combo into them though.



V-Reversal

V-Reversal is a character specific action done while blocking, generally it is a quick reversal attack used to force seperation from opponent. This is essentially an Alpha Counter from SFA (Blocking :joystick-right: :plus: :punch-3x: / Cammy :joystick-right: :plus: :kick_3x: ). This will be a very useful tool in SFV.

- Costs 1 bar of V-Gauge
- Different properties for each character
- Does about 2-3% of grey damage.
- Can not KO with V Reversal.
- Has very small invincibilty, can be used when blocking supers.
- Can be blocked.
- Can be baited, it's not an instant reversal and has startup.
- Cannot be used during V-Trigger.
- Can be used on blocked projectiles, so it can whiff depending on your character.

All information on the V-system taken from VesperArcades Video on the subject if you dont follow vesper yet you really should the guy is a scientist

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Zombiebrian
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Re: Street Fighter V Basics thread

Postby Zombiebrian » Sun Sep 27, 2015 3:00 am

reserved
Angry old survivor from 2009 eventhubs :evil:

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SyKLops
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Re: Street Fighter V Basics thread

Postby SyKLops » Tue Feb 16, 2016 11:54 pm

Zombiebrian wrote:Once activated, there is nothing you can do to either gain V-Gauge or to slow it down.


Only 2 exceptions:
Birdy's V-Skill Break Time ( :punch-medium: :kick-medium:) restores it partially.
Necalli's is infinite

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Re: Street Fighter V Basics thread

Postby chunbelievable » Wed Feb 17, 2016 4:13 pm

Not sure if this has been discussed anywhere but, why were we given the option to have an alias or nickname outside of our normal gamertags?

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Jurpo
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Re: Street Fighter V Basics thread

Postby Jurpo » Wed Feb 17, 2016 6:40 pm

Most important thing is this.

Do not buy Street Fighter 5 yet. It is not finished. At all.
I were once as you are now and as I am now shall you be. Leace your load and follow me.

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Re: Street Fighter V Basics thread

Postby Oculus-Orbis » Thu Feb 18, 2016 12:51 am

chunbelievable wrote:Not sure if this has been discussed anywhere but, why were we given the option to have an alias or nickname outside of our normal gamertags?

Likely because of the need for a consolidated gamer-base, due to cross-platform play between PS4/PC.
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Re: Street Fighter V Basics thread

Postby chunbelievable » Thu Feb 18, 2016 11:38 am

Oculus-Orbis wrote:Likely because of the need for a consolidated gamer-base, due to cross-platform play between PS4/PC.


That makes sense, thanks!


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