Are there any communities that help newbies like myself learn the fundamentals of SFV?
Hey, this is the first time I've ever picked up a fighting game and I'm having a pretty great time I've clocked in about 4 hours so far and have been messing about in ranked whilst using the training mode in-between matches. I started off trying to learn Ryu I lost every single match and was honestly getting pretty frustrated I decided to switch things up and have now switched to Laura where I'm currently on a 3 win streak using a pretty basic combo I managed to muster up whilst playing in the training mode.
What I want to know is whether there are any communities on reddit or elsewhere where people are willing to help newbies learn basics like blocking, combos and maybe cluing me in on how the whole V system works I've toyed around with it but don't really get it too much.
Posted Feb 20, 2016, 11:01 AM UTC
Every SF community I've seen is super helpful to new players. It's a difficult genre to get into. Everyone feels you on that, so they're all quick to help as well (as most got helped into the game themselves at some point).
Blocking is pretty simple; for jump attacks you have to guard standing (hold back), for crouching kicks you have to guard low (hold down and back). All standing attacks and crouching punches can be blocked either way. There are some exceptions, like ryu's forward standing medium punch (an overhead attack, it bypasses low guard).
Combos come with time. Every char has a target combo (the one shown on the command list), but also various attacks that link into each other, and attacks that can be cancelled into a special. It's important to end combos with specials, as those do permanent damage (whereas blocked 'normals' deal damage which recovers over time). A very standard combo is ryu's c.mk (crouching medium kick) into hadoken. His s.mp (standing medium punch) also combos into the c.mk, and s.mp can be combod into from a j.mk (jumping medium kick).
So if you get an opportunity to jump in (only do so if the opponent doesn't punish jumps though), you could get this off:
j.mk >^^* s.mp > c.mk xx^^** hadoken/tatsu.
*that means 'combo into'.
**that means 'cancelled into', ie some attacks can be interrupted by a special.
As for the V system, each char has a unique V skill, performed by pressing mp+mk. Ryu has a parry, which nullifies any attack as long as it's timed right, and mika can shout down a mic to make her next grab stronger. Some have different options, for example birdie can drop a banana peel, roll a can, or eat a donut. Respectively, they're executed by holding forward, neutral, or backward, while activating the v skill.
Most chars gain a bit of charge on the v bar from using their v skill (and from just taking damage). The v bar has 2 uses: while blocking, hold forward and press lp+mp+hp to perform a v reversal. Doing so consumes 1 block of the v bar, but usually knocks your opponent down, thus giving you some breathing space.
The other use is the v trigger. This can only be used when the bar is full, and usually drains the bar on a timer or activates a special skill. Ryu's trigger is timed, temporarily powers up his hadokens and shoryukens, and allows him to charge hadokens (full charge will guard break). Nash teleports to the opponent, allowing him to extend a combo or turn the tides while under pressure (this consumes the entire bar). Necalli's trigger makes him allround better, and lasts for the rest of the round (his also means v reversals are no longer an option until the round ends).
Wow just got round to seeing this thanks for the through explanations I'll be sure to give Ryu another try and work on that combo in the training mode. I've just joined the reddit newbie fight club and hope I can find someone to practice with on that.