How do I get good in sfv, specifically with akuma?

How do I get good in sfv, specifically with akuma?

I can find guides and combo lists but I'm more interested in how to play the game and what overall strategies are.

What is proper spacing like, safe options, just how to get good

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steamcommunity.com/groups/FightanBattleLounges
microsoft.com/accessories/en-gb/d/xbox-360-controller-for-windows
support.xbox.com/en-US/xbox-on-windows/accessories/xbox-controller-for-windows-setup
twitter.com/AnonBabble

Also what the fuck is v trigger, reversals and parries and how to execute them

What are the advantages of ex attacks

When is it safe to spam hadouken (evn though I seem to understand that akuma is more of a rushdown character)

>Proper spacing
No such thing it's SFV, just jump and dash

>Safe options
It's SFV, knock him down then crush counter or throw on this wakeup

Every character plays the fucking same, it's a shit game.

If you seriously wanna learn gameplan stuff, I'd recommend just watching some tournaments and compilations, The BEAST is a good channel for this kinda thing

If you don't know what a fucking v-trigger is or the advantage of EX attacks you are well behind learning footsies and overall gameplan, work on your knowledge and execution first

>akuma

Why would you play Akuma? He's part of the retard tier: Ken, Akuma and Ryu. Out of 100 matches, 80 are against one of those three. I wished there was a way to block people that play one of them.

What do I do when I get knocked down? What do I do to open up opponents? What are the things to not do and what to go for when I get a hit?

Where do I start then?

I like him. I'd go for blanka but he isn't in

>after 4 street fighters you finally get a new main that isn't ken>akuma
>gets removed for sf5 because lets remove everyone from the sequel like in sf3 (like that worked so well)
good thing i don't like the gameplay not a single character anyway

>Where do I start then
Learning all of your moves and how to do them is probably a good starting point...

What do I do when I get knocked down?
Wakeup with block or wakeup with throw, SFV's wakeup game is incredibly shallow, might as well be flipping coins

What are the things to not do and what to go for when I get a hit?
You'll learn this as you play, just go on ranked mode. I'm assuming you're rookie rank and if you are you will be matched with likewise people who also don't know what they are doing. Analyse every single match, watch the replays if you want. What made you win? what made you lose? How can you adapt and improve upon what happened?

This is the most important step to becoming good at fighting games, you must learn from every single match or you will get nowhere.

Maybe with the tutorials? I don't know why you wouldn't go there first.

>No such thing it's SFV, just jump and dash
Whoever programmed Akuma's walkspeed didn't get that particular memo.

Thanks I'll keep that in mind.

I was wondering about get up attacks because I get punished like crazy everytime I get up no matter what I do

Also on ranked I suck, I've been paired with like 50 people and I lost every game

just guessing since i don't have him unlocked in 5

anti airs:
crouching heavy punch
standing heavy kick
srk

poke:
crouching medium kick -> hadoken

your options on wakeup:
block
grab
EX srk

I did they usually just explain movesets and thats useless since I don't have like an outline of what I'm supposed to do in the first place

I dont know what v reversal is

I also dont see what the benefit to ex moves are if you lose ca gauge for slightly more damage

>Also what the fuck is v trigger, reversals and parries and how to execute them
V uses a V system, meaning that characters have two unique attributes unique to them and an extra gauge called the V-meter. Your V-skill is a unique attack executed by hitting the MP and MK buttons simultaneously. Again, this is unique to each character to it's attributes differ. For example, Ryu has a parry attack that you have to time right where are Birdie has one that increases his V-gauge over time (and holding a direction while doing it gives him a mini-projectile). A V-Trigger can be executed by hitting HP and HK simultaneously when the gauge is full. Again, it's variables are unique to each character but they provide a momentary frame advantage and can change a character completely. V-reversal is a counter hit that you execute while on guard at the expense of one v-meter.
>What are the advantages of ex attacks
They come out faster and hit harder at the expense of blue meter. They're great moves, but it's a balancing game of when to really use them and if withering away at your super gauge is a good idea.
>When is it safe to spam hadouken
Spam isn't spam when used effectively. If you're in someone's face, it's good to use as a combo ender. If you're not in their face, you use it to control space and program your opponent to come to you, where you can punish their mistake. Never jump back to the far side of the screen and just throw them. It's effective against people that don't know what they're doing, but for anyone the least bit competent, it means you're fucked, especially in a game like V where most characters can deal with projectiles fairly easily compared to IV's more technical approach.

ex moves come out faster and have more invincibility than the regular ones. i think they changed srk so that only ex ones would be safe to use as reversals. ex moves also have different properties, some have more hits or have more corner carry. for instance, a normal fireball would hit and push the character back a little, but an ex one may knockdown.

Like I said, look at the fucking tutorials. They explained v reversals, v trigger, recoveries, and then go into detail with the character specific ones. Who the fuck goes into a fighting game they apparently know nothing about and think "I'm just going to skip tutorials, I don't need them" the answers are ALL there, anything else you need can by watching gameplay from people who know what they're doing and researchijg your character.

Play like Tokido

THE ABSOLUTE MADMAN Akuma player

Easy there user...Let's just try to have a productive SFV thread for once.

...

>Who the fuck goes into a fighting game they apparently know nothing about and think "I'm just going to skip tutorials
Anyone who played fighters before the 360 generation, holy fuck....

Thanks for the detailed post, I will definitely be using this

Thanks again

>New mechanics are introduced
>Clearly doesn't know what they are
>Skips out on the source of information that will explain what the system does
Oh but I guess they explained the v system in 2, my bad.

Just join a lobby when someone hosts here.People showing your exact mistakes is better that just arguing.
We also have a Steam group.If you want to be notified of any lobbies or events we may have in the future,just join it.
steamcommunity.com/groups/FightanBattleLounges

No problem. You just have to learn what works for your character and the tools they have. From there you learn how to deal with the other characters. The tutorial mode helps, but it's incredibly dry bones. The best way you're going to learn is playing people. If you're nervous about ranked, hope onto casuals and play there. In my experiences the connections on casual have been more reliable overall.

What I can say to you however is don't develop bad habits. Going into the combo trials is good for understanding timing and execution but most those combos aren't very practical in a match, especially the later trials. Go to YouTube, search your characters Bread and Butter attacks, learn from those players, then take it to the training lab and work on it for yourself. Be sure to set the training dolls options appropriately so you know that you're doing an actual combo (having it block after the first attack for example). Once you get that timing right, play around with anti-airing and block strings. The rest should come naturally as you learn your character.

Good luck user.

We all start somewhere. Sure the tools are there, but they're not incredibly reliable either. I remember picking up Alpha 3 and having no idea what the difference between the -ism's were and even then couldn't execute combos reliably to save my life. Two quarter circle's?! Literally how.

But I picked Sakura and learned over time. A tutorial isn't necessary but even then it will only teach you so much that playing another human being can't do better.

I'll most definitely be doing this, I didn't even know you could set up training mode like that, thanks. I also started watching tokido given what the other user said

I'll be sure to join, hopefully I learn something there because on ranked I just get demolished

>EU
are muslims allowed to play video games?

>Play street fighter
>Doesn't like shotos

You're the retarded, son.

Ken shitter detected.

>Losing to honest characters
No user,you are the shitters.

Who's talking about losing? It just grinds my gears that everyone is playing either Ken or Ryu. I played the game for two weeks before I noticed that Juri is in it.

Bronze shitter detected. Try leveling up then talk to us about who's playing who.

Every 2D fighting game has at least one shoto.

LOWTI3RGOD? is that you??

The most important things in V are anti-airs, meaties, and blockstrings. If you anti-air an opponent, move up and press a button so that it's active when they land and they're forced to block or get hit.

If you knock down an opponent, move up and press a button so that it's active when they get up and they're forced to block or get hit.

If you hit an opponent and they block, press a button so that it's active before the fastest possible move they could use is active so they have to block or get hit.

If the move you used to meaty doesn't let you use another move before they can use their fastest move, you picked the wrong move to meaty with. Check your character's frame data, find a move that's +2 or +3 on block, and use that.

If one of your moves hits, combo into another move and cancel it into a special that causes knockdown. Move up and take the advantage again.

Mix up the move you meaty with with throws so the opponent doesn't know whether to block or tech.

Literally all you have to do to get platinum in V, you can be complete ass at footsies and win the majority of your games as long as you're active when you have the advantage.

ignore this guy, literally everything he said is untrue.

t. Silver shitter

Ken isn't particularly honest. He touches you once and you're in the corner.

>If you knock down an opponent, move up and press a button so that it's active when they get up and they're forced to block or get hit.
No, not before you learn what knockdowns give you meaty opportunities and which ones don't.
>If you hit an opponent and they block, press a button so that it's active before the fastest possible move they could use is active so they have to block or get hit.
No, because you might not be positive on block, or at least, at a good enough frame advantage for what you want to press at what spacing you're at.You need to learn your frame data.
>If the move you used to meaty doesn't let you use another move before they can use their fastest move, you picked the wrong move to meaty with. Check your character's frame data, find a move that's +2 or +3 on block, and use that.
You're talking as if there is a button to press in every situation. This is not the case.
>If one of your moves hits, combo into another move and cancel it into a special that causes knockdown. Move up and take the advantage again.
A new player isn't going to hit confirm off a single hit, also not every combo is two buttons into a special.
>Mix up the move you meaty with with throws so the opponent doesn't know whether to block or tech.
Both of your options are easily defended against with a delayed tech.

t. Gold shitter
Knock what I said all you want, but try to tell someone exactly how to play in every situation. If I went into the details of how moves like throws and EX DPs generally don't leave you with a meaty opportunity except for unsafe moves like slides and specials, then the post would be 10 pages long and he would be overwhelmed and get absolutely nothing from it.
What I described are the basics of the game, and the way to improve is to master them and learn how to do them more efficiently. If you know you're supposed to meaty after a knockdown, you test what's best after each type of knockdown until you realize what works and what doesn't.

Yes, a new player can confirm off of a single hit. He won't be able to confirm into a special, but anyone can confirm a normal counterhit into another normal that you can then cancel into a special.

>both of your options are easily defended against with a delayed tech.
And a delayed tech can be fought against with a shimmy, but we're not teaching someone how to deal with literally every situation, we're just teaching someone how to decent here, and you honestly don't have to shimmy to get past gold.

>tfw not him and forever gold
Habits and anxiety are going to do me in.

I'm diamond actually. No, a new player cannot confirm off single hit, a new player doesn't even have the reactions to reliably keep people out of the air and that shit is like 40 frames.

The basics of the game are learn your best buttons to stop people from jumping at you, learn some simple combos, preferable a 3-4 frame punish, a 5-6 frame punish, a big punish and the best crush counter combo you can do. Gain an understanding on the v-system, particularly the uses of vreversals and make sure you understand quickrise, backrise and why you should use them and finally understand how throws and throw-teching works, especially the risks involved in any given throw situation.

Telling someone to just dash in after every knockdown and to just press shit after every time they make someone block something is retarded.

Platinum and up you dont see too many of those.

>Yes, a new player can confirm off of a single hit.
eeeeeehhhh

Settle it in the ring.

A new player does have the reactions to anti-air a 36 frame jump, they just panic and freeze up because they don't know whether they should use a CC anti-air, a quick anti-air, a close anti-air, a far anti-air, a cross-up anti-air, a DP, or just block. Realizing which of those are good, which of those are bad, and what to use in what situations requires experience, which is why more experienced players can react to jump-ins better.
What doesn't require experience is knowing what button to push after landing a hit from a meaty; there's no "what should I press" unless you landed the hit in normal footsies and you're at a weird range.

Everything I referred is in reference to a post knockdown/anti-air situation. If you're using any normal in those situations that doesn't result in a blockstring, you're either doing an overhead to try and end the round or you're wrong.

I'll admit that I could have added "Not every knockdown allows you to followup with pressure and not every move is good to meaty with, do testing or follow a guide and figure it out yourself," but I went a little too far in keeping it short and to the point.

It's because we rush the inputs thinking we don't have enough time. Executing combos in training is vastly different than in live matches.

The thing about a knockdown is that it's actually exactly like training mode. It's hard to apply all that combo and punish knowledge when you've been panicking and you're struggling to catch up to the fact that you just blocked a sweep, but once you get that special off you know you're getting a knockdown and you know exactly what's coming next. You meaty and you press buttons according to whatever blockstring you worked out for that type of knockdown, and the only thing you have to think about is whether that hit landed or not. The only possible deviation is an invincible reversal, but in that case you either plan to bait it out instead of meatying just like you would plan to throw instead of meatying, or you assume it's not going to happen and live with the consequences if it does.

>A new player does have the reactions to anti-air a 36 frame jump, they just panic and freeze up

Yes, I know. I literally said this. The point your missing is that is what you want to learn LONG before you learn to hit confirm off a single hit.

>If you're using any normal in those situations that doesn't result in a blockstring, you're either doing an overhead to try and end the round or you're wrong.

No my man, you are wrong. There are plenty of situations where this isn't the case.

>Also what the fuck is v trigger, reversals and parries and how to execute them

Trigger depends on the character. It uses the red bar you build by either taking hits/blocking or landing your V-skill.

Reversal is when you preform an attack at the exact moment you regain control after getting knocked down.

Parries are only for a select few characters, and how to do them varies. I'm not familiar with Akuma.

>What are the advantages of ex attacks

It varies by attack, but it usually does more damage, comes out faster, and/or has a smaller owning.

>When is it safe to spam hadouken (evn though I seem to understand that akuma is more of a rushdown character)

Almost never. If your timing becomes predictable they can easily just jump over it. General rule of thumb is to stop or pause after the second one.

Not really because in training mode you're 100% relaxed. It's completely different and getting used to transferring combos to real matches takes a lot of time and practice.

>Reversal is when you preform an attack at the exact moment you regain control after getting knocked down.

Remove " after getting knocked down."

for

What are you going to do, the old slide / dash up grab mixup after a throw? I get not meatying so you can throw or command throw or shimmy or wait to punish a jump back OS, but meatying with a minus move is just bad when you probably could do a setup to hit a deep plus and followup with the same minus move afterwards for twice as many counterhit opportunities.

>What do I do when I get knocked down? What do I do to open up opponents? What are the things to not do and what to go for when I get a hit?

Statistically blocking is the safest option since a grab is the worst case scenario, and it's less damage than eating a combo. Doing a quick rise will also reduce the time an opponent can position themselves.

When you start out against rookie and bronze opponents they will just make lots of openings, and you just need to learn to recognize them. I recommend new players play defensively so you are positioned to take advantage of them when they come up, while also making it more obvious where your openings are. Offense is built off your defense. Generally speaking though if you are against a tough nut to crack you want to spam one thing and then abruptly change your method (ie:get close forcing them to block attacks but then grab them once they are comfortable blocking)

Practice hit confirms in training mode by setting the dummy to random block. If you get a hit do a combo, but if they block do a quick series of safe attacks. Practice until you can swiftly flow between the two as necessary.

A lot of characters have CC moves that lead into big damage which are usually around -2 on block. They're worth doing occasionally if you expect a button press because of the high pay-off for low risk. I don't know what you mean by slide/dash up grab mixup but dash up grab mixups aren't real for almost the entire cast.

>t. silver shitter
super gold with 65% ranked winrate, could be higher ranked if I wanted to but I haven't touched the game since urien came out, it's shit.

It's a very punishable online mixup that works for characters with slides because you have to block the slide or tech since it's difficult to react to with any sort of ping.

It was my understanding that pretty much every CC that's not punishable whiffs on crouching opponents, but I guess it's fair enough on a few characters.

How do I deal with jump spammers
Not people that jump in but people that are in the air for like 70% of the round jumping forward and backward

Keep on anti airing them. And if you anti air them meaty them as they land before they can lift off again.

Some characters also have really strong jump normals designed to stuff jumpers.

Maintain a decent antiair space. If they jump back, you dash forward and reset the space. If they jump forward, antiair. If they neutral jump, you can throw a fireball, or try to jump forward on top of them if they don't have a DP.

For neutral jumps, all characters have ~3 frames of landing lag where they can't block, so you can punish those with a sweep or a forward-moving special like a spiral arrow.

I always feel like people are outranging me with any normals I throw out, with whatever neutral jump button they come down with.
But then again, I use Ryu, and his normals' ranges are pretty shit in this game.

>mfw when I play better on controller than arcade stick

>mfw I feel like I wasted 150 bucks

All shitposting and memes aside, who's the perfect character for stick and how did you guys take to get used playing with one?

*how long

>who's the perfect character for stick
Charge characters

apart from that it's literally just preference, I personally love my fightstick and it's very useful for certain games, like games with plinking for example

It's also really useful for tekken, having to press Y+A or X+B at the same time is a nightmare on controller

Get Zangief for both air and land SPD shenanigans.
That time kinda depends on a person on how much you're used to other stuff.

>how do I get good with Akuma in Street Fighter V
>posts Akuma from Tekken 7

>tfw bought a mad catz TE2 x360 stick and it doesn't work properly on the pc
>tfw now a ds4 player

I picked up Boxer and Urien and I'm having trouble canceling Dash straight and Tackle into a super with a stick. Any tips?

Did you not install the driver? Should have been automatic.

Doesn't work properly my friend. It never installs correctly which results in dropped inputs. I have searched the internet for hours upon hours and there's nothing I can find to resolve it.

It hard to give you tips besides simply practice

The straight/tackle input is just back then forward, and the super motion is just back and forward twice.

So basically just do 3 sets of back and forward quicking, pressing punch after 1 set and super after all 3

Just remembered they changed the charge character super inputss for 5 because it was "too hard", disregard that advice

it shouldn't be very hard at all, just make sure you look up what timing interval in the moves that you are allowing to input the super are

I dunno what to tell you. Been using my TE and modded SE gen 1's for well over 7 year's now, both on an old shitty laptop and my new system. Never came across that issue. I did buy a wireless receiver cheap off ebay to use my wireless 360 controllers on the new system in September 2015, which could have also helped.

Have you tried padjoy or another program to map the controller?

Been a charge player for a long time, even I hated the FADC into delta bullshit for Vega and Guile in IV. Good riddance.

I have tried x360ce. The problem is the device thinks it's installed but it's not correct. Imagine pushing the jab button 10 times really fast and 1 of those inputs is never recorded. Literally impossible to play a game where inputs are the only thing that matters.

Delta inputs were fucked I agree, however the back forward supers were fine

Guile still has it at least

you can install the xbox 360 controller driver yourself

Have you downloaded the official 360 controller driver though?

This might be redundant and sorry if it comes off that way...Just never seemed to get that problem from anyone. Could be defective too...who knows.

microsoft.com/accessories/en-gb/d/xbox-360-controller-for-windows

support.xbox.com/en-US/xbox-on-windows/accessories/xbox-controller-for-windows-setup

Doesn't work. I have literally tried everything. I got the drivers specifically from Microsoft.

Many times. I have uninstalled and reinstalled dozens of times. It worked perfectly fine on the 360 for USF4.

What Windows are you running?

I'm running 8.1. I honestly don't think it should matter. The Xbox controller drivers should work on all systems. I used an Xbox One controller and it was perfectly fine.

Open your stick and check the connections. That's about all I can think of in terms of a lag....Maybe order a few cheap buttons and test out if replacing it helps.

It's not lag. It's dropped inputs. Some inputs just don't come out after pressing them. It's the most noticeable when you press jab really fast. If I had to guess it's the drivers which makes no sense because other controllers work.