Street Fighter 5 Game Guide Unofficial
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Street Fighter 5 Game Guide Unofficial Copyright 2017 by Chala Dar Third Edition, License Notes Copyright Info: This ebook is licensed for your personal enjoyment only. This ebook may not be resold or given away to other people. If you would like to share this book with another person, please purchase an additional copy for each recipient. If you’re reading this book and did not purchase it, or it was not purchased for your use only, then please return and purchase your own copy. Thank you for respecting the hard work of this author. Legal Info: This product is not associated, affiliated, endorsed, or sponsored by the Original Copyright Owner(s), nor have they been reviewed, tested or certified by either. This is an unofficial guide. This guide is to be used as a reference. This does not modify or alter the game in any way and is not a software program. Presented by HiddenStuffEntertainment.com Table of Contents Street Fighter 5 Game Guide Unofficial Preface Fighting Strategies In Game Mechanics The Motions Beginner Tips Conclusion Free Bonus for our Readers Fighting Strategies In Game Mechanics The Controls Since Street Fighter 5 will be arriving to PlayStation 3, a lot of players are forced to use controllers which are different to what they’re used to. Examples of those would be FightPads, Xbox controllers for PX, and Arcade Sticks. Therefore, this guide was designed to present a few conversions of basic controllers to the PSA4 pads. Here they are: Now, some people will advise you that sticks are all you need, with pads being extremely effective for this Street Fighter version. After all, the Street Fighter 4 EVO champ used PS1 pads to play. Therefore, comfort should be your top priority when playing this game. If you’re having problems with your controller, you may switch into a stick and pad if you wish. Blocking Blocking is a fighting game control often forgotten by many newbies when starting out. This is a necessary control to learn, especially in Street Fighter 4. This is done in the game, where blocking is done through holding yourself away from the opponent. A “Back” for a standing block and “Down and back diagonally” for a crouching block, are viable methods to prevent getting hit. Certain moves are slow to hit, and are therefore blocked best through crouching. Other moves can you break you from a crouch block, and thus you should take care. Always remember than during blocks, you should activate the V-reversal on opponents for an advantage, where the move is described below. Dashing This is a vital part of movement in Street Fighter games, and one that is often ignored by newcomers. Through a Double Tap of the stick forwards or backwards, you can allow your character to perform a quick dash in the selected direction. A back dash will many times allow you to evade an attack’s range, while a forward dash may allow you to come within range of someone for grabbing, or for close- range moves. Thus, you should learn to use move properly. Dashes vary from character to character in range. Thus, make sure you are familiar with the distance that your character can dash while training. EX Moves & the EX Meter The majority of the game’s special attacks have an “EX” mode available for them. The EX variant will cost a segment of 3 from your Super Meter, yet it is a stronger and more powerful variant of the actual special move. An example would be the “EX Hadouken”, with faster travel, double hit, knock downs, and additional damage. It is excellent for catching opponents off-guard. An example if presented below of the Hard Punch Fireball and its EX variant below: EX skills are performed through performing the normal special attack, while hitting more than a single attack button during the move’s end. An example would be the Hadouken which is a “Quarter Circle Forward + Punch”. The EX variant is done with a forward Quarter Circle, and 2 punch bottoms during the finish. If you allow a buildup of the EX meter to the end, you can utilize all 3 bars for a skills called a “Critical Art”. This is also known as Super Moves, which will be described in the skill trees of each character. V-Skills Street Fighter 5 does not have a single overall mechanic for fighting. Every character is provided with unique skills which can be utilized by pressing down both medium buttons at the same time. The skills being unique for each character forces you to practice and learn more about the character’s skillsets. V-Reversals This is a new implementation of Street Fighter 5, which is the reversal. This allows you to strike back at very aggressive opponents. After a forward tap out of a block, simply hit all of your punch buttons. This will cause a character reversing the attack, enabling a knockdown to be performed on them. Timing is crucial when you use a crucial. If you miss, then you will be in a position to be attacked by your opponent again. V-Triggers This system is a replacement of the Revenge Meter and the Ultra Moves. The more damage you take, the more this meter is filled. After the meter gets full, you are allowed to enter a power up state. The states re unique for each character, but they do add to the lethality and power of each. Throws Each character has the ability for throwing when they are close to an opponent. This is done through clicking LP & LK together. Click back when doing it and you may throw the opponent backwards, which will cause a reversal in the screen direction. There are a few characters in-game with the ability to throw midair. Make sure to check the move lists of each for that. Breaking a throw can also be done through clicking LP & LK together when an opponent tries to toss you. Below are pictures which allow you to see a succeeded and a failed through, for timing illustration: Always remember than when an opponent is close to you, it is not likely that they’re doing so to throw you back! Quick Rises & Back Rises During any fight, errors are a possibility, where you may mess up and find yourself thrown to the ground. When doing so, you have 2 options. The first would be to remain on the floor, while waiting for your character to auto rise. The 2nd option would be to perform a quick rise, getting you off the floor quickly. Doing so can give you an advantage, or put you in danger, depending on your opponent’s distance and next move. There are 2 forms of quick rises: In Place (when hitting the ground: Two Punch Buttons OR Down) – Your character gets up in the area they fell in. Away (when hitting the ground: Two Kick Buttons OR Back) – Your character backs up from the area they landed in, before quick rising. There is only 1 instance where you can’t quick rise after getting hit. This is when you get hit with a critical art attack. Being thrown in a situation like that, you only have the ability to quick rise in the place you’re in. Understanding this fact allows you to prevent getting combed as you’re trying to get on your feet. Stuns & the Stun Meters Receiving a blow in the game isn’t just damaging to your health, it also causes a drop in your stun power. Even blocks can cause alterations to your stun bar, albeit at a much slower rate. When this meter gets full, you enter into a stunned mode where you lose power to react appropriately. In such a situation, your opponent can land in free blows on you. Stun Meters actually run out if you take no damage from enemies or are blocking attacks from them. If you are about to be stunned, then it is best to take a step back for a while, then waiting for the bar to exhaust. You’ve Just Finished your Free Sample Enjoyed the preview? Buy: http://www.ebooks2go.com .