hello and welcome this is ruffle monger
and this is a beginner's guide to street
fighter 5
champion edition so maybe you're just
straight up knew you just got the game
i know a lot of folks just very recently
got it free on playstation plus
maybe you played the game a long time
ago back when it was a little bit more
dire straight season one and season two
were not the best
the game's in a much better state now
and you're trying out again you needed a
bit of a refresher whatever you may need
this guy is just to help you through the
basics of how street fighter 5
works now before we get into it
one this game has some decent tutorials
you're gonna have to go through some
menus
but i would highly suggest try the
tutorials try out the character specific
stuff
plus it gives you fight money you can
use that by stages and characters
and also this video will have time
stamps in it
it'll probably be a longer video so if
you just want to skip ahead to certain
sections
feel free to use the timestamps and with
all that said let's get right into it
so let's start at the start and let's
just talk basics of movement
you know hit backwards to go backwards
hit forward to go forward all that kind
of stuff hit up the jump
and you can hit up in a direction to
jump in that direction uh if you double
tap forward you will four dash this is
generally the
best way to gain forward space so if you
really need to get in on that enemy hey
there you go
and of course if you need back really
quick then back dash now one thing to
note here very quickly about back
dashing
is back dashing is throw immune so it is
actually a very good defensive tool
on top of just the general movement so
if you're waking up and feel that you're
about to be thrown
on top of taking a throat you are
allowed to backdash it as well
now let's talk your gauges we have two
kinds of gauges your v trigger gauge
and your critical arc gauge your
critical arc gauge is your traditional
super gauge like just about most kind of
every fighting game has
and you can do two things with it one
you can burn it all on your big
ultimate super attack and that's
different character to character
and secondly you can spend one bar of it
to ex
enhance one specific move now exes work
different characters as characters
and they give different properties for
each character like for ryu
his ex shoryuken is full
invincible whereas other shoryukens be
it light medium or heavy
they have different kinds of
invincibility separately and we'll talk
more about that later
but the ex version is just invincible
all the way so it's basically a
turbocharged version of your attack
and it'll come with special properties
your critical art gauge
you'll build it just by doing anything
really uh either by attacking blocking
defending you'll just build it naturally
over the course of the game
uh there's a couple people have certain
abilities that turbocharge it but for
the most part just play the game
and you'll get it now the v trigger now
the v trigger building that's a bit
different
for the most part there are a couple
exceptions you
build that up by getting hit by taking
damage
and when you activate it then all of a
sudden you got some sort of buff to work
with maybe you do a special move
v triggers once again are different
character to character and everyone has
two
so there's a lot of different options in
this version here ryu he gets
super charged up firebombs so your
v-trigger on top of
giving you a special mode or a special
attack that kind of stuff
it is also very defensively minded as
you can use it
to do what we call a v reversal and in a
v reversal it's basically
a get off me move
so in this scenario here sakura is
hitting us and we do our v reversal and
it's basically just a big get off me
move
and takes one of our gauges of our v
reversal uh so in this scenario here
we do get to get off and move but now we
are much further away
to our goal of being able to get
whatever our v trigger is right
so you have to choose okay am i going to
get my big move
or am i just going to say get off me and
get a little bit of breathing space
so on top of having the triggers and
they have multiple versions we also have
these skills
now these don't cost any resource you
can just do this whenever you want
and every character has two i have
abigail as our example here because i
figure he has two equally viable ones
his v skill one is a defensive mechanic
it's effectively a parody
and this parry comes out faster than his
regular moves can
so like his regular jabs and regular
light kicks here they're very slow in
comparison a lot of characters
however this parry comes out very quick
so he can use this defensively to kind
of cover
one of his faults you know he has slow
moves but this perry is very fast
and it just it deals with a lot of
issues he has so it's really good in
that regard right but
we also have the skill to come on spare
tire
and it's basically amplifies his offense
so
a literal tire just comes in from off
screen and you can mess around with it
you can do all sorts of fun stuff with
it
whatever you so choose want to use like
a projectile you want to use it like a
shield
to cover your incoming advance whatever
you want
hey it's awesome so basically we have it
broken down in this way the tire is a
very
offensive v skill it helps amplify his
offense and his v skill one helps
amplify
his pretty weak defense so you can
basically just go
wherever you want some characters
unfortunately have the one
correct v-skill option like the ones
just way better than the other
but for a lot of the casts you basically
like it's basically what you prefer some
are offensive some are defensive some
just lead the weird tricks
uh it's just basically the world's your
oyster when it comes and it's personal
preference on these matters
so use whatever is best for you
now another very basic part of street
fighter and just fighting games and
generals
is just throws so you just get near the
enemy and you hit light attacks together
like punching like kick and you chuck
them
now damage is different character to
character generally speaking back throws
do more damage and forethrows in this
game just so you know
and sometimes you might get setups off
it it really is character to character
but it's just a general thing of okay
this person's blocking too much
everything i do they're gonna block
block block and i gotta get some damage
in some way somehow
so get chucked because throws are
unblockable
the only ways out of a throw is to
either back dash or throw because once
again back touches or throw immune
or to tech the throw and how do you
attack a throat
well simply put when they are about to
throw you that's when you yourself input
the same throw button
and when you input it correctly then you
throw the enemy away you tuck the throw
that's all there is to it so if you know
the throws coming it's pretty easy to
deal with
now fighting games being all about play
and counter play
if i know what you're gonna do i'm gonna
do something to beat it we also have
what we call the shimmy
so if i knock you down i wanna go for
the pro right well hey
the enemy is set to throw when they wake
up so i'm just gonna get tacked like
that's it right
but what the shimmy is effectively is
you
put yourself in distance of the throw
and then you just basically walk out of
it and punish the whiff
as if the enemy goes to take a throw and
there is no throat attack
well they do the throw animation anyways
and they are locked into it
which means perfect time to punish them
so it can be something as simple as this
you look like you're gonna go for the
throw then you just walk right back out
and then once you see that throw a whiff
then you punish it
something like that right pretty easy
pretty basic
some characters have really vicious
setups for it and some people it's just
a simple button press but still
is better than nothing right so this is
basically a really strong way
to bait out someone who is just very
reliant because
when you wake up especially or if you're
being pressured you can delay your throw
just a tiny bit
so if they go for a move you get to
block and if they went for the throw
then the tech will happen just slightly
delayed
so you can basically get the best of
both worlds and this is basically to
punish that reliance on exactly that
to make it look like you're gonna go for
the throw and if they go for that throw
tech then you crack their heads in
now let's talk a term you've probably
heard a lot when you've just heard
anything about fighting games
and that is the neutral and basically
the neutral
is when both players are just no one has
an advantage and you both got a lot of
screen to work with right
so if you've seen any amount of street
fighter or heck even a lot of fighting
games you probably see movement like
this
where people are moving back and forth
and just you know
it seems like nothing's happening but
it's actually very important what is
happening
because it's all about the movement and
controlling of space
a lot of times when you see back and
forth movement like this it is to bait
something
big so since we have chun-li anyways
let's use her as her base here
chun li's neutral is this she throws a
lot of fireballs
she has a charge fireball so she has to
hold back to do it but conversely she
also on the light versions
gets to move a bit while the fireball's
still on screen which is rare
depending on the character character and
she has much bigger buttons than most
characters like
she can hit you from this far away most
characters cannot hit you from that far
away
that is a chun-li thing right
there are some characters but a lot of
the cast that's a range they can't fight
back from
right so chun li's neutral is basically
okay i want to control space
with fireballs and i kind of want to
keep you at the edge of my stand fierce
punch
and here's the thing when i
successfully am keeping you at the edge
of the sand fierce punch you got to do
something to get around it
behooves you the opponent player well
okay if i can't beat that then i got to
do something different than just
keep it on my ground right and that
becomes special moves
jumping a lot and all that kind of stuff
and a key part of what neutral is
is to say i is chun-li i know you're
getting frustrated and i know you can't
beat this move
then i'm gonna expect you to jump and as
soon as you jump
then i'm gonna use my stand leg kick to
knock you out of the air right
and that's like really basic neutral 101
there's so
many layers of depth and there's so much
character specific
stuff but that is generally the gist
you want to fight at the range of your
best and longest range moves
so for chun lee would be stan fierce
punch and just keeping people at bay
with fireballs and that kind of stuff
and forcing people to want to jump and
at that point i knock you out of the air
like in street fighter 2 it's the
classic uh guile i just do sonic boom
sonic boom sonic boom sonic boom until
you get frustrated
and then when you finally jump flash
kick now let's take a little bit of a
different look at it
so chun li has a very traditional style
neutral
uh classic street fighter style right
someone like blanket plays it a bit
different now he has tools like you know
stan medium's not bad
uh crouch heavy uh punch uh it's not the
range right he can do
that kind of stuff but then he also has
stuff like the rainbow rolls
where the rainbow rolls that rainbow
roll his heavy kick rainbow roll
is plus on block so there's a bit of a
start up to it
but i can just say no i'm just going to
literally flip over everything that's
happening on the mid part of the screen
and i'm just going to be on your face
whenever i want and if you were not
quick enough
to tell that's happening like you know
anti-air me dragon punch
or whatever button your character might
have then you got screwed over you just
uh lost i'm now plus frames i'm an
advantage over you any button i have
will happen first that's the general of
what plus frames are
and yeah you kind of screwed up and
stuff like blank balls so blank of balls
depending on the character depending on
the match
can be somewhat difficult for certain
characters to deal with
so blank blanca's neutral could be
literally be i'm just going to keep
flipping over and over and over
until you figure it out right like he
can play a more traditional style
but for him being nuts is part of his
neutral he can just go
bananas and just kind of work from
there so character to character you
really gotta worry some people it's just
the traditional back fourth head buttons
and someone like blanca depending on the
matchup he can just start flipping and
rolling all over the place
and you have to learn to deal with it so
but either way
either being like traditional stuff or
madcap flips
it is still controlling the neutral
space right the space between two
characters and nobody quite has an
advantage over each other
so while one's a bit more crazier than
the other it's still
valid neutral and of course when is
neutral over well
when one character is on top of the
other character there's not really
enough room for spacing back and forth
and one character is just clearly in the
corner well neutral definitely isn't
happening at that point
it's all on the aggressor the arrester
has all the space in the world to move
backwards
the defender well not so much their
movement is very much
uh inhibited and they don't got too much
to work with
so after someone's winning in neutral
either they're just getting too many
hits in or just pushing the person the
corner the other person's gonna get
frustrated
and one of the most easiest ways out is
to just
jump in right jumping in bypass the
whole floor is lava kind of deal
i don't got to deal with your big
buttons i don't got to deal with your
stuff
i'm just going to jump in and hit you
and at that point that's when you need
to know the entire game
for someone like a guile he is
incredibly blessed
uh he can just do uh flash kicks he can
do
crouching heavy he's got buttons for
days if he knows you're gonna jump
i can air throw you through all that
kind of stuff right so he's definitely
blessed when it comes to entire stuff
now of course if you're too late like a
view flash kick too late or if they
cross up
sometimes things will miss but for the
most part uh he can easily shut stuff
down
right there's only so many sonic booms
someone can take before their mind
breaks and they want to start jumping
at that point that's when the old flash
kick comes out and deals with it
now everyone is unfortunately not as
blessed as guile
uh some people have different buttons
either they have maybe a traditional
shoryuken
uh maybe they have a specific button
that's their anti-air that works
some people just meaning them air-to-air
is the option you know
you got to learn it specific character
to character one character being better
anti-airing than another is very much
core to the game right
not everyone has the same strength not
everyone has the same weaknesses
but rest assured especially if you are a
beginner aha you're gonna fight a lot of
people that are gonna jump
jump and jump because uh over reliance
on jumping
is a crutch right and the more
frustrated you get with the game that's
more you're going to jump and the more
you're going to have to be able to deal
with it
so i highly suggest you learn what your
character's anti-airs are
and use them because especially on the
lower levels of rank
you're just going to fight people that
jump non-stop
next up let's talk crush counters now
crush counters
has always been an important mechanic in
this game uh if you played
earlier versions of street fighter 5
earlier in its life span
crush counters were a much bigger deal
than they are now
uh to the point where a lot of them were
just straight up overpowered right
now they're still very good and you
still want to get them but they're not
crazy like they used to be so generally
speaking a lot of people have
a move heed to be crushed counter so
yuri is stand heavy
and crush counters happen if you hit
this move in the area's case once
instead heavy
as a counter hit and from this
i can get a little bit of a combo so i
can do this dash forward
and then hey there you go the nice three
little hit combo
uh counter hit was not on and let's just
turn that off really quick here
well then it'll just be a regular old
hit like i get the hit that's cool right
but there's definitely no
fancy animation all that kind of stuff
and a little bit of a combo
you also gain a little bit of v-gauge on
crush counters just so you know
so that is another way to build them
besides you yourself getting hit
now one thing to keep in mind moves that
are fully invincible
so we're using reuse uh ex uppercut here
as an example
they will trigger the counter hit state
as you can see there
so counter hit is not on right now so if
i turn that off here
none of my moves are counter hits but
any move that is specifically an
invincible move so you can use it when
you're waking up is like a get off me or
whatever
those always count as counter hits when
they are finished up
so in this specific scenario if we
blocked
the uppercut that's coming we know we
can get our crush counter angles over
there
and uh in irian's example here
specifically you can get a little bit
more crazy that's why i picked them
so urine stand heavy can also be held
and when it's held
special cancel so going from that we're
gonna do a special crush counter combo
so there you go quite a bit more damage
than the other combo we showed earlier
right
and that's specifically because i knew
uh ryu was gonna fall from the x
uppercut so i had time to charge my
stand heavy
and from that point as a special cancel
i have a whole different combo road i
can go to thanks to
that and ex fireball so crush counters
they're good and neutral
uh if you are a character like urian who
can afford to just kind of toss these
out neutral that's great
but also know in specific punish
situations these are your
big boy combos these are the ones you
want to go for
there is rare exceptions where non-crush
counter combos do more than crush
counter
but that is by for uh by far the
minority of the whole thing right
so yeah crush counters are a big deal
they're very strong and neutral once
again
all you do is take your appropriate
crush counter button and head is a
counter hit there's a lot of situations
where that will work and in these
specific situations where you block the
big reversal
you can get some really big damage
so now let's talk with punishing and
with canceling
as these are two very core mechanics of
street fighter throughout all the years
of the game's history
so in the last segment we showed off
yuri and stan heavy
and all the crush counter stuff right so
say he's fishing for
right we definitely don't want to walk
into it but we can definitely react to
that animation
and punish him when he misses it that's
what we call with punishing
so i see him go for it and then i smack
him in the face it's really that simple
one thing you can do is uh look for
yourself like your own guard animation
uh if a move just barely whips it'll
still force you to block
and that's a good idea okay that uh i
was forcing the block i didn't actually
block anything
therefore he whiffed the move because of
that's what we call proximity block
and i can go for my with punish
and if you block the move whatever and
if you do too early see kind of eat dirt
on that right
so you want to react to it right
specifically and of course
on top of pure reaction you can also
read player tendencies and all that kind
of stuff
now we have what we also call with
canceling
so birdie his uh stand medium can go
into his headbutts right
so what i want to do in this specific
situation if i'm just tossing out
a button here and i'm hoping the enemy
walks into it
uh i want to do the move and then also
cancel my special into it
so by itself nothing happens you just
see me with the button right
but if it were to somehow connect then
my move would come out
now of course in situations where you
know
uh you're just going back forth you want
to make sure you the width part of the
whiff
cancel is a big deal right you want them
to walk into that move if i'm going
forward here
and the end of move is blocked i'm done
for it it's punishable i'm dead right
so you want them to walk forward into it
so
you want to do your back and forth and
kind of just let the enemy walk into it
and situations like this right so i'm
mildly safe if the move lifts because
once again they can with punish you too
as well right
depends on the character depends on the
move but if they stick out a button or
if they walk into it
then and magic takes care of itself uh
this goes all the way back to classic
street fighter 2
where it was all about were you going
down medium and the fireball right
but uh much the same applies here you
just do the button
you do your special move if it didn't
connect and whatever you didn't commit
to the special move
but if they somehow walk into it your
special will come out
so with punishing with canceling very
important concepts in street fighter
now a pretty basic but very important
concept in street fighter 5 is grey
health
so as you can see here i'm hitting the
enemy well hey their health ain't
changing because they're blocking right
and i'm hitting them with lights but now
let's hit them with a medium
and now let's look at seth's health here
as you can see there's some gray life
you know what it's called building up so
medium and heavy attacks in this game
build gray life and if we stop hitting
stuff here for a second
as you can see that gray life is
starting to recover but
if at some point here seth stops
blocking
and we give him any kind of smack they
lost
all of that life so it's basically a
mechanic to
dissuade you from being overly defensive
because yeah sure you know you might be
blocking all this stuff here
but the potential reward here for the
aggressor making you just block and
block and block and block and block and
block
well all of a sudden now if they tag you
with something as simple as a quick
little jab
that giant chunk of health is all gonna
be gone
as you can see there so on the subject
of gray health just beware
right uh don't let it get too high up so
the enemy can punish you
and if you see it getting really high
and built up maybe it's time to take a
little bit more of a risk or two
because a simple basic kick can get you
a very big damage reward
now this is very key in street fighter 5
is of course as with all street fighter
games you know we got light medium heavy
punches
light medium heavy kicks and of course
you do special moves depending on
which button press you did right but in
this game
specifically uh the button you press can
have drastic
just actions and consequences for your
special moves and i think ryu is one of
the best examples
because each one of his uh dragon
punches be it light beat it medium
be it heavy or be at the ex version all
have different properties
and you want to know all of them so in
older revisions of this game
specifically season one
the uppercut kind of worked like it
always did in that it's just basically
invincible to everything right
so in this right now current version of
street fighter 5 that's not the case
the ex version the one you have to spend
bar on does have
full invincibility nothing can stop it
and of course it gives you a nice little
extra chunk of damage too
but the other versions not so much
so the light version is throw immune so
if the enemy is walking up to and
playing on throwing you and you suspect
throws coming
the light version will beat throws but
it'll still get stuffed if they try to
hit you
the medium version has invincibility
against
jumping attacks so if the enemy is
jumping jumping jumping non-stop
the shore you can you want to anti-iron
with is the medium one
the light version and the heavy versions
are subject to trading
so the medium one is the anti-air one
the heavy one
has some attack like it's regular strike
and projectile invincibility
but not right away so after the first
couple frames
then it'll be basically immune to
everything but throws
but uh until then if you're being
attacked on your wake up or something
and they're just doing media attacks
attacking you as you're getting up it'll
get stuffed so if you're being attacked
while you're getting up
then the one to go for is the ex version
as that is the one that's just
invincible to everything from the start
so even as something as uh just basic as
a dragon punch right
it really matters which button you press
and reuse far from the only character
where this matters i'll show you one
more example
so for gail a lot of his basic
projectiles
this is the light version of pyrokinesis
it's the light versus cryokinesis
and then hey here's the medium
completely different angle right
so on top of having different properties
like were you sure you can as we showed
uh the button you press can also
completely change how the move works
right
so it's not as simple as heavier button
equal better move
like something as basic as this here
right a quick little combo
and this is with the light version of uh
the ice elbow
and if i want to do this with medium
doesn't combo and of course doesn't come
with heavy because light versions the
fastest
maybe does the least amount of damage
but it's the only one suited for that
combo
so just really pay attention to which
version of the button you're hitting
because it can make a very big
difference now here comes a very big
question
okay so i'm new to the game which
character should i try out
well there are unfortunately right and
wrong answers you know some characters
just inherently are easier to understand
i know there's a lot of you jury fans
out there a lot a lot a lot right but
jury unfortunately is not
one of the easier characters to learn
the game with maybe once you got a hang
of the game
sure but to start with i wouldn't
recommend jury
but which characters would i recommend
well
first up i would recommend ryu ryuu
is the face of fighting games if you've
never played street fighter before now
i know you know who he is there's no way
to avoid this guy
of this whole crazy genre of games we
love and
been playing all of our lives this guy
is the face of
everything and he has a lot of the good
basics to work with
he is basically just a good all-rounder
now in the current revision of street
fighter 5
i'm not going to tell you reuse the best
character because he's not
but he's um better than the doldrums
he's suffered through in
previous seasons but he's certainly not
topped here but he has everything he
needs to work with he's got serviceable
buttons
uh he's got decent range especially you
know like crouch medium is pretty good
uh he obviously is the master of the
token
so if you want to spam fireballs all day
he's a really good uh
practitioner of that and of course if
you want to just jump after getting
fireballed to death
and he's really good at slapping you
down to
the ground on top of that his basic
combo structure
like just something like this it's
really easy like without getting
the more tricky stuff uh he can just do
quite a bit
and just work from there he's not too
difficult to learn
and he basically gives you all the tools
you need to succeed in this game
while teaching you what a lot of this
game is
next up i would recommend chun li now
just to get out there
had a high level of play chun li is one
of the
if not the most demanding character in
the game uh as
far as like raw execution goes but we're
not talking about the
ultra high levels we're just talking
about basic play and a basic play chun
li works just
fine as we talked over earlier she's got
king kong normals and it's very
difficult for a lot of characters
to work their way past their stem fieris
uh stan heavy's also incredibly long
range as well
she has really good space control with
token um
so you can just do all stand light also
pretty decent anti-air as well
when it comes to just playing at a basic
level chun-li is very good at
it the advanced stuff worry about that
later maybe
check the chilly tips and tricks guys if
you want to see that kind of stuff
uh but yeah at a very basic level just
hit buttons
do basic uh stuff like fireballs all
that kind of stuff
she controls space great and she's just
really good at just playing the most
basic level of the game
i would note here v skill wise please
pick b skill one
v skill two well on paper it looks good
it's really really bad bisco one at
least gives you like a different jump
angle
uh and v trigger one is a little bit
more confusing because it changes like
just how she works versus
her v trigger two is a big old just
blunt hammer to smash people's heads in
and if you charge it up all the way it's
unblockable so just
i would personally recommend the trigger
to to v-trigger one for chun-li
next i would recommend the kali nikali
plays a pretty
basic game at high level play some
people
say that's boring but whatever i think
it's fine
and uh it's always worked he's always
been a good character throughout the
life of this game
so once again the basics are fine uh i
would recommend v trigger one
it's an aimable ground pound you can do
far versions you can do close versions
and what makes this good is it just
happens there's no travel time or
anything
so it doesn't have to work its way
across the screen and just hits
and every time you connect you also
build your v trigger which is good and
his v
trigger well when you do his v-trigger
he just basically goes super saiyan
and it's permanent so everything he does
gets better
everything he does does more damage he's
just literally a better character all
around and you don't have to worry about
it past that
there's no meter management timer
management all that kind of stuff
uh he does have uppercuts so if you want
to jump at him then you know we can deal
with that pretty good
uh as far as neutral control goes uh
stand heavy is a really good whiff
punish button
stand heavy kick is also really good
footsies button itself
uh he has the stomps and the stomps are
all sorts of good for all sorts of
pressure and all that kind of stuff
he has command grabs as well uh normally
on a more just kind of straightforward
archetype in fighting games
this kind of character wouldn't have a
command grab but this one does
so you definitely make good use of that
and
yeah he's just really good for what he
is once again maybe a bit basic
basics not a bad thing he basically has
everything you need in the character in
a really easy to understand package
and a really good package another
character i would recommend is
abigail now abigail offers a bit of a
different experience than the other
characters i mentioned so far
because he's really big and he's pretty
slow but he's easy to
understand you're the big guy and you do
big guy
things that's all you really got to get
in your head at first right uh to note
here his normals
his basic moves like especially crouch
medium pretty much outraged the bulk of
the cast so if you want to go down
medium
down medium punch stand heavy punch all
that kind of stuff most characters are
gonna struggle against that they're
just not gonna have the same range to
work with right so
they gotta figure out something usually
entails a lot of jumping and his stan
light is an amazing anti-air like you
don't even really got to worry about too
much
you just swat him out of the air you're
good to go he also has the grappler
experience he does have command grabs
and command grabs cannot be tacked on
like regular grabs you just
he also has the run the run gives
another kind of command grab
and a little bit of a guessing game in
that i go for the command grab or
i can go for a strike that kind of stuff
also i can go for
a running punch which at the tip of the
move is safe on block
so you don't gotta worry too too much
about it uh but yeah so
he's got a very easy to understand game
plan and he does a lot of damage for
very basic stuff like his basic stuff
for the most part is more damaging than
other characters in the game
so it's just an easy to understand
package now these skill wise i'd
recommend vcl2 the tire
uh v skill one shores up a lot of his
defensive problems
but to even understand what those are
that require several
levels more of understanding of the game
versus tire just call the tire
and it works like you get so many
gimmicks you don't need the gimmicks you
can just have it just be a projectile
to hide behind and just go from there
right uh
so that's good and also as far as v
triggers v trigger one
makes his comp potential better and does
give him access to an unblockable but v
trigger two
already gives him an access to an
unblockable and has a million hits of
armor
so once again it's one of the situations
where you just use it as a blunt hammer
and also it winds up working as a combo
extender as well
so it's a lot easier to understand on
the base level now let's talk
combos combos uh it can be a bit of a
wrap your head around other than like
the most basic kind of stuff like that
right jump kick in the crouch meet him
in the fire
um if you come from other games like say
dragon ball fighters
a lot of combo structures like a and the
b and the c and that's
not how this works outside of what we
call target combos
uh so like this is a target combo for
you this is medium and the heavy punch
and heavy kick but those are rare a lot
of characters don't even have target
combos
for the most part we have what we call
links where we're gonna link one move
into another
now one exception is generally speaking
stuff like lights
lights chain into themselves so we can
cancel a light into another light
but uh that doesn't work for everything
else where i have to use what we call
the links
so first up here if you're in training
mode please please please go to attack
data and turn that on
if it's off you don't get any of this
helpful info because
numbers are a part of finding games and
knowing the numbers helps
so we know say this for you stan medium
punch is five frame startup
and also if you want to see all the
frame data there'll be a link in the
video description they'll bring it to a
place that has all the frame data but we
know it's five
frames right so right here then light
says we're plus four you see that blue
stuff above the bar right
so plus four since we have five frame
startup that means this doesn't call me
one palm but stan medium has seven
frames of advantage after hit so that
goes into another stand medium
and from there we can just combo out
right so stand medium that medium
hurricane kick easy peasy medium stand
medium
uppercut easy as he please right but say
this move here definitely a lot slower
than uh seven frames
so this move just is not gonna combo
now that's not to say that heavy's never
cut combo for mediums our crouch heavy
is six frames since we have seven frames
to work with
that means it'll combo of course it's
gonna be a little crisp if you're a
little slow it's not gonna combo
uh and then hey you got it also just so
you know there's
what we call a buffer system so we can
hit the button a little bit early
and it will still come out now the input
is what we call the buffer
and as soon as the move is able to come
out then it will now you can't do it too
crazy early but just so you know and
from there so stand medium
into crouch heavy into hurricane kick
and that's the combo
so looking at these numbers is very
important
because they really dictate what you can
do outside of special canceling
so special canceling not every move is
special cancelable but you just do
whatever button into a special move and
that's generally
on a lot of cases the end of the combo
but sometimes not
so in this scenario here in the corner
what we want to do is not go for that
hurricane kick we want to go for ex
hurricane kick
and that knocks the enemy up into a
juggle state
and from this juggle state
we can get even more hits now the sad
part is
the move list doesn't necessarily tell
you what moves cause juggles and all
that
just you know they didn't think of that
stuff back in the day i guess
um once again check the video
description the link there
it'll tell you every property of every
move for every character that'll help uh
but sometimes just gotta trial and error
this kind of stuff
uh because it's not immediately obvious
but if it looks like it can juggle
generally speaking it can juggle
sometimes it's really obvious
like where i use uh fuel kick they
bounce off the wall you
betcha you can definitely follow up
after that
as you can tell right there right so
sometimes it's very easy to tell but
sometimes
once again just check the video
description link it'll it'll sort you
out there
but yeah once again the long and short
is this whatever the number it says
you're plus buy
so if it's plus seven i can use a move
at seven frame startup or faster
and go for and link into that so that's
why we can do this
into this now things change wildly
on counter hit so counter hit always
adds
two extra frames so in this scenario
here now it is plus
nine instead of plus seven now of course
that stand light earlier was plus four
so it could not go into stand medium
but now it's plus six so that means it
can
go into standard medium so before this
kind of combo wouldn't be possible
now it is we can actually work from
there
so knowing if you're going to get a
counter hit be it if the enemy's mashing
or they whipped in a mitsuba move if you
know
you're going to go for a counter hit man
that changes combo structure big time
so say we knock the enemy down right we
want to go for some safe pressure
we can do this knock them down and let's
go jab
into stand medium and if they hit any
buttons at all
it's a counter hit combo and jab you
know obviously beat up any buttons they
do
wake up
and once you know what there's a counter
hit combo
so normally obviously without the
counter hit
the sand light can never go into the
stand medium but it could
that's awesome there you go it's that
simple
so just keep in mind once again every
move on counter hit gives you an extra
two frames to work with
meaning counter kit combos give you all
new combo routes
and keep in mind it's not always about
getting the biggest baddest combo so
back heavy kick for review
it's negative two on block which it's
pretty like it is safe right
and it has a bit of push back here so
unless they're a grappler they can't
throw you afterwards and just kind of
hold back and there's not too much of
consequence
that'll happen if it gets blocked and uh
if you connect
it's plus four as you see here and when
you know what else is a four-frame
startup
is his span light kick and a stan light
kick goes right in the shore you can
so then all of a sudden that's a combo
right
and if it gets blocked whatever you have
plenty of time to visually assess
if it's blocked or not we call it hit
confirming where you see if the move is
blocked or if it wasn't blocked
and then from there okay if it wasn't
blocked cool it's combo time it was
blocked
whatever just chill keep in mind too
when comboing into super moves
not every move that is super accountable
is special cancelable
so chun-li should go down uh medium kick
and fireball just fine
right and course you can go super just
fine as well
but she can do her stand heavy punch
into
a super move but she cannot do that same
stand heavy punch
and do a special cancel so in this
specific
admittedly easy combo because it's just
stand heavy in the super
this would be something she'd fish for
in neutral as we talked about earlier in
the whiff punching section
uh she could just do this and buff her
super into it and if she gets that
straight hit then all of a sudden we get
a super right
so so just keep in mind some moves are
super cancelable but not
special cancel when it comes to combos
and of course there's the tricky stuff
too right there's more than just the
numbers
uh like this combo specifically from the
beta
before the game even came out years ago
in 2016
uh people ask me how on earth do you do
this right because chun
due to our spinning bird kick you need
to charge down then up and kick
and this specific combo of down light
punch
stand medium punch down medium kick into
uh bird kick has flummoxed people
forever right
so all you have to do is hit crouch
light punch
let go stand medium then immediately
hold down
like before the animation is even done
then
down medium kick then up and medium
spinning bird kick so there can be a lot
more advanced stuff as well don't worry
too much about that don't worry about
too much like no the big fancy 15 hit
combos
just worry on the basics for now so
nowadays you don't have to do that
that always plagued a lot of people who
want to learn trendly because that was a
very important combo but now you can
just do
stand or rather a crouch play punch damn
medium punch coach medium kick
and there's no specific timing for that
just hit the buttons in the order
and you'll get the combo unless you drop
while you're talking which i do all the
time
but yeah from there now you can just go
and do
heavy lightning legs right so that's
just a regular quarter circle forward
heavy kick boom easy combo ender and all
of a sudden you got a very easily
very easy very accessible bread and
butter combo
don't got to worry about too much and of
course by looking at the frames
she's plus five there this takes five
frames to start up
well you know that takes uh s plus six
this takes six frames to start up
and this is special cancel and that's
how it all works out
so all the numbers bleed into each other
and that is
linking all the combos that is basic
combo theory in street fighter 5.
now if you go into the menus there are
combo trials for a lot of the characters
some of them are out of date and they'll
tell you if they're out of date
because various patches change how
various moves work all again stuff
so i would suggest checking those out
they'll give you a very good idea
of what combos work for what characters
of course on youtube
there's a million combo videos out there
heck i got some myself right check them
out uh but yeah you can go from there
also while you're here in training mode
please make use of training modes
features
there's a lot of good stuff once again
uh attack data very big frame advantage
and color is also a very good idea
it's basically simply put whenever
someone is advantage
they're blue when someone's at
disadvantage they are red
so you can just easily see you know
color coded wise
what's what what's going from their key
display gives you just all the inputs on
the side which is always handy to have
so if you drop a combo you can see where
you screwed up maybe add like an extra
input
you didn't need to add these things are
there to help you please make use of
them
and my friends that is street fighter 5.
so there is so much more to talk about
uh both systems wise gimmicks-wise
tech-wise character-wise all kind of
stuff
but this video is probably already long
enough as it is and i don't want to
overwhelm you
with what's possible this should be
enough to get your feet wet
and to understanding how street fighter
5 works
so with all that said once again check
the video description there'll be some
helpful links for you there as well
and i guess that's the end of this video
so my friends thank you very much for
watching
hope this video has found you well go
out and play some street fighter
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