Street Fighter V/Game Systems

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Counter Hits

A counter hit occurs when you strike your opponent during their startup frames. When a counter hit occurs, it will display "Counter" on the side of the screen

SFV Counter Hit.jpg

Counter Hit Benefits

The biggest benefit counter hits give is +2 frame advantage on moves, allowing new links and more damaging combos. In addition, counter hits give a move a 20% damage bonus. For multi-hitting moves the properties can vary per move. For example with Ryu's b+HK Axe Kick it normally does 40*40 damage for a total of 80 and is +4 on hit, and on counter hit it does 50*40 damage for a total of 90 and is +6 on hit meaning while the damage bonus only applied to the first hit the advantage bonus applied to both. However Ryu's f+MP Collarbone breaker which does 30*30 for 60 damage and is +1 on hit does 36*30 for a total of 66 damage but is still only +1 on hit.

Crush Counters

New to Street Fighter V are Crush Counters; these are similar to the Fatal Counter system in games like BlazBlue an Persona 4 Arena. Each character has a variety of moves that when they land as a counter hit, they will cause a special hit effect with a loud "explosion" noise, and cause special effects such as causing the opponent to crumple forward, spin backwards, or go flying into the air often allowing follow up combos. These moves are typically on HP and HK; either standing, crouching, or as a command normal. Universal to everyone is the crHK sweep, which will cause a hard knockdown forcing the opponent to do a delay rise, giving plenty of time to either form a setup or activate resources such as Alex's V-Skill or Ibuki's Kunai Reload.

SFV CrushCounter.jpg

In addition to the larger combo opportunities, Crush Counters generate V-Gauge; the amount generated depends on the move and character.

New in Season 3 is a universal adjustment to Crush Counters, which causes the combo to be scaled more heavily. Crush Combos start the combo at 2 hits instead of 1, meaning the next hit will cause 80% damage instead of the normal 90%, the third will cause 70% instead of 80%, and so on. Because of this other counter hit combos will often cause more damage but not give the V-Gauge gain.

Armored Moves

Certain moves in Street Fighter V have a property called Armor. Armor allows the character to absorb an attack, without being interrupted. Common examples of this are Laura's EX Bolt Charge, Urien's specials after activating his V-Skill, and Abigail's HP while in V-Trigger 1. When absorbing an attack the damage it would normally inflict is instead converted into grey life. Armored moves are typically EX Specials or V-Trigger bonus, however certain normals such as Zangief's charged HP have it as well.

Most armored moves can only absorb 1 hit of any type of attack, meaning many EX Projectiles such as Ryu's EX Hadoken will still beat them. However some can absorb multiple hits of armor. Abigail's EX Nitro Charge can absorb 2 hits while in V-Trigger, and his Metro Crash in V-Trigger 2 can absorb up to 99 hits when at maxed charged making it nearly impossible to break through.

Armor breaking moves are much rarer in Street Fighter V than IV. Any CA will break armor, and a couple of character specific moves such as Ed's V-Skill will break armor.

Moves that are armored have a special red hit effect when they absorb an attack.

SFV Armor.jpg

Pre-Jump Frames

After pressing up, a character will begin to jump however it actually takes a few frames (4 for most characters) before they become airborne. These are called "pre-jump frames". During pre-jump frames the opponent cannot be thrown, however if hit during them they will still be counted as grounded for a full combo instead of flipping out or being knocked backwards like most air hits.

Landing Recovery

Trip Guard

Trip guard is the ability to guard immediately upon landing from a jump attack. Notably it is NOT attacking an opponent who is unable to guard; this term is commonly used wrong. The ability to trip guard is determined by if a normal move was used during the jump

Landing Frames

If a move was used during a jump, then upon landing there are a few frames (3-4) where you are unable to do anything. If a move whiffed and the opponent times it properly, they will be able to get a sweep or worse a combo for free during the landing frames where you cannot block. However, landing frames only happen if you inputted a move; if you do not you are able to block immediately upon landing.

Empty Jump

Empty Jump is the term for not inputting any move in the air, thus not having to go through landing frames. This is especially useful for empty jump lows; by jumping the opponent tries to block high anticipating an air attack. Instead you do not press any button and hit them with a low attack upon landing. If a button was hit in the air the low would be delayed by the landing frames making it more likely the opponent could block in time or even interrupt the low with their own moves.

Wake Up Options

After you are knocked to the ground, in most cases there are 3 ways you can get back up. Quick, Back, or Delay Rise. Each of these have different timings for getting up, which can help avoid different setups from the opponent. Note that not all options are available after every move. After a crush counter sweep, the only option is delay rise. After a throw or wall bounce, you cannot back rise. Certain moves such as Abigal's CA you can only quick rise. Other moves may have other restrictions, off of most options however you will be able to choose which you want to do.

Quick Rise

Quick Rise is the fastest way to get off the ground. Performed with P after hitting the ground, the player will quickly get back on their feet.

Back Rise

Back Rise is more of a defensive option, and the more common one seen. Performed by hitting K as you hit the ground, the character will slide backwards before getting on their feet. Back Rise is always 5f slower than Quick Rise. In addition to being slower, back rise causes you to move away from the opponent creating distance, however moving yourself closer to the corner. Because of the speed difference, it can be useful even in the corner to throw off the opponent's setups.

Delay Rise

Delay Rise is done by not inputted anything, and is the slowest option. In many instances this allows the opponent to activate moves such as Alex's V-Skill Overhaul or Ibuki to stock up on Kunai. The advantage however is it messes with the opponent's timing, making it much more difficult to time meaties or setups than a quick or back rise.

Throw Invincibility

After you recover from any option, you are throw invincible for 2 frames. Regular throws have 3 active frames so will still connect on a throw perfect setup, however command grabs may whiff

Invincibility

Some moves have invincibility from certain types of attacks. Most of these are exactly what they sound like. When it comes to invincibility some moves have it at the beginning, while some have it in the middle of it. Knowing when the invincibility happens during a move is important to use it effectively.

Throw Invincibility

Throw invincibility means the character cannot be thrown during the move. These moves include Ryu's LP Shoryuken, Zangief's EX Spinning Pile Driver, and any airborne attack such as Urien's headbutt.

Projectile Invincibility

Projectile invincibility means the character can go through any projectile, and are useful against characters such as Guile and Sagat. If the invincibility runs out while over the projectile however they will still take damage; this means against slower moving projectiles it is still not possible to get through them reliability. These types of moves include Ryu's Tatsu, Alex's EX Stomp, and Karin's Ressenha.

Upper Body Invincibility

Upper body typically means the move is invincible to airborne attacks. These types of moves are excellent for anti-airs. These moves include Ryu's MP Shoryuken, Laura's HP Bolt Charge, and Juri's MP Tensenrin

Complete Invincibility

These moves are fully invincible to all types of attacks. These include most CAs, Ryu and Ken's HP (starting on frame 3) and EX Shoryuken (starting on frame 1), Necali's HP and EX Raging Light, and Sagat's MP and EX Tiger Uppercut.

Reversals

Every character has the ability to go from a "non-hittable" state instantly into a Special Move, EX Special Move, or Critical Art with nothing happening in between. This includes from blocking and during wake-up. Whenever you successfully perform a Reversal, the message "Reversal" will appear on the side of the screen.

SFV Reversal Icon.jpg

Dragon Punches

While Reversals technically mean what is stated above, in Street Fighter V reversals usually refer to fully invincible moves, such as Ryu's HP/EX Shoryuken, Urien's EX Headbutt, Falke's EX Psycho Schnieder, and so on. These are commonly called DPs (the original, Ryu's Shoryuken, roughly translated to "Rising Dragon Punch" and the name stuck), and are the most common reason to reversal. These moves usually have long recovery making them high risk moves, as whiffing or being blocked while using one will lead to taking big damage. A special note on them is during their recovery, opponents are in a counter hit state allowing larger combos or crush counter punishes.

Priority System

New to Street Fighter V is the hit priority system. In Street Fighter 4 when two moves landed on the same frame and neither has invincibility, both players would take damage regardless of the strength of the move; the stronger move would cause more damage and have more advantage but still be hit usually meaning he cannot continue a combo afterwards. In contrast, Street Fighter V uses a hit priority system where if two moves land on the same frame, the higher strength move will win. A simple example is a 5f medium punch that is +1 on block. Pressing MP twice will cause a 4f gap; in Street Fighter IV the opponent could press a 4f light attack and trade, sacrificing health to get out of pressure or secure a win if the opponent is at low enough HP. In Street Fighter V however since medium is higher than light, the medium attack will beat the light attack with the Ryu player taking no damage. Further, it will count as a counter hit allowing bigger combo opportunities. Because of this it makes getting out of block strings and pressure in general much more difficult, and playing the neutral game scarier.

The priority system is easy to remember: mediums and heavies beat lights, heavies beat mediums, and specials beat normals. When two buttons of the same priorities collide, they will trade as in Street Fighter IV without any benefits.

Damage Scaling

GUTS

V-Trigger Cancels

Canceling into a V-Trigger automatically scales a combo by 2 hits, reducing the next attack by 20%. A simple example of this is with Ryu; doing MP MP will cause 114 damage (60*100% + 60*90% = 114). Doing MP VTC MP does 102 damage (60 * 100% + 60 * 70% = 102). Subsequent hits will be 60%, 50%, and so on. This means canceling into V-Trigger can actually REDUCE the total damage a combo would normally do despite being more hits. V-Trigger Cancels often allow combos from moves that normally are not possible to combo from such as Ryu's MK, however for normal combos they should be used as late as possible to get the heaviest hits up front before the additional damage scaling effect is applied.

SFV Scaling VTC.jpg

Crush Counters

As of Season 3, a Crush Counter causes a combo to start at 2 hits instead of 1, meaning all subsequent hits will do 10% less damage than they normally would as the next hit will start at 80% instead of the normal 90%. For example, with Ryu performing HK, HK with the first being a Crush Counter, the first hit will do 108 (90 + 90*20% from the counter hit bonus), however the second hit will do 72 damage (90 * 80%). Because of this for punishing reversals it is now a decision of getting the max damage possible or gaining V-Gauge.

SFV Scaling CC.jpg

Critical Arts Scaling

Critical Arts will always do a minimum of 50% of their total damage, before factoring in GUTS. Because of this they are great way to win a round.