This is a list of quotes used by Oni. 1 Street Fighter IV series 1.1 Super Street Fighter IV: Arcade Edition 1.1.1 Intro 1.1.2 Intros (unused)1 1.1.3 Prologue 1.1.4 Rival Dialogue 1.1.5 Finish Quotes 1.1.6 Other Quotes 1.1.7 Ending 1.1.8 Continue 1.2 Personal Actions 1.3 Win Quotes 1.3.1 Round Win 1.3.2 Versus Mode 1.3.3 Arcade Mode 1.4 Pre-fight Quotes (as a boss) 1.5 Ultra Street Fighter. Win a round with a Super Combo Finish - Pick Ryu with a 3 Star Handicap and have your Opponent with a 0 Star Handicap. Have them walk into the Corner and hold the Opposite direction so that they.
You're going in too hard
We all know it – Street Fighter 5 favors offense. We've been saying it from the beginning, and it's very true, but there are a few very routine instances wherein taking your foot off the gas pedal is incredibly advantageous to do and incredibly dangerous to not do.
We learn some basic 'truths' in Street Fighter that have small but important exceptions in SF5. I'd like to take a look at three of them specifically today, and perhaps help you score a few more wins as a result.
These aren't exceptionally high-level or difficult things to master by any means, but they are difficult to get your hands to remember to do when you're in the midst of tense competition and have the allure of the advantage just begging you to press forward.
Cage Your Opponent
The first of these I want to examine is caging your opponent when you have them in the corner. Getting your foe all the way to the end of the arena affords you an incredible advantage in that they lose the ability to walk backward.
You've done all this work and now your hobbled foe is just sitting there waiting for you to come and deliver the coup de grâce... but that's not always the best call. Keep in mind that your excitement is inversely correlated with your opposition's anxiety here.
Instead of marching in and risking being hit, simply sitting back and wiggling just outside of sweep range can be menacing in a 'the walls are closing in' kind of way. What happens to players when they're anxious?
Most of the time, all you'll need to wait for is the inevitable jump out attempt. Be ready with an anti-air and suddenly you have your foe cornered with even less life and on the wrong end of an okizeme situation... and all this without risking being tagged by a stray Crush Counter flail.
Sitting outside of sweep range also means that you'll have the opportunity for more whiff punishes. Big ol' Hail Mary moves often come out when players are feeling the pressure, and those tend to be the slowest-recovering attacks.
Street Fighter 5 has a good handful of EX special attacks that can move characters forward and therefore out of the corner, but holding onto a V-Reversal can put them right back where they started, minus an EX bar.
This isn't something you want to do every single time you corner someone, but it's something you can probably do more often than you are now and get better results for. Keep in mind this doesn't only apply to situations when you're approaching the corner.
Perhaps you've knocked your down foe at the edge of the playing field and followed up with some wake up pressure that they've successfully blocked. We so often want to regain our advantage here, but taking a slight step back and giving them enough rope to hang themselves with might be the better choice.
Respect the Potential of V-Trigger Activation
V-Triggers are the source of a lot of grief in this game, not only because they often give characters the power to melt your life bar, but also because the process of canceling moves into V-Trigger is insanely strong.
Here's something to get through your head: When your opponent has a full Trigger stocked, they have a very strong advantage that you have no choice but to respect.
Far-reaching heavy attacks, sweeps, deadly special moves, and the like can often be canceled into Trigger activation and made safe. That means players are 'just going to do it,' regardless of if you're blocking or not.
Street Fighter You Win Audio
A stocked SF5 comeback mechanic is a get out of jail free card in too many cases, and if you find yourself in neutral against a non-activated Trigger then you're suddenly no longer playing the same game as before.
The answer here is difficult because simply turtling up and allowing the opposition to activate puts you at a disadvantage as well. You don't want to become immobile, (and therefore an easy and predictable target) but you do want to prioritize minimizing risk over scoring offense.
It doesn't take long to identify which moves each character most like to activate from, and you can use this knowledge to your advantage.
You Win Sound Effect Street Fighter
If Karin's Trigger is filled, you know that sweep and standing roundhouse are going to suddenly be much more common than before. If you're facing a stocked G, your left hand (unless you play dragon-style) should always be ready to down-back a low rush.
Against Akuma, you're not allowed to jump anymore and pretty much are just waiting for him to burn the activation before you worry about making any offensive moves. We all know how powerful Triggers are, and we all know that trying to force the issue against them is much more often than not a losing battle.
Delay Attacks on Your Opponent's Wakeup
Finally we're at a tip that actually encourages you to attack, although with a slight delay sprinkled in. Being situated to apply wakeup pressure is a huge advantage in SF5, as well as most all other fighting titles, but it can also feel like a fairly large risk in this particular game.
Given the commitment-heavy nature developers intentionally programmed right into Street Fighter 5, it can often feel like playing a game of rock, paper, scissors even when you're on the attack. While we're not getting anywhere near the strength of Street Fighter 4 option selects, you can give yourself some pretty stellar oki odds in SF5.
When next to an opponent who is about to stand up, simply hold down-back and delay a throw a few frames. If your opponent wakes up with an invincible reversal, you'll block and hence be in a best-case scenario. If they wake up with a reversal jab, you'll block and have to endure some jab pressure, but you won't get counter hit. If they wake up and throw, you'll tech it. If they wake up and do nothing, they'll be thrown.
There are other strategies for them to get out of this (most notably delay an attack or try to maneuver away) but most often defending players will flail out with one of the above options.
To practice this in training mode, simply set the dummy to wake up attack with either an invincible reversal, jab, or throw. Randomize those options and then familiarize yourself with a throw timing that consistently covers all three.
You can technically do this with a delayed jab instead of a throw, but I've found that this is exceptionally hard to be consistent with since it requires a manual timing in a two-frame window. It is worth doing because it beats throws with a counter hit that can lead to full combo, but is easy to mistime against reversal DP or jab.
The routine option of shimmying works very similar to this and should be used often as well, but if your character has slower walk speed or you're wary of a wake up low attack, delayed teching is a great tool.
If you're trying to reach Diamond (arguably even higher) rank online, these three tips will take you very, very far. Pair them with some good execution and consistent anti-airs and you'll most certainly start to see progress.
Let us all know if you find any success implementing these into your game. If you have any similar advice, we'd love to hear what it is in the comments below.
All images captured by Copatography (NSFW). Juri Visual FX mod credit Dronehunter3000.