Saturday, April 14, 2007

Guide for Street Fighter

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Defence
Although Street Fighter focuses on delivering lethal blows to make KO opponents as fresh as possible, blocking also plays an important role in the game. Those who play it with the origin of push or button mash often forget these core constituents, and their results will be defeated faster even if they play online.
To block the simple way, simply hold the opposite direction button from the opposing player's direction, or do a combination of ducking and blocking by holding down and down direction buttons. This will hold back the opponent's weak attack like a sweeping kick, and you can set the V-Reversal to the opponent from this position.

How to Run
Okay, so you guys have mastered the basics and also blocked it, but still it's not enough to overcome the quick and surprising surprise of the opponent from a great distance. As in Smash Bros, running or dash move is an important part in the game strategy, and running fast can be done only by double-tapping the direction buttons towards or opposite of the enemy
Doing one of these dash moves is a great way to withstand future attacks or give you distance to cast a crush. Speed ​​is key here, because when you run it is usually followed by some before your opponent has time to run away, or make a distance for melee attack. Each Street Fighter character has a unique range for their dash move, so you can experiment with each character to see which moves match their fighting style.


EX Meter
EX meter is one of the most important aspects in this game. Like the meter of Mortal Kombat, the EX meter lets you perform special attacks or special moves to generate more damage than just a standard attack loop. Each movement of this game has its own EX version, and you can use these attacks on critical moments that can make the difference between defeat and victory in an alarming position.
To do an EX move, you just need to press more a single attack button at the end of the combination. For example, Hadoken is generated by pressing the direction button movement then hit, but the EX version of this attack can be done the same way twice this time pressing the hit button. This attack will result in more damage, but you must realize it takes an EX meter up to three bars to fill it up in order to be used to bring up different super moves in each character.

V-Moves
V-moves help make Street Fighter V a unique fighting game, and you'll find three types: V-Skill, V-Reversal, and V-Trigger. Each of these moves results in different things from each other.
V-Skill is a unique attack for each character. To do this simply by pressing two medium keys simultaneously.
Then V-Reversal is an attack that allows you to counter attack against the attacking opponent. When you successfully blocked, you can quickly hit three punch buttons to start a reversal. This will keep the defender in an attacking position, allowing you to cast a lethal attack. If this reversal loses the moment of time, you will be in an open position, canceling the block in an attempt to create a V-Reversal.
Finally, Street Fighter V introduces V-Triggers, the Ultra Move and Revenge meter successors in this series. The meter for V-Triggers will be fully charged when you are hit - the shape is the red box at the bottom of the screen. When the meter is fully charged, you can hit all the heavy attack buttons to enter a powered-up state where your attacks will result in more damage. Of course it takes a lot of attacks to be able to do V-Trigger, and this is a better balancing attack game than previous similar attacks.

Throwing Enemies
Street fighter has the ability to throw or slam their opponents while in close proximity and for those of you who play Street Fighter will realize that this system has not changed much in the latest iteration. It is interesting that some characters can throw an opponent while in the air and these characters have this ability in their individual move lists.
Of course for every action here there is always an opposite reaction. Characters will release the opponent's grip and they have a few seconds of surprise to attack and generate some damage.

Get up fast

If you are hit by a deadly attack, you can fall after being hit with some damage. In this condition there are two options that you can choose, stay on the ground until the character gets up on your own or quickly jumps and goes back to attack as soon as possible.
This is a strategic choice that has the opportunity to surprise the opponent, and can be done by pressing two buttons to get up quickly or Quick Rise where you fall or two kick buttons to Quick Rise and get out of the opponent. If you are thrown, you can only Quick Rise where you fall. No character can do a Quick Rise after a super move, which makes it more deadly.

Stunning
For those of you who complete a fairly short story mode from this game, you should be feeling stunning, a feature of the health meter. The stun meter fills up when you are hit, and slowly fills up when your block succeeds. The stun meter is just below the health bar and when filled allows you to enter into a powerless state where you can not resist attacks. This prevents players from continuing to block moves, and will naturally decrease when players are not actively blocked. This forces an active fight, so those who like to block out will need a new strategy.

Charge Moves
The last aspect of Street Fighter, charge moves, includes holding the movement of a stick in a certain direction and then changing its direction to execute an attack. For example dalah fireball attack Chun Li, which forced the player to press the back, then forward, and press the puku button. Timing movements is important, because for those of you who resist too soon will fail to produce fireball. The timings are different for each character.