Joke Collection Website - Talk about mood - Detailed explanation of Nash and Baroque's move techniques in "Street Fighter 5"

Detailed explanation of Nash and Baroque's move techniques in "Street Fighter 5"

Foreword:

I just bought Street Fighter 5 disc and found that the 360 ??joystick cannot be used, so I had to use the controller. I often play arcade games and am good at making moves with the joystick. I have to try various tricks with the controller first, and I would like to share my experience briefly. Recently, I have watched a lot of videos of Nash and Baroque's combos and battles, and they talked about a few simple high-damage moves that I haven't seen before. They are suitable for novices and are very easy to operate and confirm.

Nash's moves and skills

Nash's moves are comprehensive. Except for the lack of invincible stand-up skills, the offense is very powerful and has few flaws. Since he has too many moves, everyone usually uses TC skills that can be used in combos, such as light kick-middle kick-Mabashi squatting light punch-214 light kick, and TC skills light punch-middle punch-various follow-up moves.

Let’s talk about the simplest and forgotten TC move, mid-foot-heavy foot-mid-foot. This move is very powerful (180). The starting distance is medium, unlike the first two, which need to be very close. , used in the mid-range to block jumps, and can only hit the heavy kick when being defended, and can hit the 3rd step not too far away. When this move is reversed, it can be used in combos, which is simple and high damage, especially when there is no energy and no V-groove. Note that this move cannot hit most enemies who are crouching. It is very useful for those who are standing and those who are coming forward. They are far away. Effective for squatting is the TC skill of medium punch-light kick-heavy punch, which is less powerful.

In addition, when Nash has no energy and no V-groove, it is difficult to achieve a large damage and counter-attack combo. When Nash has one bar of Qi or his V gauge is full, his counterattack power is extremely painful and can easily take away more than 300 damage.

Nash's routine for sure counterattack

At this time, the opponent gets close and hits the air with a rising dragon. Nash's routine for sure counterattack is

1: Heavy punch (breaking move) Lean back) - 236 Light Kick (Power is only 70) - Muashi TC Light Fist - Medium Fist - 214HK. Among them, the timing of Mushi is very difficult. I tried for a long time and I still haven't mastered it yet. This set looks like a charm, with low power, low stun value, and high difficulty. It is very useful when suppressing enemies, but it is not recommended.

2: True counter, crouching punch (ordinary breaking move) - Meshi station punch - 214 heavy kicks, the difficulty of Meshi punch is very low, even if you see the word "breaking move", you can input heavy punch It comes in time and can be used for normal pressing. The power of the whole set is about 270, simple and practical, with an additional halo value of more than 400. When the energy is full, the change move is squatting punch (normal breaking move) - Meshizhan punch - 214 mid kick - CA, 490 power, high stun value, simple blood burst, you can master it after practicing.

3: Confirm the counterattack, stand up and punch hard (fall back to break the move) - take one step TC middle foot - heavy foot - middle foot, the power is similar to the above, there is no risk of mistakes, the difficulty is one step The timing is difficult to grasp. If it is too fast, the heavy foot cannot reach it. If it is too slow, it will be blocked. So you can change it to squatting punch (breaking move) - a direct TC skill, no difficulty, simple to draw blood, just press the button. This is recommended for novices.

Nash’s newly added move, which is similar to Yaghen jumping to catch people, can be used against the air from a long distance. The 623 punch (power 150) is good for long-distance sudden use. In addition, because his three types of Qigong have different speeds , the opponent can jump up from a long distance, and can be hit by a heavy grab when the opponent jumps in place or jumps forward. When the opponent is mid-wave in the air or on the ground, he will perform combo attacks. The power of the wave is only 50, but his heavy grab is the most powerful. The moves are higher than EX Knife 140.

If this move is jumped away by the opponent, Nash will fall behind the opponent, so the move can be recovered quickly and the flaw will be small. Since long-distance jumps can easily fall onto Nash's slow-handed sword, this combo is often missed against air targets. Being kicked down by the opponent in the air is just a matter of receiving a kick. After all, this move flies very fast and is not easy to be kicked.

When the V gauge is full, you can consider using EX's grab (faster, less powerful, and can receive moves). After success, duck in the air in front of the cost slot to catch the heavy kick, and land 214 light kick or EX version, which can add about 150-200 damage.

In addition, Nash has another trick. Even if CA is blocked, 60 blood points will be wasted. It seems to be just a collision. The blood-grinding combo of crouching heavy punch-standing punch-214 mid-kick-CA can wear away the last 100 or so of the enemy's health.

There are two types of combos for Nash to use the V slot at close range, and the operation is more complicated. One is to jump and attack heavily, then stand with a heavy punch followed by a heavy hand knife, and start with a front heavy punch + heavy kick. Immediately punch from behind in the air - squatting punch - standing punch - 214 heavy kick knife (or 214 mid kick knife followed by CA). It is recommended not to take CA. The damage of 370 costs no energy. Taking CA only adds 100 more damage.

The other is to confirm the attack after hitting it. It must have at least one bar of energy, such as crouching punch-standing punch-EX hand knife-explosion V slot cancel-air Heavy punch - squatting punch - standing punch - 214 heavy kick knife.

The difference is that if you hit the middle punch, you can't catch the slow heavy hand sword, and if you hit the fast hand sword, you can't connect with the heavy air punch at the back, so you have to catch the EX hand sword.

When the grid energy is full V-groove, after the opponent uses a dragon-type flaw, the counter move that can cause heavy damage is:

Close punch (backward breaking move)--ex236 Kick Knife (Power 130, much stronger than the normal 70 points of damage)--Standing punch--ex236 hand knife--forward punch + heavy kick cancellation--air punch--crouching punch--standing punch- -214 heavy kick, the only difficulty is the timing of the ex236 kick followed by the standing punch, just practice a few more times. This set has high damage, about 450, is gorgeous, and the stun value is not low.

Since Nash usually does not have invincible skills to withstand pressure, it is necessary to use the V slot to counterattack and escape. Therefore, when encountering a long-distance opponent who sends waves, first inhale and add some V slots, and 6 absorbing waves will be enough. 2 spaces are full.

Baroque moves and skills

Let’s talk about Baroque, which has been greatly changed this time. First, let’s talk about the V burst that throws roses. It is very special. It should be the only direct attack burst. It has a high speed. It's so fast that you can't see the rose anymore, only the petals show their trajectory. This move is almost perfect for long-distance air combat, with a power of 170. When you have CA, you can stand and throw the rose and then catch it. The power is 470, with half health.

One-click super kill in the air. If you miss the target or get blocked from a long distance, there is no flaw. Unless the opponent hides at the edge of the board to block it, there will be a flaw.

At about the beginning of the game, you can hit the opponent by jumping in place, even jumping backwards, and throwing roses while standing. Basically, the opponent cannot jump in place at medium and long distances. If the opponent jumps forward to attack from mid-range, you can throw roses while squatting, which is super fast and blocks them all at a 45-degree angle.

For characters who send wave waves from a distance, you can hit them by jumping forward and throwing roses. For Chunli and Long who are quick to send waves and retract moves, you can jump forward to test whether this move has 200 power, single shot or Very strong.

In addition, against Tianbo with long hands, Baroque only needs to stand and throw roses, and the whole screen can be destroyed by his move. In addition, when Birdie drinks cans, eats bananas, etc., he only needs to pose and throw roses. Baroque flies off the ground and will not be hit by cans.

So as long as Baroque has a lot of health and the V gauge is full, he can run away from him and the opponent can't do anything except chase him forward. He can't send waves or jump around.

After all, one-click full-screen anti-air and anti-wave attacks are unique to Baroque.

To deal with the opponent's sudden jump forward in the middle distance, as long as Baroque moves forward and back to keep the distance, standing and throwing roses is a very stable anti-air skill. It is to test back and forth. If the opponent does not jump, then take a few steps forward. , keep your distance, and if you are stuck in a corner, you can use 623KK to escape.

Since Baroque is afraid of jumping pressure, filling up the V gauge is equivalent to having a one-click rising dragon to fight against the air. In addition to being beaten to half health, it is best to use the middle punch + long press of the middle foot to save the V gauge. , direct firing can be used to break the wave. This move is invincible in the upper and middle sections. After it is activated, it will take a step forward and reach out to attack, and then it will step back, which is considered safe.

About the starting distance, when you see the opponent sending out a wave, no matter how fast or slow, immediately hold down the middle punch + middle kick (power 90), you can poke the opponent's hand through the wave, and you can accumulate V after 5 times. Slot, each time the damage is about 100 (breaking moves), and if you make a mistake accidentally, it will fluctuate one by one.

To contain the wave of opponents at close range, for example, standing with a light foot or lowering the middle foot to catch the wave, you can block it and then use this move to penetrate the wave to counterattack. As long as you are not in continuous defense, you can come out.

To send waves from a longer distance, you can jump forward or punch in place + dodge with your mid-foot. This dodge move is completely invincible against waves. It is easy to dodge slow waves. It can also be used to dodge or retreat to defend. As long as the opponent does not pursue you, it is absolutely safe. By dodging on the spot, you can avoid the pursuit of Long Ken's heavy whirlwind kick, so these two are not afraid of even dodging when they send fast or slow waves at medium and long distances.

Dodge cannot dodge lower-level attacks and throwing skills, so use it with caution in close combat, as you will be broken.

In addition, when there is no CA energy in the early stage, the combo damage is not high anyway, so use TC combo more often. TC combo includes heavy punch + heavy punch + medium punch and long press on the foot (with claws), medium punch + heavy kick + medium You can add some V grooves by pressing and holding your fists and feet (without claws), and it will be filled up in about 7 to 8 times. Be careful not to use this move when you missed the previous hit, as it may have flaws.

Strive to accumulate 2 V slots in one game (actively attacking and being beaten). Baroque will have the confidence to guerrilla and limit many of his opponent's moves.

Baroque's new move 214 punches (when there are claws)

This move has only 100 power, and has few flaws to prevent. It is characterized by an extremely high stun value of 200. After all, this generation Heavy punches and kicks have been reduced to 150 halo value, and there are very few moves with 200 halo value.

When the opponent is at the edge of the board, the opponent jumps in the air to attack, use the heavy kick to attack the air (break the move to fly), then receive 214 heavy punches - 214 light punches (or EX version 214 punches or ex623 kicks - Throw), a simple 3 attacks will result in a stun value of 500 and damage of 270 (40 points more damage from EX). This makes it easy to stun the opponent, and the final 214 light punches can cancel the CA connection and deal 500 damage.

When you are not on the edge of the board, you can use the heavy kick to attack the air and then pursue the attack. CA will be issued at 3 blocks of energy. If you have 2 blocks of energy, you can use the heavy kick (to break the move against the air) - ex623 kick. --Additional claw attack (3 hits)--Punch pursuit after landing ex214. Be careful to add the claw attack quickly, otherwise the attack will be empty. The damage of this set is 340, which is equal to CA, plus more than 400 stun value. In this way, the risk of making mistakes in the air is still acceptable, and the rewards are great.

The opponent's heavy kick cannot be hit if he jumps over the head quickly. You can use 214 heavy punch to the top of the head, then follow the ex623 kick and throw (or directly CA or throw the rose and then CA). The difficulty Lower, stable 260 damage.

Although this time Baroque's crouching heavy punches, standing heavy kicks, and 214 heavy punches are not very stable against the air. They are much better than those in the 4th generation. In the past, there were no ground-to-air skills when there was no charge of 16 kicks. Now, you can only shoot from the air or fight against each other. This time at least the ground-to-air returns are great.

In addition, the ex623 kick is still a very strong anti-air skill when it comes to jumping against opponents at medium and long distances. This move is weakened against the ground and cannot hit anyone who is crouching.

Baroque has more weapons and weapon switching moves, as well as more combo moves, which are simple and practical. When carrying a weapon, the combo will have a high stun value. When not carrying a weapon, the combo can be achieved by punching while standing and crouching.

After the opponent's Shenglong makes a mistake, if it is counterattacked, he will use a standing heavy kick to break the move + a standing heavy punch + 236 heavy kicks (with or without weapons). When the CA is full, you can stand and punch hard followed by 214 light punches (or medium punches) - CA, 500 damage, which is also very simple.

With 2 bars of energy, when equipped with a weapon, he can break with a standing heavy kick + standing heavy punch + ex623 kick + 3 claw strikes + ex214 punch, more than 500 stun value, 380 damage.

In addition, when using a weapon to suppress, it is very useful to crouch with the middle foot to break the move, then follow up with a standing punch + ex623 kick + 3 claw strikes + ex214 punch. The opponent will stand after being hit by a heavy claw while crouching. Continue to wait for ex623. This is the only big damage combo that can be launched in the lower stage when there is no V burst, with the weapon in the weapon state. The original crouching mid-kick-crouching mid-punch combo routine can be changed to no weapon.

Baroque’s newly added 624 punch throwing skill (New Wind Thunder Shock Fall)

It is still very good. This move has a high stun value, 200 stun value per throw (normal throw is also 200 stun value) value, but easy to be dismantled), the ex's grasp is farther away, and the halo value is 250, which is the same as Lao Sang. This move is good after the 236 light and mid kick hits the opponent, because our side attacks first and the opponent is basically caught except for jumping, Houhou and Shenglong. In addition, when the opponent's defensive ex236 kick is pushed to the edge of the board, it is even better to use ex to grab it. This is also the first move by Baroque.

So this move is more effective if it is used once or twice when the opponent is about to faint. After all, most characters have a stun value of 1,000 or less. If they have a set of powerful combos, they will be stunned after two more shots.

Baroque's 236 kick has flaws when defended, and will definitely be countered by light attacks, so it is better to use it in combos. The ex version is full of waves, and there is no flaw when being defended.

Baroque's weapon-switching combos include station heavy claw--236 mid-punch switch--crouching mid-punch--236 mid-foot (or ex623 kick--throw), and the other is a dedicated station for suppression. Heavy claw (breaking move)--236 middle punch switch--TC station middle punch-heavy kick--ex623 kick throw (or CA). This is more powerful, but it can't be connected without breaking move. It's good for dealing with split throws. use.

In addition, the close punch-236 punch switch--heavy claw--switch--stand punch can be suppressed. 3 heavy attacks are ok. Any more will not reach you. Pay attention to your opponent. Can insert Shenglong and light attack. It's still a bit bluffing against those with short light attacks.

The above is a preliminary test of character moves, version 1.01. We will study other characters later. I'll practice hard after I buy a joystick.

I have temporarily discovered a good move of General Baison, the TC skill, the Standing Punch - 3 heavy punches. It is excellent in mid-range containment. It is far and fast. As long as the Standing Punch breaks the move and hits the target, the back The 3 heavy punches are sure to hit, and then you can follow up with the crouching mid-punch + 214 mid-punch or 46 mid-kick. Simple and practical, no target difficulty

A few corrections

The previous test of Nash's heavy punch wave and teleportation was not rigorous enough. This move is to stand up and punch at a close range, and you can follow the wave of heavy punches (slower), teleport behind and jump to punch, come down and stand for a punch combo, or come down and crouch to punch - a combo of punches in the standing position. If you stand a little further away from the heavy punch, you can follow up with the wave of light punches, and you can do the same combo after teleporting.

For example, crouching and punching to break the move, standing and punching - light wave - teleportation combo is established. The heavy wave will not be connected if it is too slow.

In addition, the middle punch followed by the light or medium wave can also be connected to the teleportation combo, and it does not have to be followed by the ex wave. Mainly depends on distance. If you are far away, you can use the light hand knife to chase after teleporting.

For example, Nash’s counter-attacking blood-exploding move, standing punch to break the move--236kk--enter 4 mid-kicks before landing--middle punch wave--teleport behind the opponent and punch in the air--standing heavy The punches and kicks are established, but the difficulty is still the timing of chasing after the 236kk hit (similar to the timing of Feilong Split's empty kick to chase and hit the standing punch). The subsequent combos are not difficult, and it looks doable.

The usual combos of crouching mid-punch - standing mid-punch - light wave - teleporting mid-air punch are also valid.