Brokentier Blog

Hit The Ground Running #14 - Character Crisis

Hit The Ground Running #14 - Character Crisis

Welcome back to the blog.  This week we're going to talk about character selection, one of the most important parts of a fighting game.  We're little bit past the 4 month mark for Street Fighter 5 and I know a lot of players are beginning to hit a wall with their character and wondering if it's time to make an adjustment, either picking up an alternate character for certain matchups or switching mains completely.  So this week we're going to go over some of the reasons to make the switch and talk a little bit about whether the character you're...


Hit The Ground Running #13 - Meter Management

Hit The Ground Running #13 - Meter Management

Welcome back to the blog where even though I've missed a couple weeks, I'm still better at hitting deadlines than Capcom is!  This week we're going to talk about meter management, a concept that's important in all modern games but seems particularly important in SFV.  In SFV the player must effectively manage 3 separate meters, the critical art meter, the v-meter and the health meter which is commonly ignored in this type of discussion. 
 
I wanted to write this week's post because I haven't seen much discussion of meter management in our community so far outside of...


Hit The Ground Running #12 - Intro To Guile

Hit The Ground Running #12 - Intro To Guile

The wait for Guile finally ended and just like with Alex he's free to play and try out until the zenny store is open for business.  The update came out on Thursday night and by Friday morning the internet was filled was ridiculous Guile combo videos and people calling for his head, calling him overpowered and a pay-to-win character.  That lasted about 48 hours.  Right now the current narrative is that Guile is terrible, one of the worst characters in the game with no good buttons.  As usual, the truth is likely somewhere in the middle of both sets of...


Hit The Ground Running #11 - 7 Moves To Improve Against

Hit The Ground Running #11 - 7 Moves To Improve Against

This was a busy weekend for Street Fighter 5.  Between FrogByte, Texas Showdown, Red Bull Kumite and PAX Arena we had multiple continents worth of non stop action and it doesn't slow down this week with Northwest Majors coming up this weekend in Washington.  At this point in the tournament season and the game's lifespan it's time to start going into the adjustment period, that point where you try to identify characters and moves that are giving you trouble and to create counters.  So this week I've put together a short list of 7 moves that I've noticed are giving...


Hit The Ground Running #10 - Wake Up Jab

Hit The Ground Running #10 - Wake Up Jab

An article series by Jay "Viscant' Snyder.

This week we're going to talk about why waking up with buttons or coming out of blockstrings with buttons is a bigger part of Street Fighter 5 as opposed to past Street Fighter titles.  Specifically we're going to talk about jabs and LKs.  In theory it would seem like this would be less a part of Street Fighter 5.  With fewer light to medium and light to heavy links you get less damage out of a successful wakeup jab and in theory the crush counter system seems to be designed...