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"Double" Charge Ultras / SupersDouble charge ultras are not literally "double" charged specials, I'm talking about ultras like Bison's both ultras, or Chun Li's U1, Vega's U2. The "traveling time" of an arcade stick is almost completely enliminited this way, not only allowing you to start charging again slightly faster, but it's much more comfortable to control this way - you don't have to hurry or do fast moves. Plus! You can start buffering another charge move into your previous one, much faster compared to an arcade stick, because all you do is: Charge back (keep holding it at the whole time), forward + punch WHILE you let go your charge and tap them again immediatly. This way, you get back your defense precisly at the moment the game engine allows you (after the cooldown frames of your special move are over). As a keyboard user however, you don't have to let go the backwards direction, simply hold it down, press forward and punch / kick depending on what you want to do, while you don't have to give up keeping backwards pressed down.
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I wish a decent entry level stick existed, but anything below $100 is either pretty abysmal or likely to break within a year.Backwards / Upwards charge specials and ultras You do this as everybody else does, charging backwards, pressing forward and punch, then you profit. If you go for a stick, skip the cheap stuff and go directly for a high-end stick: They're expensive. If you do use a controller, though, I recommend the Hori Fighting Commander line. I've seen Xbox 360 controllers - perhaps the worst controller ever designed for 2D games short of the U-Force - used in tournaments and players who make them work. Comfort and preference come down to the player. That being said, the only real rule is to use what works for you. I find that the lighter controls of an arcade stick lead to significantly less of the kind of repetitive stress strain I get when I'm playing, say, Rocket League or Crazy Taxi on a controller.
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As such, many players, myself included, find it easier to play on an arcade stick. The kinds of motions and button combinations you see in Street Fighter were designed to be done on the arcade stick by moving your wrist and tapping with your fingers, rather than on a console pad by moving your thumbs. However, fighting games- even those made specifically for home consoles, like Street Fighter 5 - tend to have been designed with arcade sticks in mind. The gear looks nice and feels good to use, but it doesn't actually confer any gameplay advantages. You have probably seen the expensive arcade sticks that many top players use. Special move commands also reverse depending on which side of the screen you're facing, so start thinking about forward and back rather than left and right. If you're facing right, forward is right. These are always relative to the opponent. We're going to talk about back and forward. Like keyboard and mouse versus analog stick in first-person shooters, the analog stick is outright inferior in reaction speed and precision alike. If you're playing on a controller, we strongly recommend that you use the d-pad rather than the analog stick. Street Fighter 5 is played with a basic eight directions of movement and six attack buttons.