I’ve labbed a bit of interactions with that new juggle state that was added in February to characters with a jump arc alteration. Stuff like chun’s wall jump, dhalsim float, and ofc Oro’s double jump. I personally play kage and ryu so the conversions weren’t necessarily difficult, but I’d assume certain characters would have a more difficult Combo to pull off
Well, as you said earlier with guile's cr.lp cr.lp st.lk dp, the charge partitioning is really dificult for the majority (including me),but Guile's combos with this "trick" feel easier than Urien's combos, because some of them need specific spacing and the "trick" you explained Ps: sorry if my english is not correct i am brazilian. Tenha um bom dia
For the Guile combo, I like to hold Up+Back for the charge, if you hit HP while holding that direction right when you hit the ground you'll keep the charge and use the proper HP instead of the B+HP.
Both Old and Young Zeku have combos that require them to microwalk forward just a littlebit before pressing their next button, or their combo will whiff. That's another type of execution subtlety that was not talked about in the video in addition to the negative edge and the charge tricks.
Another example is Vega. He has a HP××HP××Sky High Claw combo in the corner. You need to hold downback immediately after the first HP. The second HP is part of a target combo so it gives you time to charge the Sky High Claw.
Another combo which is difficult to execute is one of seth's vt2 combos. You can navigate the orb to be +6 on hit, which enables you to link a crouch mp afterwards. But the thing is, seth's vt2 also has a command for down + mp which is the down movement of the orb. So you can't press the cr. mp too early, because then you get the orb movement but you also can't press it too late, because it won't combo anymore. This essentially gives seth a true 1 frame link.
Gotta love when a creator talks about difficult aspects of an FG's mechanics and ofc there's a litany of people in chat that say shit like "lol not even hard i can do that backwards with my eyes close and i'm 12 😎"
could have also had a microwalk example. the example i love for my character (FANG) is st.hk (microwalk) st. lp, lp, hp xx h.satoja. This is a really interesting combo for two reasons. the first is the microwalk, you need to move forward for exactly one or two frames, dont walk and the second jab won't connect, walk too long and the first won't. The second interesting thing is that his st.lp is +5 on hit but links into his st.hp witch is 7 frame startup, this is because his jab has two different hitboxes and if you connect with a jab perfectly at max distance it is actually +7 on hit, so not only do you need the microwalk to hit the two jabs, but you actually need both jabs in order to create the distrance to make the second jab +7 and able to link into st.hp. Hopefully Brian you just read my essay on this fang combo no one uses in a real match and enjoyed yourself, either way i hope you have a great weekend.
I imagine one that can catch new players is any crouching normal into a DP motion when you have full meter. An easy way to do Shoryukens is just Forward -> Down -> Forward and then the input, but if you started from a crouching position, a lot of characters will do CA instead; it's especially grating when trying to learn G.
Any combo where you have to chill out and do nothing for a while always mentally screws with me. Getting a command grab with Makoto, Sol’s sidewinder loops, waiting for your opponent to fall out of the sky after a big anti air hit, so on. The long pauses give me too much time to second guess myself.
That's perfectly natural, it's much much harder to hit a timing with no nearby references, this is why we use framekills whenever possible. You could say that it's better design to give less of a reward for slightly missing it (like the follow up hit after cody's VT command grab), than it being a hard requirement to even play a character (like linking out of karakusa)
Definitely surprised abagail has a complicated combo. Those combos do look fun. Also hope to see those help videos regarding you watching replays someday. I only can watch your stream once a week and your advice Brian would be invaluable for me since I'm in a bad slump where I'm stuck between ultra bronze and silver with Rog.
I was actually messing around with Leona's combo trials in KOF XIII and I don't normally play charge characters. One of the early ones was doing a down-up charge special cancel after hitting with a standing jab. It took me so long to figure out the timing of releasing the down input, pressing the jab input while the stick was in neutral and then immediately pressing up into the special cancel.
Blanka's ex ball pops the opponent into a juggle state. The only followups due to the juggle limit are ex up ball, slide and normal ball. But if you use it midscreen you notice you side switch killing your back charge and your to close to slide without missing and going under. But you don't actually loose charge until you land so you abuse the buffer and input Blanka ball again right as you land and you'll do a 1 bar combo instead of a costly 2 bar combo. If you don't use the buffer the ball just won't come out since you'll lose charge on the landing so its nothing too crazy about the same execution requirements as the standing flash kick, personally I find standing lights into down up charges to be easier but that might just be me I also have an example thats a reset instead of a combo, again with Blanka. In vtrigger 1, the 2 bar that buffs his specials, he has a a corner reset with a 1 frame side switch. While in vtrigger in the corner combo into wild lift, as the opponent comes down reset them with cr. mp and then do electricity. Cr. Mp has 4 active frames, if you hit frames one or two electricity will be canceled into look like it'll cross under but cross under protection will stop it and hit same side. If you hit frame 3 it won't look like it should cross under, it won't but it'll try and cross under protection will still prevent it. But if you hit on the forth and final frame vt 1 electricity will cross under doing a reset popping the opponent up for another combo.
It would be nice if you could explain the fast Chicken Legs tech when you jump and do the move quickly (instant air legs). Is the same tech for Dhalsim. I have been playing the game for 5 years now and I'm still unable to perform such moves.
It's called a Tiger Knee input. Essentially instead of ending your quarter circle at up+forward rather than just forward while slightly delaying the kick button. You end the input by jumping forward and then canceling into the air stomp as early as possible.
Building off the other dude, using anime notation people generally say it is easiest to do if you do 236963+K button of choice. Since there's a window to do both of those (as in doing it too fast will get you nothing doing it too slow gets you a random k attack).
I don't know if I'm dumb or something but people has explained me this several times and when I tried on my end I'm never able to execute it. And Is the only move that I have been unable to do in all this years. I usually like to test characters and I was able to do the Abigail Move since day 1 (I main him on season 2). Had no problem with the other 2 guiles moves. But when it comes to this Tiger Knee input, I'm clueless. Even Kara moves with Sagat or Karin weird inputs I'm on a point that I can train them to execute them better. Piano move for blanka or honda no problem. But this Tiger Knee input is like witchcraft for me.
It's called tiger knee input. You put the input for the move in and then immediately jump after the input. If you're quick enough the game will give you the instant air version of your move which is what you see Dhalsim do for yoga gale. For Dhalsim you have to do a half circle back input, jump forward and press punch in rapid succession. It should feel like the jump forward is part of the input. If you did it right you get TK gale, if you did it wrong you're gonna fly forward with an air normal lol
I know I'm kind of being a fly by rando that's being like hurr I know more. But another trick you can incorporate for the guile combo around 6:36 is holding up back and pushing Heavy punch after landing the jump heavy kick (you can go to downback from there to hit the medium punch). And I believe there's a way to do that off a forward dash too.
For some of Guile's trials (and I think chun), some of the boom special cancels seem to not work unless you cancel late into the cancel timing window. It's irritating af.
in a m bison trial i have learned that as you hit opponents within a combo you will just have to do the motion , not the proper charge and the move will come out. thought it is the same for all characters? might work for his guile combo here ??
I love doing charge combos, mainly because of the timing and most of them feel so damn satisfying to do. The guile combo, i did it but it did take i think 21 attempts or so
UMvC3 was the first fighting game I ever got "good" at and I played Hulk for 3 years, he had some secret techniques which were really wild to me. You could cancel his crouching animation into a forward dash with the button macro while holding back (not *crouching* but the few frames of transition from stand to crouch), which meant that with good execution you could dash forward while holding charge for his gamma wave, which was an incredible pressure tool and helped with OTG combos. You also couldn't cancel his forward dash with a normal or special move, but you COULD cancel with a jump, and you could cancel prejump frames into a special, so if you got good at "tiger knees" there was all sorts of secret techniques that you could use. Putting together the forward dash while holding back and the TK trick, you could quickly advance on your opponent while throwing out gamma waves, something that seemed like you were explicitly not supposed to be able to do with the character!
Abimagail combos are pretty tricky, too bad they were killed off by VT1 being nerfed and VT2 having piss-easy one button combos that do almost the same damage, while having absolutely no risk of dropping them (that ex grab to back fierce combo, in comparison, has not one but two points at which you can easily drop it by failing an input by just a frame or two). Stuff like this absolutely should be rewarding, nerfing vt1 so hard was a mistake.
Who cares about people like those. Abimagail gets cut down literally every patch, to the point that he's around B tier now, yet people (some of them even maining characters far higher on tier lists, like sakura, akuma, urien, rashid, cammy, you name it) still have the audacity to bitch about him. Ma man literally has one reliable light confirm left after all the nerfs, and even that last one requires a bar to pick up unless you're point blank, and they still call him op and/or cheap. Listening to what these people have to bitch about is a colossal waste of your time. They'll find any excuse about why your character is mad cheap and gets free wins, while thier requires to put in hard work and not cheap at all.
@@Talking_Ed Abigail is not even a grappler though. Gief kinda deserves it if you ask me. Scooping someone from across the street and turning a street fighter match into a rigged coinflip simulator is bound to make people salty. Nobody likes to lose most of their health bar because they lost a couple of back to back 50/50s and got scooped into oblivion, me included.
One time nuckledu did whiffpunish with slk into CA with guile, that was amazing and so hard to do, higuchi does clp clp slk into CA too is so beautiful to watch
Negative Edge is very valuable to learn in my opinion. As an Ed and Zato-1 enjoyer Negative Edge is a way of life. I use it for other SFV characters all the time, situationally. It prevents mashing and stops activation of moves like Chun Li legs accidently. I don't suggest beginners to learn it yet, but if you can do basic combos reliably and understand core mechanics it's another tool to improve that has merit.
For the standing charge input it’s a fairly basic execution trick that’s similar to doing electrics in tekken. You slide your fingers from the normal you’re cancelling to the special you want to come out. The game has a buffer window for inputs that will let you use charge moves even after you’ve released charge. Which lets do thing like Urien walking head butt. I actually think things like Karina Tenko - Orochi are harder since Orochi will only come out if you input it correctly with down input. Although I think Urien crush counter stand fierce to head butt juggle into his crouch fierce is one of the harder combos in the game simply for the situational awareness. The opponent has to be airborne for it work properly so there is strict timing to the initial set up of the game. On a side note I think Hakumen’s install combos are the hardest in combos in general since it requires multiple tiger knee inputs in quick succession during a short but strict window.
Alex has the Yami Drop, a bug that became a feature. H Flash Chop (blocked) -> Power Drop. But you need to cancel the H Flash Chop at the last 2 frames.
Alex has a bunch of stuff. He has variable timing on some of his VT1 juggles. Cancelling standing normals into ex stomp for block pressure. Cancelling lariat into HK slash elbow as a whiff punish will always be high level Alex stuff.
Kage Vt1 combos off an ex tatsumaki or v skill 2 confirm. You have to use high execution with tiger knee inputs if you want high damage and sick combos as well as have knowledge on what your opponents juggle state is. The first time I landed an ex tatsu > instant air tastu > forward aerial teleport > dive kick > heavy foot stomp. I was euphoric
Similar to guile’s st.lk flashkick charge technique, with alex you can actually combo into ex stomp with downcharge ch st.hp. Not exactly optimal on hit but can be useful for on block advantage.
Rashid's ex fireball into roll pressure was a huge pain in the ass for me to learn when I started playing him - if you roll too late, you won't combo, and if you roll too early, you're going to push them out of the third fireball hit and be like -20 in their face
The guile one reminds me of vega in sf4; standing light kick, crouch jab, crouch medium punch, ex Barcelona Start charging right after / during the animation begins.
Not from SFV but one of BBCF Naoto's trials require to "kara cancel" his 2D (crouching Drive) into a dash immediately into 236B 236B 236B rekka (tldr he has altered move properties if he's dashing when performing specials). And instead of brute forcing it with 5D 2D 66 236B .... you can instead shorten the whole process into 5D 2(D)366B .... with 2366B being a commonly known shortcut to access dashing 236B instantly
I think Ryu has a pretty hard one. It's jump in hp or hk followed by forward hp. It works on counter hit or in V-trigger one. (if you get counter hit and are in Vt1 it's not very hard to get) It has an application since it leads to the optimal damage for jump ins, for example to punish an ex dp from Akuma with neutral jump. The link is super tight and very difficult to get consistently.
Second combo: I'm like, "What....that's supposed to be hard?" LOL I've been playing him since he came out. I was like, "Okay. You've just got to press fierce and then down back immediately."
i'm new to SFV and i honestly can't understand where is that buffer? it's hard to chain LP=>LK perfectly , the window is very small, and you cant' just spam it , other ways you will mess the next stuff like special cancel etc...
I practice timing of tight stuff by mashing and audio queue, sounds degenerate but it works for me. not gonna lie, SFV does have satisfied links like Glass break, light kick, dp, super. dont know why i'm so obsessed with Lk, Dp but It makes me happy
But isn’t the buffer gap the way it is in sfv cause so many people were complaining about how difficult it was to do combos with a 1frame link and not a lot of buffer room in sf4?? 🤔 I mean technically the developers gave ya’ll exactly what ya’ll wanted…
So I just started this game, 3 hours in first fight game ever and I cant Do most of the combos, am I just gigashit then if they are so easy to do? BTW, the buffer feels kinda weird to me, one of ryus combos I always fail, because you have to do a crouch punch into shuryuken into super hadouken. But I only get the Super hadouken because the last input was down, this game doesnt feel easy at All :(
any combo with lk to charge of guile i can,t do that my hats you whoever pulls that off my favorite combo honda cr mk cr lp standing lp to mp heavy headbutt to ex buttslam corner only i would love do that i match it cool.
There are plenty of 1f links, there's just a large buffer window that will let link as long as your button press is within it. Brian mentioned it, but everyone used to think the buffer was 3f, but it's more forgiving than that.
I might... okay, I am just bad, but I find any Karin BnB command dash combo just impossible to do. I don't know if I'm missing some trick or if Karin players are just insane though.