Street Fighter V

Street Fighter V

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combos are so akward
never played sf in my life but i played alot of other fighting games but the timeing makes zero sense to me
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Zobrazeno 113 z 13 komentářů
“Never played sf”
“Combos are awkward”

...lol
It's all about training and practice, play training or casual matches or do the combo trials.

I also have problems with some combos....-.-
its just the timeing you gotta hit the button. doesnt make sense
Naposledy upravil vtuber enjoyer; 18. srp. 2018 v 2.00
How is timing supposed to «make sense» ?
Does it make more sense when there is no timing at all ?
you press a button its sapose to come out in sf5 it doesnt come out until you hit it at a right time. other fg you dont have to time it in a weird way. it just comes out
Its' kinda the way street fighter games are with their combos. Street Fighter is precise with button timing, some other games only care about whether you input everything fast enough to perform the combo. That's part of what separates this series from others though.
You jsut have to press the butons after the previus move ends.
You do have around 2-3 frames of buffer depending on the moves.
Mashin also works but not as much.
You can buffer specials thou.

I know its vierd but ironicly its how SF always played.
And sf preaty much invented fightign game combos.
Alpha 1 had chain cobmos but they got rid of that in alpha 2 insted making it a special activaton mde and Vsim in Alpha 3.
Naposledy upravil DJukor; 18. srp. 2018 v 4.22
You don't really need to be precise. It's got a decent buffer window and you can mash. Heck autofire works really good. As long as it's not a character who needs to charge buttons, Blanka's electricity, Guile's VT1 etc.
Naposledy upravil Phinx; 18. srp. 2018 v 6.23
This whole game is just awkward as ♥♥♥♥.
To-Love-RuRuRu původně napsal:
never played sf in my life but i played alot of other fighting games but the timeing makes zero sense to me

I guess you mainly played mortal kombat or something like marvel vs capcom. The former uses buffering, meaning you just hit all the buttons as fast as possible and they come out one after another (tekken is similar in that regard), then there is the cancel system like in MvC. You hit with an attack and then can cancel this attack with another attack. SF has cancels too, especially in the form of special moves. You make a punch and If the punch has the canceable property (not all moves have it) you can cancel the punch while it's active with the special move. more importantly however, are links.
Every move consists of three stages: Anticipation, Active, Recovery. The time those occupy is measured in frames (60th of a second). To peform a link (that connects) you need to do a move that puts the enemy in so called hitstun. Now, your second move has to have an faster anticipation as the blockstun "stunns" the enemy. The tricky part with all this is, that you firstly have to wait till the prior hits recovery is over, or no second attack will come out.
If you have any more questions hit me up, we might could play some rounds :)
For starters, simply watch the hit impact animations and/or listen to them. This will make timings easier.

You also need to know that there are 3 types of combos in SFV:

1. Cancels = your current move animation can be instantly cancelled into some of your next input (example normal move cancels into a special or super move, cMK into fireball/super).

2. Links = your current move needs to completely finish the animation and the opponent also needs to be still in hit-stun (can't block again), so you can successfully land your next attack.
It can be difficult to get the split-second timing right, but it's usually much easier than in SFIV).

3. Chains = specific normal move combinations (sometimes also called target combos), these are usually relatively easy to perform (example: Ryu's MK => HP => HK).

Alternatively you can pick a character with many target combos, but at some point it is advisable to learn the other mechanics too.
If you notice, there's a slight "pause" or "freeze" that happens when your attack impacts against the opponent

During that 1-2 frame impact "pause" is when you should push your next button.
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Datum zveřejnění: 17. srp. 2018 v 22.52
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