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Nahlásit problém s překladem
“Combos are awkward”
...lol
I also have problems with some combos....-.-
Does it make more sense when there is no timing at all ?
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.
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 :)
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.
During that 1-2 frame impact "pause" is when you should push your next button.