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The secret to executing the commands in time is to execute them during the movement of an ongoing stroke, ending the movement when the frames of the last stroke are over, or else being able to cancel some strokes with other movements. In the example you gave, it is very likely that the standing medium kick movement could be canceled with CA, meaning that the movement could be stopped immediately when the AC is executed. Not all moves are like that, but there are many of these in SFV, and to get to know them, just playing.
I can see what you and OP mean, but I don’t think SFV has a macro ability like that. I use AutoHotKey to rebind my keys and actually tried to bind a special move to a single key. It was never consistent because the program executed the commands so quickly that the game couldn’t register them all.
Even more with keyboard or hitbox because the input can be forward then back + down double tap.
Blocking and performing the input strictly during the blockstun wont make you move.
You can even punish Honda VT1 heabutt reliably with a 4 frames CA if you wish so (and much more).
Stop with "they cheat" everywhere.
It's just holding back and the animation automatically trigers whenevet the opponent atacks.
ANd on top of this you can input special moves during the block stun duration after you take a hit.
So if i block your atack and input a Special move comand during this time the move will come out the moment the block stun duration ends.
Also anyone who is even mildly skilled at fighing games can do special moves in like 1/3 of a second easy.
no way someone can press the whole combination on buttons in 0.5 seconds
from my experience people are blocking ie pressing back and within a 2 second they are doing the special moves,,, no movement in player going back or forward to indicate buttons are being pressed
i can be kicking and punching with them on block and then a special moves is done, if they are pressing back to block they then cannot be pressing the combination at the same time
way to many using macros
You are not forced to hold back the guard during blockstring. You can act during that time and even OS things.
Ignorance !
i dont mind losing but losing against clear cheats is not fair
to me blocking is pressing back
if i let go on back then im not blocking
whilst pressing back you cannot set up any combos
am i right or wrong?
Blockstun also vary depending of what button got use.
Blockstun also vary depending of what special got use.
Frame advantage is how many frame one or the other character get to work in a pressing, each offensive action, attack or button on block generate either positives frames (Falke stand fireball, Guile fireball...), negative (Ryu tatsu, Ken Shoryuken...) or even (bison MP, Lucia slide max range...).
If you spam a blocked -4 Ed st hk on my face i have the time to input my super near the end of the blockstun then let it go thanks to the 3 frames buffer and you'll get instant punished. There is no cheat in that.
https://www.youtube.com/watch?v=OnyPthF1ZFk
Here is a video of me doing the longest and most complicated inputs in the game in less then a second. Dont asume just becouse you are bad at the game everyone else must be held to your standards.
And as stated the moment you block an atack you can start doing special inputs,
And if a blocked atack is -4 frames on block and the special move is 3 frames its a guarantied hit fot the person blocking after they stop blocking.
You did not understand the mechanics of the game. For your knowledge, 1 frame equals 1/60 seconds. When in a blocking situation, you generate a situation where your strike may or may not have frames of advantage. These are frames on block. When this value is positive, you will be able to deliver another blow in a row in defense of your opponent with no chance to counter as long as the next blow has a startup faster than the frame on block. If the value is negative, be sure that at least your opponent can defend his next move. And, depending on the case, if you continue to try to hit the defense in an extremely negative on-block situation, the chances of taking damage from a counterattack are extremely high. The counterattack startup frame depends a lot on which move and which character you use, but the dynamic is to know which of these 2 values will have a higher and lower value for the input of a hit to be successful or not. During this time, in the case of the negative on block, after being hit, your opponent can immediately perform the movement of a special move with low initialization frames.
0,5 seconds may seem like a little, but this is equivalent to almost 30 frames - an eternity to provide an input for any special movement. If you apply a blow whose recovery is high (for example, about 10 frames), be prepared because that is enough frame for your opponent to be able to counter with a CA. If the player is well trained, in 0.1 or 0.2 seconds he completes the special move perfectly, that is, almost a blink of an eye. This is not impossible. And to apply at that speed, the moment you defend a blow, you are ready to start making the move of the CA and finish it at the end of the blockstun.
https://streetfighter.fandom.com/wiki/Frame_Data