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All you have to do is input the buttons when you see one move end and the next move will come out right after.
The time the two buttons need to be pressed together is too accurate for me, the gameplay would flow better if it was not so paranoid with perfect time.
SFV has some of the easier link/cancel based combos you are going to find. it even has a 3 frame buffer to help you get it. but you still need to practice some, not a ton, and not nearly as much as some other games, but some
but if you go into this think that only "gods" can do it then your setting yourself up for failure.
it can be tempting to say all games should go the "easy" route when it comes to execution since fighting games are mostly about trying to outthink your opponent; but execution plays into the mental battle by serving as a focus check. SFV has made it relatively easy to learn combos, but if you want to do them in a real match you need to keep calm and stay focused or you will drop them.
it strikes really good balance by not being so hard that combos are impenaterable, but still being hard enough that you can drop them under pressure
OP: charge characters like Guile and Chun aren't for everyone. if you are having trouble with them then just stick to motion characters, or better yet, try playing Ed or Falke. those two characters were designed with simplified specials that new players should find easier
also, there *are* some MK style chain combos in the game, SF calls them target combos. they work the way combos do in MK. they typically aren't used by themselves though. most are meant to be used as a part of regular combos.
SFV is the most accessible game in the series, but even so, it's still a hard game that demands a lot of time and practice to get anywhere near decent. I've put in nearly 200 hours into the game now, but I still play like a scrub.
Charge characters are a little easier to use than in past SF games. Now you can charge a Sonic Boom or Flash Kick in under a second (45 frames to be exact). Previously it used to be around 2 seconds. But what you need to get right is the input execution: are you pressing P too fast or too slow after the forward motion? Was it a clean input for example? You also need to bear in mind in a combo, you can only cancel into a charge special move during certain animation frames.
The two-button press can be discomforting at first, especially on a PS controller. It takes a LOT of practice to play the game naturally on a controller, but it can be done. However, for most people, they prefer to invest in an arcade stick, or at least a 6 button controller.
There is a limit to how good you can get from practice alone. You can develop nimble enough fingers to clear all characters' trials, but still suck in a real match. I've been playing fighting games from literally since SF2 first hit the arcades, but I'm still bad at them overall. I've gotten better in the years, but honestly, no matter how much lab time I put in, I'm not likely to move past scrub level.
Only remedy is keep on grinding.
Seriously, it's not possible that I'm not doing the right command. I'm doing exactly the same thing I do in training mode, so why the special move does not run when I need to? Is there any capcom malice to prevent you from winning fight money and forcing you to buy the fighters for real money?
don't pay for continues if you can't afford it
Lol, no. The attacks are working normally in survival mode. Keep in mind that is way easier to perform special moves on training stage than in a real match (vs people or CPU). You just need to practice.