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 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.
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.
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.
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 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.
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.
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.
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)
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
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.
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
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!
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.
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.
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
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.
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.
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.
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.
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.
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."
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
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...
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 :(
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…
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.
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.
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.
Got any examples of combos that are secretly super hard or have a "trick" to them? Let me know!
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
weren't charge characters suppose to be easier?
Bison Ex orb loops. Technically optimal since they stun vs a CA but you need to be really good at charge inputs.
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
@@vinicius464able not really, they have easy to execute specials but the way you can use it makes the character dificult
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.
Ive played guile since season 2 and didn't think of that im going to have to try it out see if it is easier to learn.
@@etdaalpha So? Was it easier?
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.
Yeah microwalking is huge for guile too. That crouch walk is actually useful to get in flash kick range after juggling an opponent thats out of range
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.
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.
SFV Vega has no charge moves
@@AomineTGoM Umm... open his movelist. He has two charge moves: Sky High Claw and Bloody Garden.
7:54 I only just noticed that with Guile's idle animation and facing his opponent's head, they both just casually headbang together
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 😎"
I think my favorite part is when they don't even wait for an explanation before saying the combo isn't hard.
I want to comment about the topic you're talking about but the "future me, please wash the dishes" 00:52 already made my day
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.
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.
Yeah Brian forget to mention the Guile heavy combo he demonstrated requires delayed cancelling
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 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.
I really enjoyed this one. I'm gonna make a response video with some example combos that I always appreciate when I see them.
4-5 frames and I still can't get links consistently :)
You play 60fps?
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.
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.
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)
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
@InspectorGeek for a move like dhalsim teleport you would do forward, down, upforward then button
Soul Calibur 6, Seong Mi-Na has a 1f link combo on counter hit that *hurts*
how is that relevant
@@syeungmin6204 2:26 "If you've ever played any other games besides SFV" sounded pretty obvious to me for SC6 to be relevant
@@KokuRou Yeah it was relevant it's just SFV stans being annoying.
The two Guiles standing near each other look like they're vibin' out to a new song but they have to share the earbuds
Great video Brian! I don't know of anyone else who would bring this to our attention, really appreciate it!
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.
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
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!
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.
My favorite secretly tricky combo is Chun’s upback-MP link; she also has her SBK BNB that is similar to Guile’s stHP->crMP xx Boom combo
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.
This was really cool. Thanks for the knowledge.
thats some fantastic analysis ! would love to have a camera to see your stick movement and button taps while doing these combos ! ty ~!
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
The thumbnail had me laughing harder than I intended.
4f buffer, which gives you a 5f input window for "1f links".
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.
@@budafuka st.hp is better to use than lariat no? You'd be holding charge and it can combo into Heavy Elbow also it has more range
@@apebrainalexmain8731 It's a habit from last season. I think lariat has a little more range though. Depending on what they whiff
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.
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.
They need to change the name of charge partitioning in Sf5 to something like "lingering charge" or "phantom charge"
As someone who doesn't play the game but enjoys watching the gameplay, this was super interesting
There is also the Honda st.lk EX buttslam I guess is similar to guile's charge partitions.
Another combo I can think of is fang's standing heavy punch or kick to ex nishiku in vt2. Its the same premise as the guile st. Lk to flash kick
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.
Very very cool. Love this type of stuff
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.
I 100% agree
But then if you make Abigail rewarding you will have 75% of the community bitching constantly, again.
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.
@@aadaaadasda9979 It's always like this with all grappler characters, so sad.
@@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.
basically if you charge up a move you can keep it as long as you don't stand for too long.
Urien Headbutt Loops are super hard to me!
'I hate youtube, Imma kill youtube'
youtube in 2050 : 30 ads remaining
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."
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
i saw daigo and i thought u were gonna show those Guile loops lol
i love videos like this
1:43
Akuma toes.
Abigail combos involve 0.5 A presses
Last time I was this early Oro still had fastfall
A third video on combos this season. Someone go check on Brian.
Brian upload?? Pog
Bogart comment?? Pog
bogart comment?? Pog
also hi guys
another example is G, where you need to be level 3 for his combo :)
I must also mention, literally any combo (except luke target combos) do not exist in bronze. They prefer jump kick into grab and spam fireballs
There’s a bunch of 1f link combod in SFV but there’s no big reason to do it since it’s mostly for flash then for damage
I always thought the guile 3HK into super was always [4]3HK46P
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...
Brian just ignores how his Rog has to do the same thing like Guile to pressure.
I'm sure he did this on purpose.
Huh?
Brian_F giving me Negan vibes!
mario party 2 horror land music 😁
one kf my fav. mario stages
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 :(
You can get cMP sMK on non counter hit too
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
IF YOU PLAY GUILE ON A HITBOX LIKE DAIGO, THIS CAN BE MITIGATED BECAUSE YOU CAN INPUT TWO DIRECTIONS AT ONCE!
I feel like the only people that refer to cancelling into charge moves from standing normals as charge partitioning are just misusing the term.
People say combos are easy in this game but even with 3f links I'm simply not capable of doing that consistently, really frustrating
what a good video.
ok so why tf cant i do crouching medium kick into tenko, and why tf isnt my orochi hitting after imma lose it
referring to the 4-5 frames of buffer
@@sleepinshinigami7216 that buffer is for links. You are talking about a cancel, which works differebtly
@@russhl125 brooooo 😭😭
Just frame tenko into just frame orochi, I had a difficult time learning that bnb
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…
The second guile thing is exactly what a sf4 balrog standing jab to head but -_0
And guess who mains balrog in sf4XD
There’s no 1 or 2 frame links there’s only 3 frame links right?
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.
When me, a Silver player, can do Urien headbutt loops, not even when I was in Silver rank yet
I guess anything Menat VT1 related wasn't added because everyone knows they're really hard lol
All those Guile pros in chat are killing me
Rashid juggles are pretty hard imo
Boomer Coach F dropping the knowledge again. Nice one fella cheers.
Dude,
Been trying the guile’s combos and they ARE difficult
Wait, how we mad early here ?
Isn't Karin's crMK + instant tenko a 1 frame link?
It's just a cancel, not a link.
@@DaigosFriend1 I think he means the just frame input for the instant tenko. Even then I don't think it's that strict.
9:29 is it even possible to charge that fast?’it never comes out… and Stand LK into sonic boom was easier the second part
hi bogart
Akuma stMK is 5f lol
Hi, Twitch chat!
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.
Wpgg i was the brian, gl next
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.
When are you gonna upload the stream about how fighting game players make money? I couldn’t catch the stream because I had work):
Brian is OD
1:45 eu amo os BR que manda salve e aparece nos vídeo
Any kage players here after failing their 1200th TK tatsu combo or is it just me
Yo Brian F im liking the hairdo and mustache but lemme clean up that stache and beard for you brah
why the hell is it called charge partitioning if it's not partitioning the charge lol, why not just call it charge release buffer or something
Hi Twitch
craumbo
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