Looks like it should be very easy to get counterhits after landing one as well. Wakeup pressure is the name of the game with V-Trigger 2. I just wish successful chokes and DDTs didn't eat so much v-gauge. V-Trigger I lasts a good while. I'm worried V-Trigger 2 will run out too quickly.
Lmao nopeDhalsim's v trigger 2 looks like it's going to be more Ibuki than season 2 Ibuki. Resets for days.
Great work on that OP.The Arcade Edition OT is up:
https://www.resetera.com/threads/street-fighter-v-arcade-edition-ot-gone-gold.16321/
This was really good and I wonder why they waited so long to do it.
Great job !!!The Arcade Edition OT is up:
https://www.resetera.com/threads/street-fighter-v-arcade-edition-ot-gone-gold.16321/
No.If you buy the S3 pass do you get some stages related to those chars too? First time looking into getting the pass so...
Frame data doesn't usually have charge times listed, but FAT features both. For your example, look up Chun-Li, scroll down to spinning bird kick, click on it, and under extra info it'll tell you the charge time. In this case, 40 frames.With AE around the corner and despite playing fighting games for years I just barely started looking at frame data lol...
...anyways how do I read it to find data on charge moves? Specifically, how many frames you need to hold back (ex: sonic boom) or down (ex: spinning bird kick) for a given move? Is it the same as startup or something else?
Some of them take 30 frames to charge and some of them take 40 or 45 frames. Check the FAT app. Bison's scissors take 40 frames but his head stomp takes 30, I feel like I always overcharge that one.With AE around the corner and despite playing fighting games for years I just barely started looking at frame data lol...
...anyways how do I read it to find data on charge moves? Specifically, how many frames you need to hold back (ex: sonic boom) or down (ex: spinning bird kick) for a given move? Is it the same as startup or something else?
Link/name the combo and we'll help you. There are some finicky ones with standing normals before a charge move which aren't easy.Ah ok, got it, thanks! So the 'industry standard' on a charge is about 40 frames.
I'm trying to figure out why I'm not able to cancel into a spinning bird kick on certain combos while a bunch of youtube videos show it is very much possible...just wondering if I'm not holding the down charge long enough (or I just suck lol ¯\_(ツ)_/¯)
I'm just trying to do Momochi's old combo cr.lp > st.mp > cr.mk > sbk...yup, there's a standing normal:Link/name the combo and we'll help you. There are some finicky ones with standing normals before a charge move which aren't easy.
I'm just trying to do Momochi's old combo cr.lp > st.mp > cr.mk > sbk...yup, there's a standing normal:
https://www.youtube.com/watch?v=yOrC-28lJog&feature=youtu.be&t=336
Ah...but I see he's using a l.sbk, I've been trying to cancel into a m.sbk.
So wait, there are different frame counts for charge moves depending on LMH...?
I didn't know going down-back > full back > down-back doesn't drop a down charge...The thing that made charge combos so much easier for me is to always go down+back (for crouching normals) and back (for standing normals), never go neutral unless you have to during combos with charge chars.
Try doing that Chun Li combo this way:
(down back) cr.lp > (back) st.mp > (down back) cr.mk xx l.sbk. This way you'll NEVER drop the initial charge that you started with cr.lp.
And don't worry, if you time the (back) st.mp correctly you won't drop the combo by walking back, just practice it and you'll pull it off in no time.
Yeah, I'm able to see the frame data for startup, I meant to say does charge time on a charge move vary depending on LMH (or EX)...?And yes, the startup animated frames are different, Chun Li's SBK from fastest to slowest: EX > L > M > H.
It's the opposite with her fireball, EX is the fastest, but H is faster than L and M.
Yeah blame the game for your worthless internet router. I hardly see anyone complaining about SFV's online experience tbh, but then I just remembered you're that same dude who was shitposting in this thread awhile back.
Yeah, back, down-back and down all keep the charge, the charge won't drop in your example, unless you screw up somehow and move down right instead of full down.I didn't know going down-back > full back > down-back doesn't drop a down charge...
...dude, this is mind-blowing. lol
Is it the same for back charge too? down-back > full down > down-back > sonic boom, for example?
Yeah, I'm able to see the frame data for startup, I meant to say does charge time on a charge move vary depending on LMH (or EX)...?
Thanks again everyone!!! All this info y'all provided is very enlightening =)
Yeah just tried doing that with Chun Li after reading your comment and didn't work.. Only charge I ever played is Bison and I'm sure that it works that way with him? unless I somehow don't know the exact motion of my charges and it's some sort of a placebo thing, which is plausible considering my scrub status. If that's the case then sorry for spreading misinformation GamePnoy74 .. you're gonna have to find another way to charge that L.SBK when you do a st.mp. I probably made this sound all confusing to you, ignore the underlined grey part of my post.You don't keep a down-charge when holding back, I think there is a misunderstanding here.
yesThe Arcade Edition OT is up:
https://www.resetera.com/threads/street-fighter-v-arcade-edition-ot-gone-gold.16321/