The secret combo techniques of Street Fighter V

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While huge combos with tons of hits look impressive, let's take a look at the more subtle combos that subvert the game engine and are extremely difficult to pull off. Look for these techniques to see someone who has truly mastered their character

#Brian_F #StreetFighter #SFV

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Got any examples of combos that are secretly super hard or have a "trick" to them? Let me know!

Brian_F
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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.

Tehdingdongtruck
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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.

Tom-dgyv
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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.

classyspirit
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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.

MansMan
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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 😎"

CodemanS
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7:54 I only just noticed that with Guile's idle animation and facing his opponent's head, they both just casually headbang together

andrewroes
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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.

BlainTopel
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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.

EleventhFloorBelfry
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I really enjoyed this one. I'm gonna make a response video with some example combos that I always appreciate when I see them.

DaigosFriend
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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.

axeoseilez
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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.

noah__jd
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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

manu_elle_arg
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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.

Mucmaster
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4-5 frames and I still can't get links consistently :)

emeraldmann
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Soul Calibur 6, Seong Mi-Na has a 1f link combo on counter hit that *hurts*

KokuRou
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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.

InspectorGeek
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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.

HanMasho
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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.

Fngriginal
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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.

Giraffinator