We save combos for the end of our street fighter 5 Guide because games often teach players combos and nothing else (in my friends we call it BlazBlue Illness). Without the fundamentals to allow you to even hit your opponent, you’re a knife that can’t cut.
As you begin to understand your character, you’ll find that simple hits and combos like low kick on special moves don’t exactly do massive damage. Openings are rare and you need to maximize them to get the advantage. You will soon have to understand the intricacies of the combined system. Happily, street fighter 5 In that sense, it’s not very complex. Test mode is a good place to start as it shows you what moves do what, but most of it shouldn’t be your ideal mix.
This is the simplest combination: a predefined sequence of attacks that form an unbroken chain. For example, Ken’s middle kick cancels out with his hard kick. Some characters have none (Rashid) while others have a variety of them, like Ken. Sometimes you can use a special move (like a normal attack) to break them off to complete the chain combo, and sometimes you can’t. It’s just a tap-tap sequence, and there’s not much practice here. Just find out what your characters are in the command list and play around with them to see what they’re good for.
We’ve already talked about canceling special moves, but usually your combo will end with one of these. Here we use Nash’s medium kick sonic scythe, a simple combo that will land the opponent right in front of you. You can use the hard kick or the EX version of this move to deal more damage, but since they’re shooting at the opponent, Nash, who’s walking slowly, has to fight to get back up. Don’t just think about damage, think about what you want to do when the combo ends.
It’s also often possible to cancel a special move with a critical art. In this case, during the sonic scythe we have time to cancel the critical art by entering this move during the hit.
There are many moves that leave large openings when hitting. Sometimes these openings are wide enough for another attack, which we then nullify with a special finish. This is called a combined connection: the two normal movements are connected, but not by cancellation.
street fighter 4 it showed sickeningly precise timing, often to the nearest sixtieth of a second. It was so strict that even to get started on a character you had to spend hundreds of hours practicing exactly when to hit that damn button. Most serious gamers had to exploit a bug (the plink) to make it work, and even then, even at the highest levels of play, players would inevitably lose their connections.
Luckily, the technical reasons for this have been ironed out, and it’s now super easy for anyone to practice and nail links on a regular basis.
Here is a simple link combo from Ryu. After confirming his midfoot punch has landed, there is enough time for a deep heavy punch to land, in which case he cancels the heavy punch with a hurricane kick. This is one of the more specific links at the moment but like all link combinations on street fighter 5With practice, it shouldn’t be too difficult to do this 100% of the time.
Here is a slightly more difficult connection combo, almost as difficult as street fighter 5 Never Ask After confirming the knockback + powerful kick, there is time for a light kick, which must be broken off immediately with a powerful Shoryuken punch.
Most link combos essentially follow these two variations, although there are more advanced combos that involve counter hits. Such things are for another time in your training.
there is no better combination
It would be awesome and life would be easier if you could jump like that and start a combo. Unless you jumped over a fireball or your opponent is really stunned, punch combos don’t usually start with jumping. Likewise, getting your opponent to give you the counterattack you need for your character’s biggest combo will be quite difficult.
It’s important to know the big, flashy combos, but the small, handy combos are the most important. Combos start with common hits like these: a few medium hits at close range, a few hits, the hit you know is going to land. Rather than trying to theoretically deal the most damage possible every time, work on maximizing the damage from moves you hit frequently.
it is situational
The combination you use has a lot to do with the situation you are currently facing. When I have an offensive advantage with Karin, I try to corner my opponent where I can limit their movement and deal even more damage than usual. Here’s a Karin combo designed to deal a lot of stun damage and corner the opponent.
Here’s a combo (super risky, stylized on it) designed to swap places with your opponent, get her out of the corner and push the opponent there. It’s not really good for much more.
Karin can do a lot of her best work in the corner: not only can she do very high damage/stun combos for very little meter cost, but the opponent can’t go anywhere without making a risky move like a Shoryuken.
Many characters have combos that sacrifice damage to end up in an advantageous situation. Having purposely not completed Karins Ressenha, we are in a great position to cast or cast another combo (if they saw us doing it and suspect a cast). Tricks like these are good to include in your combo deck from time to time if your character can do them.
Finally, if you have the opportunity to use a critical art for an instant knockout, do it. The move is more valuable than your critical counter. It’s imperative that you know these situations for your character, as they often determine victory in this game.
- What am I trying to do in this game?
- The controls
- basic movement
- basic attacks
- push game
- special moves
- control and application
- counters and overwrite counters
- Critical Metrics and Critical Art
- V system
- tranquilizer knife
- Deals damage and combos
- character selection
- Advanced Techniques
- good buttons
- What’s different about Street fighter 5 season 2?
- This is just the beginning
Source : polygon.com
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