Strings are important to gather information or set up a specific spacing. It’s a way to safely tickle the opponent and create patterns to see how they react to it.
Yes, this was confirmed. There was already a large discussion about the confirmation in general discussion.
Which run combos are you talking about specifically? If you are running inbetween the light and the medium normal then that probably still should work. There are just no natural links from lights to mediums.
In case people didn’t know:
The first hit of BHK stands people up. Pretty good move to link into on a successful jump-in, because it links into Target Combo and does a ton of meterless dmg. When you jump-in or crossup with mk be aware that you should aim for the opponents balls. You gotta hit pretty deep to make that link work.
Wait what? They took away Ryu’s st. LP advantage on hit? WTF is the point of that move now if it doesn’t link into mediums and has no fucking range? I get that they don’t want easy jab confirms. But I think they already have it right the way it is right now. Lights push further away so you have to be point blank to get multi jab confirms. And something like Ryu’s st. jab has no range so you have to be nearly point blank to use that as a confirm. Why take it away?
Hmm, I was watching a SFV stream a guy that’s playing Ryu just did cr. LK, st. LP, st. MP, Tatsu. So it’s still in the game. I guess they only took away Cammy’s cr. LP hit advantage. I hope they don’t change Ryu’s st. LP, it serves its purpose as a hit confirmable light attack but has the drawback of having very short range.
Plinking is still in SF5 so you wont need to learn double tapping if you don’t want to. I really don’t like double tapping which is why I thought plinking in SF4 was awesome.
ryu is so sick in this game that i dropped bison and started using him because he’s more fun. just did my first v-trigger combo with him and was feeling myself lol - j.hk, st.mp, cr.hp, v-trigger, cr.mp, denjin.
i was wondering. if the opponent doesn’t have super, is it worth dropping this combo on purpose in order to get the denjin stun?
Thanks. I don’t really see any light in his changes though. Feeling as if he was not Vega for the first time. He is my fav char in FGs and I normally have goosebumps seeing any version of him. But not this one. Anyway, as I said I may not even be able to play the game. So, later.
What annoys me about v-trigger combos is, that they’re hard as fuck and do less damage than when you activate v-trigger before you land a combo.
I mean I realize that the advantage of using v-trigger in a combo is that you at least make sure that you get a couple of hits in and a knockdown, but still.
So many combos that are harder do less damage than the piss easy ones.
that’s why i was asking is it more viable to purposefully drop the combo between cr,mp and denjin. if your opponent doesn’t have a super, i don’t think they can get out of it? well i guess maybe they could v-reversal the cr.mp if they have v-meter. but most of the time it would lead to a guard break and then fwd dash, fwd.hp, st.lp, cr.hp, srk.
in the end i managed to pul 2 v-trigger combos off online and i think over time they will become something we get used to doing, like srk, fadc, ulta, which is a hell of a lot harder really but feels easier because we’ve been doing it for so long. i set a macro for my v-trigger because i didn’t like pressing hp and hk simultaneously and it made combos a lot more consistent for me.
@gilley why would anyone need to plink when the links are 3 frames at the very least? I’m sure every SF4 Vega player can do his 2 frame links regularly and consistently, and even his 1 frame links fairly consistent as well.
Questions?I would just like to point out I am the Vega player in that video. Yay. To answer Vegabtarget combo with hp hp did not work with v trigger but you could do it from his nonclaw one after the first two hits. Matador turn could be used as an anti air as it dodges other attacks but Im still not sure what properties it actually evades. You can dodge slower fireballs witht eh turn without a counter as it lasts agood second allowing you to eget in nicely. Hp aurora edge was a freat anti air and any of his edges are great moves on their wakeup because it beats out their normals as you step back. His best anti air though is st.hp.
Thanks for the answer. Ah, I guess that’s to balance the two stances, giving that much more reason to Switch Claw off. And if you were to lose your claw, that would probably make clutch comebacks that much more possible.