The first one is indeed much easier to confirm, but the 2nd one isn’t difficult at all. Its real issue as you stated is that it only works on standing (and we’ll have to see if those light > medium links are really gone…)
Btw how do you feel about them removing these links ? Personally I understand their fear because SFIV is sometimes a light-fest and with the fadc system you could see long 35%~40% combos start from a simple light but I still think it sucks…
I think standing lights should definitely combo.
The problem with lights comboing in SFIV comes from crouching lights that hit you in every state (except airborne obviously) and lead to knockdown combos into okizeme.
Crouching lights being only frametrap and pressure/getting out of pressure tools is alright in my book, with standing lights being combo extension and poking tools.
Allow me to share my last games played on the beta. I was going to play Vega/Claw in SF V but I don’t like what they’ve done to him so for now, unless Urien shows up, I’m going to stick with Ryu.
> I think I need to stop going for st MP > st MP > MK Tatsu 100% of the time, because st MP > st LK > HP Shoryu does more damage (but less corner carry…)
Yeah, from what I played in the beta, it wasn’t that lights are to good anymore, just that everything else isn’t good enough. More blockstun/less pushback on mediumds/heavies, and more throw range would fix the “jab jab jab” problem that still seemed really good at least in the beta.
Let the Third Strike tech roll and see if it applies to SFV…
Seeing as 3S is a game without a lot of hard knock as well, and we’re all pining for ways to gain access to one to make more use of his V-trigger. I am curious if the same tech which exists in 3S can be utilized in SFV as well. Urien’s midscreen “unblockable” Aegis setup in 3S after his throw, only really works because you activate super on the moment your opponent would be trying to tech for his roll. The game freezes, so you miss the frame for the tech, or, with much more difficulty, you have to hit down the moment the super pause is over.
I am curious if the same feat could be achieved with Ryu by activating his V-trigger at the moment where your opponent would need to tech. If so, it would be a great addition to his game. I couldn’t find any footage of anyone attempting this, as, really, I don’t think many people really considered it. If the tech window is much larger in SFV, then this likely won’t work at all, but it is something I will test myself when the next beta hits and I finally get my hands on this game for a change.
havent played the game, but there are two commands for each quickrise in sf5, which effectively doubles the possibility of getting it to come out. and this is assuming that the window is as tight as in 3s, which i imagine it is not. also, those were considered ghetto/scrub unblocks because you wasted the bar if you made the wrong assumption that the opponent wouldnt be able to quickrise. similarly, i doubt that ryu players will want to spend vtrigger on a setup that relies on the same assumption when vtrigger can be comboed into for guaranteed damage. some people use yrc in xrd to botch the opponent’s inputs, but the quickrise input is probably too simple for that to work here. still, good thinking.
That’s what I’m thinking as well. Quickrises in SFV are buttons and not directions, right? If any button works, you would have 6 different chances if you just rolled your face over the buttons. So, very unlikely that this can/will work, but I am still interested in experimenting with it.
It is wholly a scrub tech, but, I will always say, that it is important to have tech for defeating bad players. You can never play against a bad player in the same way as you do a good player, so it’s important to have things in your arsenal to dispose of them a bit more easily. I mean, I have my pretense of not abusing gimmicks so that players can learn from a match, but if I get annoyed by their randomness, I’m not afraid to play the Ibuki Relaunch game to frustrate bad players in 3S. Heh heh.
I imagine the tech window is pretty huge in V. For the rare instance where you could tech in SFIV, it was already very large there. Really, button quick rises kind of eliminate this option almost inherently by design, but, I’ll still look into it next beta.
The biggest problem with that combo is that the pushback on a blocked st.MP is enormous.
When the opponent blocks a st.MP you’re already out of range to connect the second. Basically you’re standing there with your pants down whiffing the move.
What I started using after realizing this when I just wanted to fish for a bit of damage or want decent corner carry wether they block or not was st.MP>cr.MP (or cr.MK depending on distance) xx Hadouken.
Mostly safe, since you’ll trade your cr.MP with a LP of your opponent at best. Only worth 100 damage though.
But that’s more a system wide problem with SFV. I don’t like how blockstrings work in that game so far.
I mean target combo is safe and builds some pushback, but the problem with that is that you’re in a terrible situation when you end the target combo with st.HP (unsafe) because the opponent is crouching, and in an even worse situation if you go all the way and whiff the HK.
Practice your hit confirms. The way they made the game, they want you to hit confirm off of one s.mp. There is enough time and from there you can do anything. If you want, practice hit confirms off s.mp, c.mp first. If they block, you cancel to fireball. If they don’t, you cancel to mk tatsu. Really, though, once you learn to hit confirm correctly, you’ll be able to do s.mp and then choose the best way to finish. If you hit and they’re standing, get to the target combo. If they’re crouching, c.mp xx mk tatsu. If they block you’ll want to switch up what you do. S.lk xx fireball. Walk up throw. Walk up, s.mp again.
Just put the dummy on random block when you practice. You’ll get it.
It’s probably the most easily but confirmable normal in the game, honestly. Next beta, just go in training mode, turn blocking and CH to random, then practice doing the right confirm(s) depending on what happens. You won’t be as consistent in an actual match, until you practice doing it against a real opponent too however.
standing strong is like joke level confirmable.
Nearly everything which you can link something like shoryu or super after is confirmable in 5.
Which is why counter-hit is interesting. Things which are +2 on normal hit are +4. So you go from nothing being linkable to a strong or ex shoryu.
I dunno about St.MPx2 being confirmable. Maybe I’m just underestimating the blockstun and frame advantage on block it grants because I feel like by the time you confirm it was blocked or was a regular hit your frame advantage from it is up. This is just a feeling though; I have not actually gotten mashed out of followups to blocked St.MP. On CH though its a whole different story since you have a ton of advantage.
I generally use St.MP > cr.MP/Cr.MK as a string though I don’t think it is a true string. If I am not mistaken the only true blockstrings in the game are lights right?