Cancel windows usually extend at least as long as a move’s active frames, since you want to be able to cancel even if it hits meaty. It could be that crouching fierce has a ton of cancelable active frames, since it’s an anti-air and those usually have lots of active frames. For example, in SF4 crouch fierce has 8 (!) active frames. If a SFV crouch fierce has 8 active frames, that potentially gives you 23 frames to react and cancel, a reasonable hit-confirm. And this is assuming that they didn’t add some leniency and extend the cancel window after the active frames, which is the sort of thing they’d do.
Yeah that’s how it seems. Several moves are like that.
I don’t trust any of the data flying around out there because there’s too much missing.
I also feel liek counter-hit adds not only 2 frames of extra hitstun, but also some kind of hitstop because chun-li low forward on counter-hit felt like something I could confirm and cancel from if I got used to looking for the right thing/knowing the timing better.
Is it too soon to talk about Vega’s zoning ability? Vega’s famous poke (cr. strong) seems to have less range than in past games and you can’t even cancel out of it. I’ve been paying attention to his cr. forward but players barely use it, shame since it appears to have good range.
You’ll most likely be using s.MP, Buster Claw, Matador Turn and Aurora (especially EX) for ranged punch attacks. Won’t need to hold down to charge, so it keeps in line with the change for mobility while retaining long range pokes. I think the design intent in this game is to keep him on his feet, not having him hold down to poke all the time. When starting from down, you’ll most likely want to use c.MK to cancel into CT since it’s the start of a QCF.
While I like Ryu’s V-Trigger, does anyone else think that Capcom should reinstate the secondary effect it originally had? For those who do not know what I am talking about: when Capcom revealed SFV, Ryu’s Denjin Mode had the secondary effect of adding one extra hit to his normal and EX hadoukens for every time one activated his V-Trigger. This buff carried over between rounds as well. Which means that (theoretically) he could have a 3 or more hit hadouken by the end of the match. Giving this back to him, I feel, would add a much needed layer to his V-Trigger game. Because let’s be honest, his V-trigger right now is just a little too…Plain. The only real good thing about it is the fact that it makes his hadoukens faster and hadouken recovery (I think) faster as well. The unblockables are not really helpfull because of two reasons:
Who is going to stand there and let him hit them with a hadouken that takes 1-2 seconds to charge up?
Anyone can just V-revearsal through his Denjin Hadouken.
This is why I think Capcom should give Ryu back the original Denjin buff. And if they are afraid that it might be too strong, then they can make the buff not carry over between rounds. This would encourage people to use his V-Skill more.
So, what do the resident Ryu experts of Shoryuken think about this?
I’m thinking it doesn’t accomplish much. It will make Ryu opressive in fireball wars, but not help vs vskills and supers that circumvent fireballs. So I’d rather have the fake fireball/fake charge thing that has been suggested multiple times.
It was a thing from an early build to showcase v-triggers and how they were incredibly different across characters but balanced in the end. So Ryu got extra hits on his and chun got extra fireballs and in the end it should balance out. I don’t think there’s any hope for it coming back.
The chargeability plus speed makes hitting people jumping at all much easier. This is probably down to me be a sucky newbie, but when going into V-Trigger, I found it much easier to catch people trying to neutral jump fireballs at range, or to gain ground with a far jump-in, because with how fast they are and the ability to choose when to release, the only read I needed to make was “they will jump” rather than exactly when. It is “read-react” rather than pure read.
We also don’t know if it changes frame data on specials/normals at all, just that it ups stun/damage. Well maybe someone knows. I didn’t test it in training room.
I posted it earlier, but after looking at Eventscrubs and seeing there was a Bison VS OS video, I thought I would share this again. If you think someone is trying to bait out your V reversal, you can OS it with EX Hado for space and you aren;t punishable unlike regular Hado. While blocking, just input QCF (hold forward for a few frames) +PP and you will get V reversal if you are still in blockstun, or EX hado if they are trying to bait it out.
Not sure how it will fair against frame traps, but there is definitely some potential to make V reversal OSes dangerous if more time is put into developing them.
Thanks for the vid. Good thing I noticed is that both Vega players traded c.LP and we didn’t see a lot of animation prior to the hits. This means the hit boxes are active really early, looks similar to the older games as far as that is concerned. I hope this is a good indication that there are more active frames on normal attacks in this game.
I still haven’t seen anyone just going up to someone with a block string into denjin hadoken guard break and combo them. I don’t even care about his charge fireballs, that’s all I want to do with Ryu, lol.
I always feel like Ken and Ryu should be close to the top. I mean, who doesn’t know how to defend against a shoto. That’s why I love maining them, Ryu always feels like the character to play to get good at the core mechanics of the game. Afterwards, when I’m familiar with the core mechanics, it just feels very natural to learn matchup specific strategies with a shoto.
I feel like Capcom hasn’t really gotten Ken “right” in SF4 either, even now where he’s really good and definitely top 10. If Ryu is balanced with a stronger nod to zoning or rushing, Ken is balanced with a stronger nod to rushing over zoning. I always felt like Capcom has just made Ken’s zoning ass, and hardly worth using, and needed to buff/tweak him numerous times. I hope they get it right. Ryun atm feels more solid, but this is expected as one of the first characters introduced and in the earliest beta.
Does claw s.HP force stand on hit? This is a pretty important question imo. Going by the footage and the trailer, it seems as if Vega’s best no-meter combo would be
s.HP xx switch stance > target combo (no claw)
Basically string one target combo into the other. However, clawless target combo whiffs on crouchers. Since stand fierce with claw looks kind of like an uppercut, it would make since that it forces stand, but that’s not guaranteed. Whether or not we can consistently get nice combos off of s.HP depends whether or not it forces stand on hit.
Fierce Fierce VSkill definitely also works, but probably isn’t as much damage and depending on the input timing of target combo and recovery of claw switch, might not as be as confirmable or safe.
Does anyone know any good Crush Counter combo options? I think his CCs are c.HP and s.HK. What I would probably try are, go right into V-Trigger (either AA or jumping) off of anti-air CC, or c.MP xx V-Trigger for grounded CCs. Maybe counter-hit (claw) c.HP > s.HP xx switch target combo works?