Double response I know, but this take on anti-air practice I just overheard is good information.
Long cancel window doesn't have much to do with recovery animation, seems to be intentionally implemented in specific attacks. Things like Ken's b.MP, st.HP, while having long recovery animation have very short cancel window after HP. Probably to prevent from doing a delayed Hadouken, taking advantage from the push back to make it safe/less punishable.
I think Sayad is confused because your previous post reads like you were annoyed with him for clarifying the active frames.Up to you, don't respond unless you want to.
Specifically I was talking about Ryu's heavy punch. Which has an additional recovery animation that can be freely cancelled into anything. It's just there purely for looks and shouldn't have any impact on gameplay.
It's not special cancelable. It can be cancelled into HK because of the target combo. But there are additional frames of recovery animation which can be cancelled into anything. Unless there is a specific term for this because it's an animation that plays after the move is performed but you can't be punished as the animation will be cancelled into something else, actually I am not 100% it can be cancelled into block but it probably is right?I'm probably wrong here but I thought Ryu's standing fierce couldn't be canceled? Or are you talking about his crouching fierce?
That small animation at the end isn't part of the move actual recovery, by then you can block, jump, move, etc... Basically the move have fully recovered and that animation is just there to make the transition from HP animation to idle animation look smooth.But there are additional frames of recovery animation which can be cancelled into anything. Unless there is a specific term for this because it's an animation that plays after the move is performed but you can't be punished as the animation will be cancelled into something else, actually I am not 100% it can be cancelled into block but it probably is right?
Ok then what is it called.That small animation at the end isn't part of the move actual recovery, by then you can block, jump, move, etc... Basically the move have fully recovered and that animation is just there to make the transition from HP animation to idle animation look smooth.
Anyone looking for training buddies in SFV? I really want to be better at this game but I don't get consistent matches.
It's not special cancelable. It can be cancelled into HK because of the target combo. But there are additional frames of recovery animation which can be cancelled into anything. Unless there is a specific term for this because it's an animation that plays after the move is performed but you can't be punished as the animation will be cancelled into something else, actually I am not 100% it can be cancelled into block but it probably is right?
In 3D animations it's called animation blending, it has no effect what so ever on the gameplay so I doubt it has a FG terminology. You usually see it in 3D fighters only, SFV is the first time I noticed it in a 2D fighter.Ok then what is it called.
Nice, guess we should start complaining about unlocking colors/survivor mode if we want it fixed.ICYMI
From the Street Fighter twitter:
http://twitter.com/StreetFighter/status/700783628012290048?p=p
I truly hate survival mode. I wish hard mode were 10 battles with hard CPUs, not 25 battles with brain dead fuckballs, then 25 hard ass fights with enemies who V trigger to extend combos and do 40% dmg to you and shit.
It's dumb as fuck, I'm not touching it again until something changes.
But it's not blending animations. It's an additional animation that moves away from the idle stance before returning to it. It doesn't smooth it out.In 3D animations it's called animation blending, it has no effect what so ever on the gameplay so I doubt it has a FG terminology. You usually see it in 3D fighters only, SFV is the first time I noticed it in a 2D fighter.
tekken 7 revision making SFV look lastgen af
Baked blending animation! It's a continuity to the HP animation that leads into the idle animation, just done manually.But it's not blending animations. It's an additional animation that moves away from the idle stance before returning to it. It doesn't smooth it out.
During gaming events prior to SFVs announcement, we would be getting feedback from professional gamers in the fighting game community from time to time. The most interesting one I got was from Xian. He casually mentioned that the next Street Fighter that there should be another resource meter that fills up as you take damage thats similar to Street Fighter IVs Revenge gauge, but with a different spin.
That got our team thinking: instead of a killer combo, why not have the character power up to heighten their fighting style and trait, or even have a one-shot special to get out of a bind? This led to the eventual creation of the V-Gauge and V-Trigger; players are given more freedom in doing combos or playing defensively when V-Trigger is activated.
lolwut?
I'm spending more time with Blazblue and GG than SF5 :/
I don't know why, but the hype deflated straight out of my system after 5's release. Birdie is still really fun, can't seem to get any matches though.
www.twitch.tv/poongkotv^ In terms of content.
What's Poongko stream? Xian trolling everybody testing a stream and killing it.
www.twitch.tv/poongkotv
it's offline though
nah, what he meant was ryu doesn't fit his playstylehttp://www.twitch.tv/gamerbee
Gamerbee is streaming though.
Edit: Also, Gamerbee just said Ryu sucks.
Seems like Laura and Necalli blow up Dhalsim.
It's a delicate balance from what I can tell. Necalli looks to be about even and Laura is easier to zone out. Dhalsim is in for a world of hurt however if they get in and guesses incorrectly with the threat of command grabs, or cannot shake them off with V-Reversals.Seems like Laura and Necalli blow up Dhalsim.
Seems like Laura and Necalli blow up Dhalsim.
Can you give me your top 10 tips for playing Laura, and what her bnbs are?2 straight matches that don't get sent to the server
capcom pls
You know I'm here like in the SFIV days...except I like the game this time.Anyone looking for training buddies in SFV? I really want to be better at this game but I don't get consistent matches.
Necalli only has frame advantage on stomps in v-triggerI have beaten more Lauras and Necallis than I have lost but I do think once people figure it out it can be real big trouble for Dhalsim. He has no reversal option and v-reversal can get blown up by command grabs, so if they just jump one limb or get a dash in, they are pretty much in his face. Necalli stomp pressure is a guessing game if you have no invincible reversal once he is in, because you can jab out the heavier stomps but the light stomp will counter hit a jab. But if you block a non-light stomp, he has frame advantage (I think he might be negative on mk but still safe). Also they can run meaty setups if they get a knockdown, so that's another scary thing.
Sim has trouble dealing with Laura's fireball. Its just one big hitbox where if he tries to throw a punch at it, he'll get hit.
Necalli only has frame advantage on stomps in v-trigger
Yes, heavy is 0 when not in v triggerEven the heavy one? I know that one has slower startup, but if it is 0, I might try something after blocking it, though I think it might push me back far enough for a jab to miss. Need to check it out when I get a chance later today.
japanese is his second language after mandarin/taiwanese. he learnt it in high school.wow Gamerbee can speak a little Japanese too. Impressive.
Standing fierce punch cleanly goes underneath it, as does his roundhouse slide. Not without its risks mind you, so you have to examine how the Laura behaves after charging up her projectile. On-reaction teleports are also an option, like GorillaJu pointed out.Sim has trouble dealing with Laura's fireball. Its just one big hitbox where if he tries to throw a punch at it, he'll get hit.
Yeah but her fireball is suuuper easy to punish with a teleport since the charge telegraphs it. If she's using a fireball from stretchy-limbs distance, then she'll probably be far enough away to want to charge it a little. Just teleport behind and smack dat ass
Yeah, lack of matches really kills any motivation. It becomes even worse when after finally getting a match the connection is bad.
Dis SFV change Karin's V skill from the beta?
I see.Not as far as I know. It's a pretty good meaty on wake-up, too. If you meaty it correctly, you can counter-hit 3-frame jabs with cr.LP or cr.LK
It is.
Lol, Xian is popping off on /r/kappa about this.apparently xian inspired the capcom dev team to create the variable system in sfv
http://geekculture.co/interview-with-street-fighter-5-tomoaki-ayano/