Notation: LP - Light Punch, MP - Medium Punch, HP - Heavy Punch, P - Any Punch, PP - 2 punches LK - Light Kick, MK - Medium Kick, HK - Heavy Kick, K - Any Kick, KK - 2 Kicks b - back, d - down, f - forward, u - up s. - standing, c. - crouching, j. - jumping, nj. - neutral jump QCF - Quarter Circle Forward, QCB - Quarter Circle Back, DP - Dragon Punch (f d df) VS - V-Skill, VT - V-Trigger, CC - Crush Counter, CA - Critical Art xx - cancel, > - link (top line)
While trying some in training mode I found that CA can be done after QCB HK in nearly any situation and do mode damage, is there a reason you do it after QCB MK ? I'm new to Nash and didn't play SFV for years so may be it is a new thing ( I found it easyer to do it after QCB HK too, I had to try a few time to get the timing of doing both the QCB MK and the A with only to QCB ^^' )
Good find! It's something I wasn't aware of. I'm unsure if it was always in the game or added later in an update. Yes, so what you're essentially doing is cancelling the recovery (on landing) into CA, it's an easy cancel that doesn't require specific or tricky timing :)
Btw, i have been curious about SFV for a long time. I often see comments in the FGC group, stating that SFV is not as good as SF4 (based on gameplay). Some of them stated that the combo is easier to do compared to SF4, is that true? i'm just a casual FG players, but from what i understand, you need to press the button in the specific time, or frame, or whatever was that to make the attack connected in SF4, and that was hard af to do. is it still like that on SFV or not? I mean, if they makr the combo system easier, it must be fun af, lol. I just don't understand why they hated that.
Great question, thanks for asking :) I think a lot of what was said is subjective rather than objective. It is easier to do combos due to 3-5 frame buffer in SFV. SF4 and SF5 run at 60 frames per second, in SF4 there is no buffer so a 1-frame link requires 1/60 second timing. In SFV that 1-frame link is more of a 3-5-frame link with the buffer making timing much easier. Some links can even be mashed out (although I wouldn't recommend it). OGs don't like game devs making things simpler to attract casual players :P The other big change was removing Focus Attack and Focus Attack Dash Cancel, was a universal mechanic that added quite a bit of flexibility but the usefulness varied depending on the special move and therefore character. Replacing this they introduced the V-System, which adds a lot more individuality to each character but the downside is some characters will have much better V-Skills and V-Triggers than others. Other small changes such as back dashing losing invincibility, throws are slower by 2 -frames and throw tech attemps will result in a throw attempt rather than a crouching jab (much more punishable). Dash throw became stronger too :P Hope that answered your question :)
@@sugami82call me a scrub, but as a new player who desperately wanted to get into the fighting game sphere, the accessibility of SFV really helped me get started, now it’s officially my first “serious” fighting game. Thus they did succeed in that sense
M Scythe is safe from certain distances but after a cancel I would have assumed it would be unsafe. I would imagine they are buffering M Scythe input into s.MP and throwing out s.MP just outside of range but if the opponent pushes a button it will get stuffed by the s.MP and then the M Scythe will cancel, if s.MP whiffs you won't get M Scythe. Saying that I'd have thought they'd use H version of Scythe so unsure really :)
apologies for being a newbie, but i cant seem to connect the special moves together when juggling (QCB HK> QCB MK for example). Is it more of a timing thing or can i just do the inputs immediately?
Notation:
LP - Light Punch, MP - Medium Punch, HP - Heavy Punch, P - Any Punch, PP - 2 punches
LK - Light Kick, MK - Medium Kick, HK - Heavy Kick, K - Any Kick, KK - 2 Kicks
b - back, d - down, f - forward, u - up
s. - standing, c. - crouching, j. - jumping, nj. - neutral jump
QCF - Quarter Circle Forward, QCB - Quarter Circle Back, DP - Dragon Punch (f d df)
VS - V-Skill, VT - V-Trigger, CC - Crush Counter, CA - Critical Art
xx - cancel, > - link (top line)
Bro what does v skill 2 even do
I waited a long time. thank you!
Sorry it took so long, hope you like it xD
While trying some in training mode I found that CA can be done after QCB HK in nearly any situation and do mode damage, is there a reason you do it after QCB MK ? I'm new to Nash and didn't play SFV for years so may be it is a new thing ( I found it easyer to do it after QCB HK too, I had to try a few time to get the timing of doing both the QCB MK and the A with only to QCB ^^' )
Good find! It's something I wasn't aware of. I'm unsure if it was always in the game or added later in an update. Yes, so what you're essentially doing is cancelling the recovery (on landing) into CA, it's an easy cancel that doesn't require specific or tricky timing :)
Btw, i have been curious about SFV for a long time. I often see comments in the FGC group, stating that SFV is not as good as SF4 (based on gameplay).
Some of them stated that the combo is easier to do compared to SF4, is that true?
i'm just a casual FG players, but from what i understand, you need to press the button in the specific time, or frame, or whatever was that to make the attack connected in SF4, and that was hard af to do. is it still like that on SFV or not?
I mean, if they makr the combo system easier, it must be fun af, lol. I just don't understand why they hated that.
Great question, thanks for asking :)
I think a lot of what was said is subjective rather than objective. It is easier to do combos due to 3-5 frame buffer in SFV. SF4 and SF5 run at 60 frames per second, in SF4 there is no buffer so a 1-frame link requires 1/60 second timing. In SFV that 1-frame link is more of a 3-5-frame link with the buffer making timing much easier. Some links can even be mashed out (although I wouldn't recommend it). OGs don't like game devs making things simpler to attract casual players :P
The other big change was removing Focus Attack and Focus Attack Dash Cancel, was a universal mechanic that added quite a bit of flexibility but the usefulness varied depending on the special move and therefore character. Replacing this they introduced the V-System, which adds a lot more individuality to each character but the downside is some characters will have much better V-Skills and V-Triggers than others.
Other small changes such as back dashing losing invincibility, throws are slower by 2 -frames and throw tech attemps will result in a throw attempt rather than a crouching jab (much more punishable). Dash throw became stronger too :P
Hope that answered your question :)
@@sugami82 thank you so much for the explanation, i really appreciate it
@@sugami82call me a scrub, but as a new player who desperately wanted to get into the fighting game sphere, the accessibility of SFV really helped me get started, now it’s officially my first “serious” fighting game.
Thus they did succeed in that sense
With the PS4 keys it would be much more accessible for everyone because we don't understand all the MHP notations and so on
Hey brother which character should I use in street fighter 5 ? iam a new player. is nash good for beginners ?
Amazing video!
Glad you found it useful 😊
I see people doing M punch xx M scythe, my question is how they know that M punch will hit ? If we do M scythe on block then they are punishable right
M Scythe is safe from certain distances but after a cancel I would have assumed it would be unsafe. I would imagine they are buffering M Scythe input into s.MP and throwing out s.MP just outside of range but if the opponent pushes a button it will get stuffed by the s.MP and then the M Scythe will cancel, if s.MP whiffs you won't get M Scythe. Saying that I'd have thought they'd use H version of Scythe so unsure really :)
i cant hit qcb+HK into qcb+kk
Believe you're referring to the VS2 combo so make sure it's active to start :)
@@sugami82 yes i was and i just figured out i needed the v trigger active. thank you
apologies for being a newbie, but i cant seem to connect the special moves together when juggling (QCB HK> QCB MK for example). Is it more of a timing thing or can i just do the inputs immediately?
Requires VS2 to be active for the first one :)
@@sugami82 Ohh I see, i'll try it out. Great vid btw!
is this combo still doable today?? coz i heard ther some changes
Basic combos haven't changed :)
These combos don't work
Try harder :P