Is it known that Rashid can do his Wind Enhanced attacks with his normal projectile? If you position the opponent in the corner & do the HK or EX wind projectile followed by rolle then the projectile while hitting the opponent will also enhance Rashids attacks
For example you can do
Crouch HP ...
Search found 641 matches
- Sat Mar 25, 2017 2:26 am
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 96774
- Fri Feb 24, 2017 6:57 am
- Forum: Multimedia Projects
- Topic: Combo Penny Tray
- Replies: 48
- Views: 47248
Re: Combo Penny Tray
Lengthy hard as fuck Urien Combo, i can get it to just before the last two hits but at that stage i've fucked up & given up, my hands hurt i always grip the controller too tightly with charge motions. (The last two hits might not have the JP to hit, but i doubt it) Might be one for the TA's (Or ...
- Mon Jan 23, 2017 2:33 am
- Forum: Multimedia Projects
- Topic: Combo Penny Tray
- Replies: 48
- Views: 47248
Re: Combo Penny Tray
SFV
Akuma can combo his OTG's for example
V-Skill Kick -> V Trigger -> Taunt (OTG) -> Forward HP (OTG) = 4 hit combo
may already be known, i haven't seen it though.
Akuma can combo his OTG's for example
V-Skill Kick -> V Trigger -> Taunt (OTG) -> Forward HP (OTG) = 4 hit combo
may already be known, i haven't seen it though.
- Tue Jan 17, 2017 6:22 pm
- Forum: Multimedia Projects
- Topic: Combo Penny Tray
- Replies: 48
- Views: 47248
Re: Combo Penny Tray
For anyone who wants a Semi interesting Mika Combo for any CV's they have planned.
Charged HK (CH) -> Dash -> Stand HP -> Front Nadeshiko* -> Walk Forward Slightly -> Stand MP -> Stand HP (Late Cancel this) -> LP Ass -> HK Dropkick
*If done in corner use back Nadeshiko
407 Damage, Strongest ...
Charged HK (CH) -> Dash -> Stand HP -> Front Nadeshiko* -> Walk Forward Slightly -> Stand MP -> Stand HP (Late Cancel this) -> LP Ass -> HK Dropkick
*If done in corner use back Nadeshiko
407 Damage, Strongest ...
- Thu Dec 22, 2016 1:52 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 96774
Re: Street Fighter V Combo Engine Investigation
If you dash 7 times then do Akumas HP Target combo followed immiately by V-Trigger LP SRK against Akuma (Might work with others) the SRK misses the 1st bonus hit & hits the final hit in the air causing a huge Rising animation not unlike his super... It looks very comboable but nothing appears to be ...
- Mon Jul 25, 2016 5:11 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 96774
Re: Street Fighter V Combo Engine Investigation
Yeah you're right
Mika's MP & HP Ass Dive when when hitting a standing opponent increases the JP to JP3, but her LP one only causes SKD
Mika's MP & HP Ass Dive when when hitting a standing opponent increases the JP to JP3, but her LP one only causes SKD
- Mon Jul 25, 2016 4:33 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 96774
Re: Street Fighter V Combo Engine Investigation
If back mp is jp1 JP2
Kazugiri is jp1 JP2 jp3
Bomb maintains juggle
Then
Kazugiri -> bomb -> back mp (1st hit)
Shouldn't work
I don't think raids is resetting the hp, I think it's the bomb
----
Good job though, a lot of that seems pheasible... Just never certain with this fucking game ...
Kazugiri is jp1 JP2 jp3
Bomb maintains juggle
Then
Kazugiri -> bomb -> back mp (1st hit)
Shouldn't work
I don't think raids is resetting the hp, I think it's the bomb
----
Good job though, a lot of that seems pheasible... Just never certain with this fucking game ...
- Mon Jul 25, 2016 7:37 am
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 96774
Re: Street Fighter V Combo Engine Investigation
What's up with Ibuki's bombs? I was under the belief they maintain juggle potential. But if you do whatever in to
Crouch HP -> Medium Fuse Bomb -> HP -> EX SRK -> All the Kunai's -> EX Rush Punch -> (bomb hits) -> You seem to be able to 2 hits of the SRK, 2nd hit of back MP or normal rush punch ...
Crouch HP -> Medium Fuse Bomb -> HP -> EX SRK -> All the Kunai's -> EX Rush Punch -> (bomb hits) -> You seem to be able to 2 hits of the SRK, 2nd hit of back MP or normal rush punch ...
- Thu Jul 21, 2016 6:13 pm
- Forum: Multimedia Projects
- Topic: Crazy Inspirational Match Videos
- Replies: 130
- Views: 52680
Re: Crazy Inspirational Match Videos
haha, that was funny as hell. This was a pretty good teaching tool to learn a new language. Pretty sure i know the japanese for "Throw" now
- Mon Jul 04, 2016 2:59 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 96774
Re: Street Fighter V Combo Engine Investigation
Superb combo video, well above the baseline standard for SFV. That ibuki combo was ace, among others.
---
Random stuff
Cammie's razers edge slice has increased rise on counter hit, can link in to super or V-Spiral arrow mid screen
pretty sure Cammie's stand roundhouse has higher JP than the ...
---
Random stuff
Cammie's razers edge slice has increased rise on counter hit, can link in to super or V-Spiral arrow mid screen
pretty sure Cammie's stand roundhouse has higher JP than the ...
- Sat May 14, 2016 9:32 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 96774
Re: Street Fighter V Combo Engine Investigation
https://youtu.be/bYvww1WTfZM
What would happen if you hit simultanious with a knockdown & a reset move? say for example
Lady Mika -> Jump HP + Nadashiko -> Reset or Knockdown?
Pissed about but can't seem to get anything other than a reset, if it keeps juggle would make for a quirky combo.
What would happen if you hit simultanious with a knockdown & a reset move? say for example
Lady Mika -> Jump HP + Nadashiko -> Reset or Knockdown?
Pissed about but can't seem to get anything other than a reset, if it keeps juggle would make for a quirky combo.
- Fri May 13, 2016 8:08 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 96774
Re: Street Fighter V Combo Engine Investigation
she can hit during the start up of rope throw & doesn't alter the JP in any way, i imagine Wingless is the same, perhaps something to do with atypical throws or a side effect of her wierd OTG properties perhaps.
As for the JP
Lady Mika makes SKD, Nadashiko makes it +2 and Wingless is only JP1
As for the JP
Lady Mika makes SKD, Nadashiko makes it +2 and Wingless is only JP1
- Sun Apr 24, 2016 8:05 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 96774
Re: Street Fighter V Combo Engine Investigation
Even though i thoroughly enjoy playing this competetively... My god is the combat system on this game uninspired.
- Sun Mar 06, 2016 9:37 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 96774
Re: Street Fighter V Combo Engine Investigation
In case you guys haven't seen it yet ...
SF5 R.Mika Combo Video by izumojin
Some neat stuff. Alpha Counter combos are always fun to see. And looks like Mika's fully charged command grab is SF5's Final Tap double ultra setup (just way more restrictive).
any of mika's throws fully charged is ...
SF5 R.Mika Combo Video by izumojin
Some neat stuff. Alpha Counter combos are always fun to see. And looks like Mika's fully charged command grab is SF5's Final Tap double ultra setup (just way more restrictive).
any of mika's throws fully charged is ...
- Wed Mar 02, 2016 6:55 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 96774
Re: Street Fighter V Combo Engine Investigation
I don't need to test it to tell you that will 100% work, better off using LK Stomp though, as it comes out faster, should make the super hit easier
- Wed Mar 02, 2016 7:11 am
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 96774
Re: Street Fighter V Combo Engine Investigation
Do you mean
Jump MP -> LP SRK -> [trade] -> stomp -> Super
Theoretically it works, but i'll take a look & get back to you
If you mean to Jump MP's then a MP SRK then i'm not 100% sure as i haven't tested to see if SRK's act the same against a juggled target (As it seems to be common for SRK's to ...
Jump MP -> LP SRK -> [trade] -> stomp -> Super
Theoretically it works, but i'll take a look & get back to you
If you mean to Jump MP's then a MP SRK then i'm not 100% sure as i haven't tested to see if SRK's act the same against a juggled target (As it seems to be common for SRK's to ...
- Tue Mar 01, 2016 6:47 pm
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 96774
Re: Street Fighter V Combo Engine Investigation
I'm pretty sure I've been stomping the opponent higher than from the juggle from the target combo and it still whiffs but I'm also getting images in my head that I've connected it before. Damn, guess I'll try again to be sure but after a long while I just gave up and left the stomp out of the ...
- Tue Mar 01, 2016 7:00 am
- Forum: Game Engine Analysis
- Topic: Street Fighter V Combo Engine Investigation
- Replies: 85
- Views: 96774
Re: Street Fighter V Combo Engine Investigation
I'll make Necalli the next person i'll try and dissect & let you know.
- Sat Feb 27, 2016 11:59 am
- Forum: Resources and Guides
- Topic: SFV Juggle Mechanics Thread
- Replies: 27
- Views: 69871
Re: SFV Juggle Mechanics Thread
Wait, MP bolt charge has throwable hitstrun? You can trade out of it into command grab or normal grab?
As for R.Mika, why can you do "EX peach, nadeshiko, any Plane", but you can't do other peaches to Nadeshiko to LK/MK/HK plane without counterhit?
No, it's the throw follow up, no different to ...
As for R.Mika, why can you do "EX peach, nadeshiko, any Plane", but you can't do other peaches to Nadeshiko to LK/MK/HK plane without counterhit?
No, it's the throw follow up, no different to ...
- Sat Feb 27, 2016 11:10 am
- Forum: Resources and Guides
- Topic: SFV Juggle Mechanics Thread
- Replies: 27
- Views: 69871
Re: SFV Juggle Mechanics Thread
I'm gonna progress slowly on this, did Laura & she was a breath of fresh air in comparison to Ken.
- Sat Feb 27, 2016 3:16 am
- Forum: Resources and Guides
- Topic: SFV Juggle Mechanics Thread
- Replies: 27
- Views: 69871
Re: SFV Juggle Mechanics Thread
I don't blame you, it's easier to just assign moves some basic properties when experimenting:
-Can start a juggle. (Most moves with knockdown, except maybe some late DPs)
-Can start a float juggle. (Mostly Crush Counters and other counterhits)
-Can be used mid-juggle. (Read as: Has 1-2 JP)
-Can be ...
-Can start a juggle. (Most moves with knockdown, except maybe some late DPs)
-Can start a float juggle. (Mostly Crush Counters and other counterhits)
-Can be used mid-juggle. (Read as: Has 1-2 JP)
-Can be ...
- Sat Feb 27, 2016 12:33 am
- Forum: Resources and Guides
- Topic: SFV Juggle Mechanics Thread
- Replies: 27
- Views: 69871
Re: SFV Juggle Mechanics Thread
Sorry, but i'm giving up on this... Spent the last few hours on ken & everytime i move to a new move nothing stays consistent., just impossible to get tenable results.
- Mon Feb 22, 2016 6:54 pm
- Forum: Resources and Guides
- Topic: SFV Juggle Mechanics Thread
- Replies: 27
- Views: 69871
Re: SFV Juggle Mechanics Thread
eh, it doesn't matter... i mean Sagats JP for his super was something daft like 130, but i labelled it JPX for the sake of simplicity. If it's proven to have JP then fine, but its such an obscure scenario marking it as having no JP is not likely to effect anything.
It's slow work figuring out the ...
It's slow work figuring out the ...
- Mon Feb 22, 2016 12:42 am
- Forum: Resources and Guides
- Topic: SFV Juggle Mechanics Thread
- Replies: 27
- Views: 69871
Re: SFV Juggle Mechanics Thread
the first hit of the target combo has to hit for the second to come out right? & it causes reset
- Sun Feb 21, 2016 10:02 pm
- Forum: Resources and Guides
- Topic: SFV Juggle Mechanics Thread
- Replies: 27
- Views: 69871
Re: SFV Juggle Mechanics Thread
srk increases juggle to 5 on early frames and 99 on later frames.
ex srk has jp 7 on all hits? increases jp to 99
lk tatsu increases jp to 9
mk and hk tatsu increase jp to 99. this is wrong so I must be missing something
l,m,h air tatsus should have 2 jp? and increase to 99
there are fair tatsu ...
- Sat Feb 20, 2016 2:38 pm
- Forum: Resources and Guides
- Topic: SFV Juggle Mechanics Thread
- Replies: 27
- Views: 69871
Re: SFV Juggle Mechanics Thread
yeah noticed it early, not the most applicable benefit though, though it can be hit meaty.
- Fri Feb 19, 2016 11:00 pm
- Forum: Resources and Guides
- Topic: SFV Juggle Mechanics Thread
- Replies: 27
- Views: 69871
Re: SFV Juggle Mechanics Thread
It is, Capcom really went ahead trying to take the fun (and kinda damaging) combos from some specific stuff, like late hitting lp dps anti air, which increase jp by like what, 6 at least? They really want you to stop doing dp Super to anti air because that's a lot of damage and that would turn ...
- Fri Feb 19, 2016 10:30 pm
- Forum: Resources and Guides
- Topic: SFV Juggle Mechanics Thread
- Replies: 27
- Views: 69871
Re: SFV Juggle Mechanics Thread
this combo system is a fucking mess
- Fri Feb 19, 2016 6:49 am
- Forum: Resources and Guides
- Topic: SFV Juggle Mechanics Thread
- Replies: 27
- Views: 69871
Re: SFV Juggle Mechanics Thread
I'm going to list completed character and any discrepancies here, if anyone wants a go at figuring them out.
Completed Characters
R Mika
F+HP (CH) -> F+HP -> V-Trigger hit -> Charged HK -> EX DP or EX Bum launch
This combo shouldn't work JP goes
Float -> JP2 -> JP3 -> JP5, which is too high ...
Completed Characters
R Mika
F+HP (CH) -> F+HP -> V-Trigger hit -> Charged HK -> EX DP or EX Bum launch
This combo shouldn't work JP goes
Float -> JP2 -> JP3 -> JP5, which is too high ...
- Fri Feb 19, 2016 6:44 am
- Forum: Resources and Guides
- Topic: SFV Juggle Mechanics Thread
- Replies: 27
- Views: 69871
SFV Juggle Mechanics Thread
Ground -
Air -
Birdie
Crush Counter Attacks
Juggle Potential
---
Cammy
Crush Counter Attacks
Juggle Potential
---
Chun Li
Crush Counter Attacks
Juggle Potential
---
Dhalsim
Crush Counter Attacks
Juggle Potential
---
F.A.N.G
Crush Counter Attacks ...
Air -
Birdie
Crush Counter Attacks
Juggle Potential
---
Cammy
Crush Counter Attacks
Juggle Potential
---
Chun Li
Crush Counter Attacks
Juggle Potential
---
Dhalsim
Crush Counter Attacks
Juggle Potential
---
F.A.N.G
Crush Counter Attacks ...