|
|
(34 intermediate revisions by one other user not shown) |
Line 1: |
Line 1: |
| {{SFVHeader}}
| | #REDIRECT [[Street Fighter V]] |
| | |
| == Counter Hits ==
| |
| A counter hit occurs when you strike your opponent during their startup frames.
| |
| | |
| === Counter Hit Benefits ===
| |
| | |
| === Crush Counters ===
| |
| New to Street Fighter V are Crush Counters; these are similar to the Fatal Counter system in games like BlazBlue an Persona 4 Arena. Each character has a variety of moves that when they land as a counter hit, they will cause a special effect such as causing the opponent to crumple forward, spin backwards, or go flying into the air often allowing follow up combos. These moves are typically on HP and HK; either standing, crouching, or as a command normal. Universal to everyone is the crHK sweep, which will cause a hard knockdown forcing the opponent to do a delay rise, giving plenty of time to either form a setup or activate resources such as Alex's V-Skill or Ibuki's Kunai Reload.
| |
| | |
| In addition to the larger combo opportunities, Crush Counters generate V-Gauge; the amount generated depends on the move and character.
| |
| | |
| New in Season 3 is a universal adjustment to Crush Counters, which causes the combo to be scaled more heavily. Crush Combos start the combo at 2 hits instead of 1, meaning the next hit will cause 80% damage instead of the normal 90%, the third will cause 70% instead of 80%, and so on. Because of this other counter hit combos will often cause more damage but not give the V-Gauge gain.
| |
| | |
| == Armored Moves ==
| |
| | |
| == Reversals ==
| |
| | |
| == Pre-Jump Frames ==
| |
| | |
| == Landing Recovery ==
| |
| | |
| == Wake Up Options ==
| |
| | |
| == Projectile Invincibility ==
| |
| | |
| == Damage Scaling ==
| |
| | |
| == Priority System ==
| |
| New to Street Fighter V is the hit priority system. In Street Fighter 4 when two moves landed on the same frame and neither has invincibility, both players would take damage regardless of the strength of the move; the stronger move would cause more damage and have more advantage but still be hit usually meaning he cannot continue a combo afterwards. In contrast, Street Fighter V uses a hit priority system where if two moves land on the same frame, the higher strength move will win. A simple example is a 5f medium punch that is +1 on block. Pressing MP twice will cause a 4f gap; in Street Fighter IV the opponent could press a 4f light attack and trade, sacrificing health to get out of pressure or secure a win if the opponent is at low enough HP. In Street Fighter V however since medium is higher than light, the medium attack will beat the light attack with the Ryu player taking no damage. Further, it will count as a counter hit allowing bigger combo opportunities. Because of this it makes getting out of block strings and pressure in general much more difficult, and playing the neutral game scarier.
| |
| | |
| The priority system is easy to remember: mediums and heavies beat lights, heavies beat mediums, and specials beat normals. When two buttons of the same priorities collide, they will trade as in Street Fighter IV without any benefits.
| |
| | |
| == V System ==
| |
| === V Reversal ===
| |
| === V Skill ===
| |
| === V Triggers ===
| |
| | |
| [[Category: Street Fighter V]] | |