SFV: Rising Up 2 - Combos

This is the second video in the Rising Up series, intended on helping new players learn SFV and competitive fighting games in general. This video extensively details the game's combo mechanics, how to perform combos, how to read frame data, and how to read combo notation you see online. FATonline: https://fullmeter.com/fatonline/#/home My character combos: https://goo.gl/qpBFmo Timestamps: 00:50 What are combos? 01:52 Natural and link combos 02:48 How to know if two normals link, basics of how to read frame data 06:55 Cancels 09:00 Juggles 09:25 Using combos as high damage punishes 10:33 Using combos to confirm unsafe attacks 11:50 How to find combos online and read combo notation 12:41 How to do execute and practice combos 15:19 Homework Definitions: Combo: A sequence of attacks that cannot be blocked given that the first hit connects. Hitstun: The reeling state from a successful hit. Blockstun: The reeling state from a blocked hit. Link: a combo where one attack fully executes and recovers, and the next attack hits the opponent while they're still in hitstun. Cancel: Interrupting the recovery of certain normals with a special move, super, or v-trigger. Frame: Unit of time, 1/60th of a second. Startup: The amount of time it takes for a move to hit. Active: The amount of time an attack can hit, or is hitting. Recovery: The amount of time a character takes to regain control after executing an attack Advantage on Hit: When you recover after hitting the opponent, relative to the opponent. Positive numbers mean you recover first and can potentially link, negative numbers mean you recover second and can potentially be punished. Advantage on Block: When you recover after being blocked by the opponent, relative to the opponent. Positive numbers mean you recover first, negative numbers mean you recover second and can potentially be punished. Punish: An attack that hits during the recovery of the other character's attack, and thus cannot be blocked Safe: Any move that cannot be punished. Unsafe: Any move that can be punished. Hitconfirm: An action that allows you to discern whether your next attack will hit or be blocked while still allowing you time to decide whether you want to go through with it. Buffering: Inputting the motion for a special move during another attack. Music: Third Time's A Charm - https://goo.gl/yyRvuI Robert Maule www.stringlightstudios.org http://shoryuken.com |   / srklive