SFV: Dan Tips - V-Skill 2 Combos & Uses
Yahoo! In this little "tutorial" I take a look at an advanced level technique from a (barely) intermediate level POV :)
1K video special? At some point in time I hit 1K subs, currently at 1.13K so big "thank you" to all my subs :)
For those who don't understand how V-Skill 2 works here's a quick breakdown:
V-Skill 2 on its own is a single attack that deals little damage, is -2 on hit and -6 on block. Gives a little V-meter to both players on activation and a bit more on hit.
What makes it such a powerful tool is that you can cancel any standing normal (except c.HK) into it and then kara-cancel it into any standing normal or special attack. "Kara-cancel" means to cancel the start-up of a move into another. Plus you still get the little bit of V-meter for the kara-cancel.
I watched pros to see how they use VS2 effectively. From my observations it is mainly used to hit-confirm s.HP and s.HK turning footsies into good damage. Double s.MK makes for good poking footsies too. Cancelling unsafe s.HK into jab to continue pressure as well and sometimes surprising with overheads. Hit-confirming a s.HP or s.HK with VS2 and kara-cancelling is some next-level stuff! My accuracy is somewhere between 10-25% when I *know* it will hit! Hence I consider this a very advanced level technique.
Something I found out whist making this video is the kara-cancelled normal does less damage and stun than normal. E.g. a c.HK at 90% damage scaling only does 41 damage instead of 81, which would suggest kara-cancelled normals do 50% damage and stun than normal. Hence a double c.HP only does a tiny bit more than the standard s.MP c.MP combo. Special moves don't suffer this fate.
Hope you found this useful!
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