SFV:CE π₯ All Characters Combos! π₯ (After Definitive Update Patch)
SFV:CE Definitive Update Showcase
Contents
Street Fighter 5 definitive update to general core mechanics
Street Fighter 5 Capcom Pro Tour DLC
Street Fighter 5 balance changes
These are the changes made to Street Fighter 5βs general core mechanics:
00:00 - Dan
00:19 - Rose
00:41 - Oro
01:01 - Akira
01:20 - Luke
01:38 - Seth
01:57 - Gill
02:18 - Lucia
02:37 - E. Honda
02:57 - Poison
03:14 - Kage
03:30 - Sagat
03:50 - G
04:10 - Cody
04:26 - Falke
04:44 - Blanka
05:02 - Sakura
05:21 - Zeku
05:40 - Menat
05:57 - Abigail
06:16 - Ed
06:34 - Kolin
06:50 - Akuma
07:04 - Urien
07:20 - Juri
07:32 - Balrog
07:44 - Ibuki
07:56 - Guile
08:09 - Alex
08:27 - Necalli
08:44 - F.A.N.G.
08:57 - Laura
09:13 - Rashid
09:29 - Dhalsim
09:40 - Zangief
09:54 - R. Mika
10:11 - Karin
10:28 - Birdie
10:44 - Vega
11:00 - M. Bison
11:17 - Nash
11:34 - Cammy
11:50 - Chun-Li
12:07 - Ken
12:24 - Ryu
Combo Count Start Value
The numerical value indicates when an air combo starts from a particular move.
The smaller a moveβs combo start value is, the easier it is for that move to begin an air combo and vice-versa.
Combo Count Gain
A numerical value increases when a move is incorporated into an air combo.
The smaller a moveβs combo start gain is, the easier it is for that move to begin an air combo, and vice-versa.
Combo-Count Limit
A numerical value is used to determine up to which point a move can land in an air combo.
The larger the combo-count limit a move has, the easier that move can be incorporated into a combo.
Normal Backward/Forward Throw Priority
Currently fixing an issue that occurs during average throws where inputting a direction opposite to the direction you wish to throw an opponent
1F before the button input causes you not to throw the opponent in the intended direction.
Adjustment of Mid-Air Combo Difficulty in the Corner
When using forward-moving follow-up attacks against opponents knocked back in mid-air at the edge of the screen, there were some cases where attacks would pass through the opponent and miss.
Since this made the difficulty of air combos performed at the edge of the screen unintentionally high, some moves were adjusted to donβt pass through opponents when performed as part of air combos at the edge of the screen.
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Gameplay of other characters:
β€β€β€ Street Fighter V: https://www.youtube.com/watch?v=dnl6NlD_ans&list=PLsEYZygoHQ_ww3J85IPlu8W2KTQyWqFY5
β€β€β€ Samurai Shodown: https://www.youtube.com/watch?v=fznMOnCOfOc&list=PLsEYZygoHQ_zAoVziRzGvWn1vrt7w37pE
β€β€β€ Guilty Gear Strive: https://www.youtube.com/watch?v=ToY09Xi1p8Q&list=PLsEYZygoHQ_xzRZQW8GgfSGtTVZcS8LKS
β€β€β€ Dead or Alive 6: https://www.youtube.com/watch?v=H3oauGHnad0&list=PLsEYZygoHQ_zMLyminPxgBeFYPp0KPCbi
β€β€β€ Tekken 7: https://www.youtube.com/watch?v=DWIuFbJLYOo&list=PLsEYZygoHQ_xq8yjrIKHX9M5E685tkrM5
β€β€β€ Dragon Ball FighterZ: https://www.youtube.com/watch?v=zNZpxo9S2mY&list=PLsEYZygoHQ_wUB8Fo1bgF6rqisfQ7_fcX
β€β€β€ Soulcalibur VI: https://www.youtube.com/watch?v=wgQ-v8QTcPM&list=PLsEYZygoHQ_zFCRInPZ9o2wDtQukBuc9w
β€β€β€ Injustice 2: https://www.youtube.com/watch?v=u8AHXa73uYw&list=PLsEYZygoHQ_xDIGm_jii6yxyZ6DoKeRWs
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