Street Fighter V - 10F Jump Setup - Vega EX Barcelona Slash Okizeme Setup vs 4f characters

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Street Fighter V
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EX Flying Barcelona Attack (clawed) setup vs 4f characters

10F Jump Setup: When performing an okizeme setup, whether or not you attack in midair, and if you attack before the 10th frame of your jump, affects the amount of frames that your jump is in the air for.

Vega's forward jumping LK, if done before the 10th frame of his jump, makes his jump last for 44f. Otherwise if done after 10th frame, it lasts for 46f. SPECIAL NOTE: This is unlike most other characters, who actually have a LONGER jump if they attack before the 10th frame of their jump.

The usefulness of this quirk is that it allows you to press a button up to 5f before landing (input buffer), and guarantee that the attack will execute at the earliest possibility without accidentally performing a jumping version of the attack. Not attacking at all requires you to perform the standing move on EXACTLY the frame that you land, which is extremely difficult to do consistently. This 10f jump property was discovered by Toolassisted (https://twitter.com/TOOLASSlSTED).

Vega's EX Barcelona Slash (with claw) typically gives about 48f advantage if performed at a certain (higher) height after launching the opponent. This allows you to perform an LK Crimson Terror (43f duration) to cross under your opponent and retain a +5 advantage, making his clawed s.HP (8f startup) hit on exactly the 3rd frame of an opponent's quick recovery. However, if they perform a back recovery, the s.HP will miss entirely.

Performing the EX Barcelona Slash (with claw) at a slightly lower height gives 47f advantage. If you perform a forward jump and attack within 10f to get a 44f duration jump, you will land with exactly +3f advantage. From here you can use Vega's standing MK (7f startup) and hit on the 4th frame of an opponent's quick recovery, or the 1st frame of an opponent's back recovery. If the opponent performs a quick-recover, they will be crossed up by the jump. However, if they perform a back-recover, they will NOT cross up. This gives you additional time to verify what recovery type it was. If you manage to score a counterhit on a back-recovery, you have 8f advantage, giving you time to link a claw s.HP attack. If the standing MK is blocked, it leaves you at +4f anyways and allows you to frame-trap your opponent with the claw s.HP, perform a shimmy, or whatever else you fancy.

This trap is best used on opponents with 4f light attacks, (Nash, M.Bison, Dhalsim, etc) as it will cover both recovery types.

If the opponent doesn't recover at all, you will have used 44+21 (65) frames; in this situation the estimated no-recovery advantage is about 107f, so you have 42 frames left. A meaty neutral jump is guaranteed to work here if you are unsure of your options; one usecase here is that it will successfully safe-jump slower reversals such as Alex's EX Knee Smash (6f) and most wakeup CAs like M. Bison's (6f).







Tags:
street fighter v
vega
okizeme
toolassisted



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