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 Le système de combo.

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Segata Kenshirō
Jesus is a true pussy sore loser blah blah
Jesus is a true pussy sore loser blah blah
Segata Kenshirō


Messages : 683
Date d'inscription : 22/02/2010
Age : 43

Le système de combo. Empty
MessageSujet: Le système de combo.   Le système de combo. EmptyMer 24 Fév - 21:38

Combos

How to Combo

Combo Starters

Launcher

This is the basics of all combo starters, and combos will be affected by the opponent's weight, foot stance, and type of hit (e.g. normal or counter hit). Some moves can launch quite high, while others like Kage's allow for a relaunch.

Slams

These allow for technical juggles. There are two basic types, moves that slam down directly and moves that launch up then slam down (aka Flop), and in either case if a move connects with the opponent's flopping legs you can continue to inflict hits. There is significant damage scaling on the first hit, so generally a standing or followed by a big damage move is effective. Also, a ~ to give a relaunch is possible when timed correctly.

Crumples

From front on, there are head, stomach and vital area (or groin) crumples, listed in order of combo ease. Stomach and vital area crumples are easy to follow with a for a relaunch. The crumple situation does not change depending on counter or non-counter hit, and there are many combos that will connect regardless of foot stance or weight. More so than weight, the situation in which the opponent ate the crumple will dictate the success or failure of a combo.

Others

There are numerous “other” types of combo starters. Some throws like Lei's allow for combos as a followup. This is similar to the situation following a crumple, however no damage scaling occurs, so a simple big hit will often be effective.

Additionally, some moves such as Jacky's can stun the opponent long enough to allow for a ground combo to connect, such as .

Combo Success

The three main points that will determine the success or failure of a combo are:

Character Weight: the basis of a combo is to launch the opponent and hit them while in the air, so naturally the higher a character is launched, the more time they spend in the air, and the more hits that can connect. Conversely, heavier characters are harder to land successive hits in the air since they don't launch as high.
Foot Stance: this depends on the position of both character's front foot. At the start of the round both characters have the same foot forward, which is known as “closed stance”. Conversely, if opposing feet are forward this is known as “open stance”. The foot stance has a large effect on the ease or success/failure of connecting combos.
Counter Hit: when a combo starter such as a launcher connects on counter hit, it will tend to launch higher than on normal hit, allowing for more damaging combos. In addition, there are some combos that will only work with a counter hit.
So first up, group your combos according to the weight class (Light, Middle, Heavy). If you can do that, then try remembering stance specific combos. Immediately after the launcher connects, get in the habit of looking at your opponent's feet in relation to yours. Then, if you can determine when a CH has occurred, that will get you far!

The four combo starters explained above determine the situation at the start of the combo. The requirements for juggle combos are often difficult, whereas the requirements for crumple combos are generally non-existent so the combos are simple. In slam combos, determining foot position is very important. In throw combos, the foot position is always the same so you only have to remember weight class specifics to get maximum damage.

The next three points aren't essential for combo success, but if you can incorporate them you combo skill and ability will be much broader!

Relaunching the phenomenon of when a hit connects against an opponent that's just about to land on the ground. The hit launches them higher than they normally would otherwise and this lets you connect combos that would not normally work. However, the timing for relaunching is usually very strict.
Fastest Timing (no 1 Frame Kill) When inputting moves normally that include a dash (or crouch dash) motion such as , before the move executes there will be at least 1 frame of dash motion wasted while the engine determines whether or not you're trying to dash. However, if you input the joystick motions before the input buffer, and input the buttons during the input buffer, then the move will execute in the fastest timing, and there will be no 1 frame penalty.
1 Frame Kill the opposite of the previous point, before inputting a move you can add a dash input to intentionally delay your move by 1 frame. This technique can be used when going for relaunches such as with a that requires a timing adjustment, which can be entered as . When you can incorporate this, it can guarantee relaunches in some situations.
New Combo Elements

The most obvious new combo feature in VF5 is that if you hit airborne or crumpled opponents with specific slam moves, a relaunch will occur. The opponent bounces off the ground and flies into the air, allowing for combos that haven't existed in the series up until now to be created.

The addition of side and back crumples is also a big change. Side crumples occur when specific moves hit the opponent on the side. During the side crumple the opponent is stunned for a long time, allowing you for plenty of opportunity to land a combo. The hit conditions depend on the move being used, but most require a recovery counter hit or greater.

Back Turned crumples occur when a side crumple compatible move, or head or stomach crumple move, hits the opponent in the back. Additionally, Back Turned stomach crumples allow for a low back throw to connect.

Another new addition is the stun that occurs when an airborne opponent hits the wall. The opponent sticks to the wall and slides down slowly, meaning that follow-up attacks can be added. However, there is significant damage scaling on the first hit, so either multiple hits or relaunches with combos should be aimed for.

Using these new features, new VF5 style combos can be created.

Damage Scaling

Air Hit

Scaling = 75%

Applies to any hits against an airborne opponent.

Combo Hits

Scaling = 80%

From the 3rd hit of an air combo (excluding the launcher), each hit will be scaled by 80% on top of the Air Hit scaling (75%)

3rd hit is 75% x 80% = 60%
4th hit is 75% x 80% x 80% = 48%
5th hit is 75% x 80% x 80% x 80% = 38%
6th hit is 75% x 80% x 80% x 80% x 80% = 31%
… and so on
Example: Akira's > > > >

Launcher 1st Hit 2nd Hit 3rd Hit 4th Hit Total
Attack
Base Damage 30 12 12 12 30 96
Scale Applied n/a 75% 75% 75%x80% 75%x80%x80%
Scaled Damage 30 9 9 7 14 69
As you can see, with the damage scaling taking effect, the above combo does a total of 69pts.

Bounce Hit

Scaling = 50%

Applies to Off the Ground (OTG) hits and Bounce combos.

Wall Hit

Scaling = 50%

Applies to any air hits after the opponent has hit a wall or fence.

Extras

Some moves have an extra built-in scaling when used in Combos. An example of this is Akira's DLC () which has it's damage reduced from the normal scaling rules when used in a combo. Another example is Jacky's .

Special Case: Head Crumple Followup

Normally after a head crumple, the followup attack before the opponent hits the ground has no damage scaling applied. However, for a certain number of characters, the damage is scaled!

These characters are: Sarah, Aoi, Pai, Lei, Vanessa. That is, if you head crumple any of these characters, then your followup attack could be scaled, reducing the overall damage to the combo.

For example, Lei Haishiki (fully charged) produces a head crumble into , if it hits just before they are considered “down” then the combo damage will be affected.

The above combo vs Kage does 40 + 20 = 60pts (no scaling)
The above combo vs Sarah does 40 + 15 = 55pts (scaling)
Furthermore, Lei and Vanessa, more so than the other 3 characters, the damage scaling timing comes on quite late. Which means it's easier to achieve maximum damage after the head crumple against Lei and Vanessa, compared to the other 3.

Weight Classes

Among all factors that affect combos, the most important one is the height to which characters can be launched depending on their weight:

Light Weight
Light Middle Weight
Heavy Middle Weight
Heavy Weight
The Light Middle Weight and Heavy Middle Weight groups are sometimes collectively known as Middle Weight.

Light Weight

Eileen Aoi Pai Sarah Vanessa

Lighter ⇔ Heavier
Light Middle Weight

El Blaze Goh Brad Kage Lei Shun Lion

Lighter ⇔ Heavier
Heavy Middle Weight

Lau Jacky Akira

Lighter ⇔ Heavier
Heavy Weight

Wolf Jeffry

Lighter ⇔ Heavier
While it is generally true that the lighter the character, the easier the combo, it isn't always the case. Characters with particularly low stances, such as Shun, Lion and El Blaze, despite being in the Light Middle Weight category may sometimes have Heavy Weight combos miss on them! Sometimes it is important to remember character specifics to ensure success.

Stance

How stance affects combos.

One Frame Delay
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