WC4Life said:
For cross-ups you basically need to learn the ranges for all characters. Bison has a setup where you can choose to go for J.HP and it hits front or J.MK and it's cross-up, those are pure 50/50 but luckily I don't think there's too many of those in SFV. Frame data is also important and very easy to abuse against people who are unaware. Easy way is to just look some data sheet but I think it's better to first learn frame data through experience. For example (not 100% sure but should be possible) with Bison I can do meaty Hell Attack on wake-up (let's assume opponent blocks), then C.LP--->C.MP x Ex-Scissors---->C.LP---->LP-Blast x V-Trigger---->C.MP x Ex-HS--->C.LP---->C.MP x LK.Scissors x Ex-Inferno---->C.MP x HP-Blast. There is frame traps for days in that string. You can interrupt that string with 3 frame attack (will trade) or with invincible reversal but it's very risky. Players who don't know frame data or generally which moves are safe or not cannot understand at all what's going on in that string and when they press a button or try to jump away they get hit. Skilled players know when not to press buttons but then you can just cut short that string and do a cross-up or dash forward throw unexpectedly and then it's down to reactions. |
I've always felt it's better to do by learning. You can read the frame data, etc, but you don't really learn it unless you feel it out. Same with combos. I remember I figured out a way to chain C. Viper's seismic hammer into her HP thunder knuckle. I've never seen anyone do that combo. The only thing you do need help with, is figuring out which normals connect to which normals. But then I feel they should return back to the Third Strike style of combos being programmed into characters.








