Desk has already had plenty of time to show that tech, even in a game with a fairly simplified combo system, can find a way. The videos below are a demonstration of some of his early findings.
First up, he offers a set of F.A.N.G combos that often involve various amounts of meter and require a distinct level of finesse. The combo master incorporates multiple jump-ins, use of pre-set traps, and plenty more to stylishly put away his targets.
The second video offers a look at an interesting mechanic that F.A.N.G players may have run into in their first day of play. Under the correct circumstances, the newcomer’s Critical Art allows opponents to fall out before completion, giving him the opportunity to combo afterwards.
It just wouldn’t be day one without some love for series mainstay Ryu, and Desk has definitely given him that. The combos below milk all of the juggle potential out of the wandering warrior’s kit while also providing a look at some combo-video-only options involving full-screen fireballs followed by plenty of dashing.
This video also provides a look at potential combos to come. You’ll notice one of these strings sees Ryu walking for an incredibly brief 3 frame period mid-combo to allow for the rest of the hits to connect. Seeing this from Desk in conjunction with Tom Piddock’s early discoveries with Necalli, some of which also involve a bit of walking, hints that advanced combos in Street Fighter V may involve some truly fancy footwork.
And finally, Desk has created some silly combos involving what he’s calling Ryu’s focus attack dash cancel. Obviously, he’s not actually FADCing in Street Fighter V, but is instead using Dhalsim to interrupt Ryu’s attacks and allow for some entertaining, albeit completely impractical, options.
Source: Desk
