I didn't make any claims about frame data. I, in fact, put '4 frame' in 'quotation marks' because that's going off AE data. I use AE data as a rough guide for how frames would work in Volt. Also, you are completely wrong about cr lk linking into cr lk. It's rapidfire, which in Volt is essentially the same as cancelling (restrictions having been removed)
Links are hard because your timing has to be precise. That's why plinks are known as priority linking, or to some, "perfect" linking because if you miss that 1 or 2 frame to press that button, you won't have a combo. (we don't have plinks in volt because.... because lol) Rapid fire jabs/ light kicks are easy... just press PPPPPPPPPPPP and win. Examples: Yun's P-> then pkp -> those first two jabs have to be linked... if you spam P, sometimes it won't combo. Akuma's crouching light punch-> ppppppp -> always combos... or even better, bison's crouching light kick... kkkkkkkkk -> easy 3 hits or so. Akuma's standing heavy kicks into standing fierce -> that's a link right there.
Buuuuuuut, you can un-rapid fire, by pressing it slowly. You know it's right, cause then the opponent can srk you out of it. If you rapid fire, they can't srk.
Random Dhalsim fact that is almost 100% useless! After throw vs. Makoto, forward dash corpse hops! So get out there and try to throw Makoto!
You know what? I really don't think Volt even uses 60-80% same frames as AE! Alot of moves feel and work different. Silly examples I can remember: Bison's crouch light kicks are alot trickier, require more experience to combo in AE and they don't combo into psycho crusher. In Volt online play I've comboed 2x stand heavy kick loads of times (don't know why, but it works!).
St k (ch) st k combos. Ok, so for you scrubs that think you know stuff here's the technical explanation. Most Jabs and light kicks rapid fire, I.e. cancel into each other. In AE world you can't cancel a rapid fire move into a special, so technically you're doing cr jab xx cr jab, cr jab xx special. In volt, the game does let you cancel a rapid fire normal into a special/super. So you're doing cr jab xx cr jab xx cr jab xx special. Also, not to mention volt is more similar to pre-SSF4 rather than AE. The main difference in volt is that the game runs at 1/3 of the frames of AE so there is reduced hitstun due to rounding. Technically, characters are less floaty too in volt
Is there a way to get a CH by doing something special? In SFxTK you can CADC after CA level 1 to get CH on upcoming attack.
Using FADC to extend ground combos makes for a lot of different combos for each char, even with these limited move sets
Well, most ultras you need to FADC into. Some characters like Cammy gain a lot of meter and do good damage with Cannon Spike, FADC, Cannon Spike. Likewise, Ryu does really good damage with st p xx hadouken, FADC, st p xx srk
My mains are Akuma and Makoto, so I don't need FADC for Ultra I'll try some FADC combos then. I remember that Akuma's st.HP xx Hadoken, FADC, st.HP xx Tatsu, SRK deals lot of damage too.
The FADC in those combos aren't really worth it. Use EX srk if you can combo into it; it does really good damage
All those Bison players (except Squall)out there are gonna cry if u can't do rapid-fire into special Or those scrubby Guiles doing jab jab jab xx flash kick... Or those scrubby Blanka doing short short short xx roll... Lol but seriously with easily mash-able reversals and online lag I do think this is somehow a good thing. Sometimes it is just retarded to link any move in Volts... Sadly u will hardly find any player doing short short crMP xx special with Bison on the US server. Especially under a laggy environment. Btw: in AE we call a light-kick 'short' A medium kick would be a 'forward' A hard kick = 'roundhouse' Light punch = jab Medium punch = strong Hard punch = Fierce