Every self-respecting Street Fighter brings with it a new and exclusive mechanic that differentiates the title from its predecessors. In the fifth chapter we found, and appreciated, the V-System. The latter, however, with the arrival of the new version: Arcade Edition, has been significantly expanded with the addition of a new V-Trigger for each character. Accompanied by all the other changes made with this new version (and season, since the release of the Arcade Edition coincides with the start of the third season) they are destined to change the meta of the game as never before.
Especially for new players it will be difficult to figure out the characters' new powers, some of which will perhaps change the way some of them are played, and decide which one is best to use. But the best strategy in these cases is not defense and not even the attack, but the study and in this regard, here is a list, with an explanation, of the new V-Triggers.
- Ryu (Kakko Fubatsu)
As soon as activated you can run for its entire duration by pressing again HP + HK, a new move called Isshin. This is nothing more than an enhanced version of the parry that he can already perform with his V-Skill (MP + MK), but in this case after the Isshin Ryu he will also perform a counter attack that will bring his opponent to his knees (strike attack) allowing him to deliver a second blow later.
Similar to the first V-Trigger, this will also allow Ryu to cancel the animation of a special and get back into operation during a combo that otherwise would have ended.
- Ken (Shinryuken)
Activating this power and quickly punching Ken will perform a variant of the Shoryuken. This move has different levels of power depending on the key that will be pressed repeatedly to perform it, varying both power and speed, but also the height at which it will arrive. If used at full power, Ken will land much earlier than the enemy, allowing him to insert a special or even his Critical.
Upon its activation Ken will automatically perform this move, making a combo easily feasible after a normal Shoryuken. An interesting combo extender, but will it be able to compensate for the lack of the first Trigger considered so essential so far? This will only tell us time.
- Chun-Li (Kikosho)
A legendary move by Chun-Li returns. By activating this V-Trigger the character will detonate a huge ball of energy in front of him that will juggle the opponent allowing Chun-Li to greatly extend his combos.
Pressing HP + HP again will allow you to fire the Kikosho again, but this time choosing the intensity. By holding down the two keys, in fact, the move will load, even reaching break the opponent's guard, but wasting more and more of the red bar.
- Cammy (Delta Ambush)
With this power Cammy will unlock, for as long as he is active, two movement moves: the Delta Ambush and the Delta Step. The first move is done by simply pressing HP + HK and is a quick leap forward towards the enemy. The jump can end with a kick or an aerial catch.
The second move (forward + HP + HK) is a ground dash towards the enemy. The strength of this step lies in the possibility of delete Cammy normals, being able to extend their combos enormously.
Nash (Stealth Dash)
Activating this trigger Nash will sprint forward to the enemy. After the first activation you will be able to reuse it a maximum of two more times before the bar runs out. During this action he can perform one of three actions: pressing a punch will deliver a powerful over-head, pressing a kick we will see him deliver a blow similar to the Sonic Scythe (in both cases the enemy will go into juggle) and pressing back will stop suddenly.
It is also possible cancel any move in a Stealth Dash.
- M. Bison (Psycho Nightmare)
Activating it Bison will get two new moves that he can use up to two times before the bar goes to zero.
- Psycho Crusher: (HP + HK). Familiar to fans of the saga, this is nothing more than Bison's classic move that will see him throw himself forward hitting the opponent who will be thrown into the air if he does not parry the blow.
- Psycho Charge: (Crescent back + any kick). A command grab that will impress a mine on the opponent that will explode after a predetermined time or you can pop with a Psycho Judgment (Crescent back + any kick).
- Vega (Alegrias)
While active, by pressing HP + HK again, Vega will perform a parry which, if successful, will activate a counter which will consist of two kicks that will knock the enemy into the air allowing Vega to continue with a combo.
Regardless of the parry, you can also perform the two kicks without having to fight back, this makes this V-Trigger very versatile. Pressing back as well as HP + HK will in fact directly activate the two kicks that can be inserted within a combo.
- Birdie (Birdie Time)
Without giving up a fiery start (activating it indeed Birdie will attack immediately much like the first trigger blaze) will unlock two new chain attacks for the duration of the power. By directing the shot with the directional keys you can in fact hit from the front or down, in both cases if the shot hits the enemy will be attracted towards you.
In addition to this you can also hit the objects that Birdie can throw, obtaining different effects: the banana will move, while the can will begin to bounce repeatedly.
- Karin (Tenha no Kata)
Another counter, which in this case will vary according to the type of attack received. Counterattacking a low blow will automatically deliver a Yasha Gaeshi Chi in response (which will send the opponent to his knees), in response to any other type of attack (does not work against ranged moves) instead the result will be a Yasha Gaeshi Ten which will juggle the opponent.
The strength of this counter lies in the fact that it can be done deleting a normal, a special or a V-Skill.
- Rainbow Mika (Steel Chair)
Also in this V-Trigger we will see Nadeshiko appear this time but she will play dirty using a chair. In fact, the name of the move is no coincidence, Fightin 'Dirty, where we will see the other wrestler throw a chair at the opponent who will suffer more hits from it, making it an excellent combo extender and also a good way to fight the zoners.
By holding down the keys for the move instead Nadeshiko will run up to your opponent, hitting him directly with the chair and then throw it at him and inflicting a total of two hits. This will inflict nearly triple the damage of the first version, but it is clearly less versatile.
- Zangief (Cossack Muscle)
Once gief's next command grab is activated it will do much more damage. It will also enable him to combo his devastating Screw Pile Driver, a possibility that was totally precluded until now.
- Dhalsim (Yoga Sansara)
With this power Dhalsim will create a fireball that is as complicated as it is potentially lethal in front of him. By simply pressing HP + HK the ball will remain stationary in front of him, but if he hits it with a Yoga Flame or a Yoga Gale the ball will move forward.
It is also possible to shoot it down, doing so will bounce it increasing the potential of this move.
- Rashid (Easifa)
When activated this trigger will boost specials related to Rashid's kicks. Pressing HP + HK again Rashid will launch a Haboob, a very fast tornado that will fast forward across the screen.
Also, while active, aIt will also increase his speed and jump distance of his Front Flip (V-Skill), opening up some new possibilities for him.
- Laura (Shock Stance)
While he is active by pressing HP + HK again we will see Laura twist her torso allowing her to dodge for a few frames all moves (except sockets). Pressing HP + HK again while dodging will perform a grapple.
Laura can use this V-Trigger to shorten the distance with more defensive enemies. In fact, pressing MP + MK after the dodge will perform a sprint forward which can in turn be transformed into a socket.
- FANG (Koryo Dokuda)
Fang's two main moves (Nishikyu and Ryobenda) will be enhanced by increasing their range and damage. While active you can get close to the enemy with a Nikankyaku after launching a Nishikyu, greatly increasing the potential for engage.
In addition, a detail not to be underestimated, finally Fang will uncover his hands.
- Necalli (Clouded Mirror)
With activation Necalli will gain a new move: the Clouded Mirror. This is a ranged attack even if at a short distance that will therefore be inserted within the combos.
Loading it to the max will send the enemy into a juggle allowing him to perform a combo, although all of this will have a very slow start-up.
- Alex (Range Boost)
Alex also gains some moves thanks to his second V-Trigger: the Flying DDT (which is exactly what you are thinking) which can be executed by pressing HP + HK and which will allow Alex to launch on the enemy from a great distance to then execute this command grab, and the Choke Sleeper another command grab executable only after a Flash Chop.
- Guile (Knife Edge)
This Trigger will enhance the already very useful (and often unnerving ed.) Somersault Kick in two ways: by increasing the number of hits in the EX version and giving it the ability to shoot Sonic Booms passively in the basic version making it practically unapproachable.
- Ibuki (Fuma Shuriken)
Activating it Ibuki will throw a huge shuriken that will come back as soon as it disappears from view. The shuriken it can also be thrown upwards pressing back together with HP + HK.
Similarly to the first Trigger this can be used to lengthen Ibuki's combos, perhaps in a less effective way. On the other hand, however, it can be used to put more pressure than the first.
- Balrog (No Mercy)
While active Balrog will unlock a new move: the B3 socket. The hold itself won't deal so much damage to the enemy, but it will almost half load the stun bar.
- Juri (Feng Shui Engine Beta)
Once activated around Juri it will create a gray circle that it will literally suck the enemy's meter.
Immediately after activation Juri will execute a spinning kick that will inflict damage giving him the possibility to absorb part of the opponent's meter without risk. The effect will block momentarily in two cases: while Juri is in flight and while he is performing a grapple.
- Urien (Tyrant Pressure)
While active Urien can shoulder (Tyrant Blaze) multi hit forward, while also gaining super armor while charging.
A full thrust can also break the enemy's guard.
- Akuma (Shiretsu Hasshi)
At the cost of his Raging Demon Akuma will gain tons of combo chances.
First of all he will be able to cancel his specials in other special EXs and in addition he will be able to perform the latter using the V-Trigger bar instead of the classic meter.
- Kolin (Absolute Zero)
While active Kolin's punches will increase their range and his Hailstorm will be greatly enhanced. In addition, he will be able to sprint forward by sliding on an ice carpet and coming in front of the opponent from practically any distance.
Pressing HP + HK again will perform a Frost Edge, attacking with a powerful forward sprint that will pierce the enemy from a great distance. If this hit hits by pressing HP + HK again Kolin will come back with the same hit, but that this time it will freeze the enemy's stun bar, preventing him from recovering.
- Ed (Enhanced Snatcher)
One name, one program: this trigger just empowers Ed's Psycho Snatcher, making him an Ultra Snatcher.
The substantial differences are to be found in the possibilities after having scored this blow. Hitting with the Ultra Snatcher on the ground and he can continue with a combo, if he is blocked instead it will still be ahead being able to keep putting pressure or implementing an excellent frame trap. By hitting in the air instead, unlike the basic Psycho Snatcher, Ed can continue with a combo.
- Abigail (Hybrid Charge)
While active Abigail can load up her Metro Crash: a forward dash topped off with a nice multi-hit head.
The shot can be charged and the enemy can interrupt it by hitting only before the animation starts, once the shot is charging Abigail will be able to absorb subsequent damage without worrying.
Fully charged it will break through the enemy's guard
- Menat (Propecy of Thoth)
Using the trigger, six orbs will appear above Menat's head that will all be thrown at the enemy at the same time by pressing HP + HK again.
It will be possible to partially control the trajectory of these orbs, therefore using them for different purposes.
- Zeku (Kaura Tenzan)
Both forms of Zeku will share this V-Trigger, which will therefore be identical for both. Pressing HP + HK will perform an upward kick that will juggle the opponent e causing Zeku to change identity immediately once it has landed, allowing it to carry out an air attack on the enemy that in the meantime will still be in the air.
Using the directional keys you can choose which side to appear on once transformed, thus being able to easily swap places with the enemy.