I -think- this is how Chun-Li’s second V-Trigger will work in Street Fighter 5: Arcade Edition

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We’re twiddling our thumbs in great anticipation of Street Fighter 5’s January update, Arcade Edition, and though we’ll be likely seeing new content come PlayStation Experience next weekend, there may be a few lines to read between with the sneak peaks we’ve already got.

Twitter user HiFight recently revisited some of the initial screen shots released for AE, and specifically made some notes about the way new V-Triggers appear to work.

It’s pretty clear that Chun-Li’s second Trigger grants her access to her Kikosho attack, a giant, stationary fireball that traditionally hits foes with multiple, low-damage hits that result in an ultimately big damage combo.

What we don’t know exactly is how this move’s mechanics will work within the V-System of Street Fighter 5. That said, we can deduce a few things from the still images we have, and these few things may imply a great deal of variety added to Chun’s fight style.

The first thing to notice is that Chun’s V-Trigger 2 is a three bar Trigger (image three) and so that implies that it’s going to a little harder to come by, and probably a once-per-round power up.

We also should note that the damage in image one is fairly minor, with a combo counter of only four. Despite this, Chun’s V-Trigger is virtually drained:

Here’s a refresher of all of all iterations of Kikosho we’ve seen over the years, to give an idea of how the move tends to work.

My guess is that Chun will be able to use Kikosho similar to the way Zangief can use his V-Trigger 1 where he can hold down the input to dole out the entire attack all at once, or he can choose to use it in smaller spurts.

So, say if Chun uses Kikosho all at once, it will do 30 hits. That’s a full V-Trigger bar without stopping. If she wants though, maybe she can toss it out and use only a third of her V-Gauge to do 10 hits, and then stop.

As it stands now, some characters tend to be more one-track in their efficiencies, and so we’re seeing a lot of the same approaches and game plans from top players.

A big SF5 hope from the community is that Capcom will add more dimension to some of the roster members, allowing for competitors to express their own personalities even if they’re using the same avatars.

If Kikosho works like we’re guessing it will here, that potentially opens up doors for all new combos, rush down and space manipulation for Chun. Perhaps some players will use this move solely for damage output and combo extension, but maybe others will utilize it as a wall to keep opponents at bay and manipulate their approaches.

With so many still unanswered questions at this point, we don’t want to get too far ahead of ourselves in speculation. The takeaway here is that things are looking up in this particular department of gameplay nuance, and if they come to fruition, it could be a major success for this iteration of Street Fighter.

What do you think about what we’ve seen thus far of the new V-Triggers? Are you hopeful that they’ll improve the SF5 experience overall? Sound off in the comments and let us know.

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