On December 16 2013 04:12 NihiLStarcraft wrote: Thanks for the pointers, both the general advice from you, Duka08, and the more specific tips from you, Excalibur_Z. Makes perfect sense! I had no idea I could throw fireball fakes with light kick instead of punch for example. Countering every jump-in with Shoryuken is what I generally try but can't always pull off quite yet.
I need some help understanding this move however: c.hp xx Shoryu (df+HP, d, df+HP)
Can you clarify? Down-Forward+Hard Punch, Down, Down-Forward+Hard Punch? Are those the keys?
isn't that redundant since double down-forwards is the shortcut input for srk?
On December 16 2013 04:12 NihiLStarcraft wrote: Thanks for the pointers, both the general advice from you, Duka08, and the more specific tips from you, Excalibur_Z. Makes perfect sense! I had no idea I could throw fireball fakes with light kick instead of punch for example. Countering every jump-in with Shoryuken is what I generally try but can't always pull off quite yet.
I need some help understanding this move however: c.hp xx Shoryu (df+HP, d, df+HP)
Can you clarify? Down-Forward+Hard Punch, Down, Down-Forward+Hard Punch? Are those the keys?
isn't that redundant since double down-forwards is the shortcut input for srk?
If you're on a keyboard / hitbox, probably so. But going to down instead of neutral is how all stick users do it, which is probably why it was written that way
Edit: actually, it's probably still easier on keyboard to just hold down and tap forward twice. so not redundant!
On December 16 2013 04:12 NihiLStarcraft wrote: Thanks for the pointers, both the general advice from you, Duka08, and the more specific tips from you, Excalibur_Z. Makes perfect sense! I had no idea I could throw fireball fakes with light kick instead of punch for example. Countering every jump-in with Shoryuken is what I generally try but can't always pull off quite yet.
I need some help understanding this move however: c.hp xx Shoryu (df+HP, d, df+HP)
Can you clarify? Down-Forward+Hard Punch, Down, Down-Forward+Hard Punch? Are those the keys?
isn't that redundant since double down-forwards is the shortcut input for srk?
Doing double diagonal directional inputs is hard on stick. DF, D, DF is simple and consistent (just a wiggle!) compared to DF, (neutral), DF. You're likely to accidentally trigger down or forward on the way to your down-forward.
On December 17 2013 03:45 Gyabo wrote: Just finished watching Capcom Cup, glad to see Sako sticking with Evil Ryu the whole way. I wouldn't have expected him to dominate the EVO champ the way he did. Maybe with Ibuki, but with Evil Ryu against Gen? So impressive.
Btw, when ChrisG was playing, James Chen mentioned that ChrisG never learned plinking so he does all his combos without it. I was shocked to hear that since he plays Sakura. Granted, ChrisG only goes for cr.hp after lk.tatsu when he's styling, or hp.dp fadc cl.hp when he knows it'll win him the round, but he still hits those a decent percentage of the time in tournaments. So is this really true? ChrisG can hit these 1 frame links fairly consistently without plinking?
Chris does plink. He doesn't plink everything, and he'll often go for easier, unplinkable combos with s.jab after a tatsu. This is especially funny to me because an unplinkable 2-frame link is essentially identical to a plinkable 1 frame link. hp shou FADC cl.hp, he does plink the cl.hp
On December 16 2013 04:12 NihiLStarcraft wrote: Thanks for the pointers, both the general advice from you, Duka08, and the more specific tips from you, Excalibur_Z. Makes perfect sense! I had no idea I could throw fireball fakes with light kick instead of punch for example. Countering every jump-in with Shoryuken is what I generally try but can't always pull off quite yet.
I need some help understanding this move however: c.hp xx Shoryu (df+HP, d, df+HP)
Can you clarify? Down-Forward+Hard Punch, Down, Down-Forward+Hard Punch? Are those the keys?
isn't that redundant since double down-forwards is the shortcut input for srk?
Double down-forward is actually not the shortcut for SRK. A long time ago I downloaded vanilla SF4 and went into training mode to record macros on my Logitech G15. One of the things I recorded was 33P, an exact down-forward, down-forward, punch motion. No SRK came out. It wasn't until I did either df,f,df or df,d,df that the shortcut actually worked. The reason people say "df,df is the shortcut" is because on a controller or a stick (or even a keyboard) you're invariably going to hit either the d or f part of the second df first.
On December 17 2013 03:45 Gyabo wrote: Just finished watching Capcom Cup, glad to see Sako sticking with Evil Ryu the whole way. I wouldn't have expected him to dominate the EVO champ the way he did. Maybe with Ibuki, but with Evil Ryu against Gen? So impressive.
Btw, when ChrisG was playing, James Chen mentioned that ChrisG never learned plinking so he does all his combos without it. I was shocked to hear that since he plays Sakura. Granted, ChrisG only goes for cr.hp after lk.tatsu when he's styling, or hp.dp fadc cl.hp when he knows it'll win him the round, but he still hits those a decent percentage of the time in tournaments. So is this really true? ChrisG can hit these 1 frame links fairly consistently without plinking?
Chris does plink. He doesn't plink everything, and he'll often go for easier, unplinkable combos with s.jab after a tatsu. This is especially funny to me because an unplinkable 2-frame link is essentially identical to a plinkable 1 frame link. hp shou FADC cl.hp, he does plink the cl.hp
Ah I see. Thought it sounded fishy that he doesn't plink at all since that hp shou fadc cl.hp is hard enough even with plinking.
I was also wondering, does anyone know if it's easy to do what Sako does with rewiring the select button to the 3P button and vice versa? I'd love to be able to do those Evil Ryu combos of ...lk axe kick, fadc, cr.lp, st.hp (continue bnb)... but that axe kick fadc cr.lp is a 1 frame link and I can't get that consistently without plinking. I can get fadc into cl.mp but that doesn't force stand so I can't end the combo with lk tatsu, dp if the opponent is crouching.
It's not hard, but you have a pretty tough transition period because you end up pushing all your buttons one row to the right. ( medium becomes lights, heavy become medium, etc ) because you want the select / back button next to your light punch.
In the stick itself it's just pulling off some wires and putting them back elsewhere, it's really not that difficult to do.
On December 16 2013 04:12 NihiLStarcraft wrote: Thanks for the pointers, both the general advice from you, Duka08, and the more specific tips from you, Excalibur_Z. Makes perfect sense! I had no idea I could throw fireball fakes with light kick instead of punch for example. Countering every jump-in with Shoryuken is what I generally try but can't always pull off quite yet.
I need some help understanding this move however: c.hp xx Shoryu (df+HP, d, df+HP)
Can you clarify? Down-Forward+Hard Punch, Down, Down-Forward+Hard Punch? Are those the keys?
isn't that redundant since double down-forwards is the shortcut input for srk?
Double down-forward is actually not the shortcut for SRK. A long time ago I downloaded vanilla SF4 and went into training mode to record macros on my Logitech G15. One of the things I recorded was 33P, an exact down-forward, down-forward, punch motion. No SRK came out. It wasn't until I did either df,f,df or df,d,df that the shortcut actually worked. The reason people say "df,df is the shortcut" is because on a controller or a stick (or even a keyboard) you're invariably going to hit either the d or f part of the second df first.
Yeah, I thought so too. I even think it's not really a 'programmed' shortcut at all, but something like this: DF counts as both down and forward, so DF,D,DF can be reduced to F, D, DF for the correct input. If you were to move the stick to neutral, you would always pass one of the 2 (D or F) when moving into the corner, as the 2 switches won't hit in the same 1/1000 second. So you're doing something like N, F, DF, F, N, F, DF. Leave out some of the stuff and you can still find a shoryu in there. Same if you pass down instead of forward on the way.
I just recently started playing Sagat, and I just can't seem to get his ultra combo. Right now I'm just trying to do a uppercut->FADC->f.HK, but it seems like my f.HK always misses, and a lot of times I actually end up on the other side of Ryu after the FADC. Pretty sure I'm doing something wrong here, any pointers?
On December 18 2013 04:32 Ultraliskhero wrote: Hi guys, another SF noob here.
I just recently started playing Sagat, and I just can't seem to get his ultra combo. Right now I'm just trying to do a uppercut->FADC->f.HK, but it seems like my f.HK always misses, and a lot of times I actually end up on the other side of Ryu after the FADC. Pretty sure I'm doing something wrong here, any pointers?
If you have Ryu in the corner, you need to FADC backward, not forward.
If it's a counterhit (Ryu is spinning in the air), he'll float differently and I don't know if you can actually connect a f+HK, so just go straight into Ultra.
If it's a normal hit, you can hold the focus attack for a little bit longer before dashing forward and doing the f+HK. If you do it too soon then you can go right under him.
If it's a trade (your uppercut trades with a jump-in), you just do the f+HK immediately into Ultra. This is by far the easiest way to land the combo.
On December 18 2013 04:32 Ultraliskhero wrote: Hi guys, another SF noob here.
I just recently started playing Sagat, and I just can't seem to get his ultra combo. Right now I'm just trying to do a uppercut->FADC->f.HK, but it seems like my f.HK always misses, and a lot of times I actually end up on the other side of Ryu after the FADC. Pretty sure I'm doing something wrong here, any pointers?
If you have Ryu in the corner, you need to FADC backward, not forward.
If it's a counterhit (Ryu is spinning in the air), he'll float differently and I don't know if you can actually connect a f+HK, so just go straight into Ultra.
If it's a normal hit, you can hold the focus attack for a little bit longer before dashing forward and doing the f+HK. If you do it too soon then you can go right under him.
If it's a trade (your uppercut trades with a jump-in), you just do the f+HK immediately into Ultra. This is by far the easiest way to land the combo.
Ok, think I need to do the wait a bit before dashing thing, will try it later. Thanks!
Yeah I had this issue back in the day, and indeed it is a waiting thing. The issue is that if you do it too early, sagat goes under (as you noticed), but if you do it late enough and wait for the opponent to be low enough, when you press forward + HK, sagat will actually push the opponent's airborne body with him when he steps forward for the forward + HK, and then the forward + hk will hit.
Also keep in mind that while the extra damage is nice of the forward HK, it is not always 100% necessary. Don't be afraid to just do the ultra if you don't feel the forward HK will hit. In the heat of a match (tournament especially), after you hit the guy, you have to quickly assess if its a normal or counter hit (as excalibur mentioned, they fall different), and if you do it wrong, you will miss and lose out on a lot of damage. Sometimes it's better to just be safe and do the ultra after uppercut FADC.
Those changes were made based on community feedback prior to location tests. Now that the game is in full loctest mode they're going to retune things that don't make sense. I certainly wouldn't say they're final.
On December 18 2013 13:19 Noocta wrote: By the way, talking Ryu in USF4, Valle did spit the new toy on twitter
Ryu can apparently do jMP > jMP > Tatsu now. I guess they raised tatsu juggle count.
Wait, does that mean jMP is cancelable into air tatsu now like gouken? Or does valle mean that you land in enough time after the second jMP and do a tatsu after that on the ground?