On July 10 2011 02:00 eltese wrote: Mkay so here is a question : Im will be using my xbox controller at first (will play on the PC tho) and I'm wondering if its worth it buying like an arcade stick? Not in the sense "OMG I WILLZ BE PROS NAO!!!!!" (intentional :p) but more like a question if it will feel nicer in the long run? Kinda how a mechanical keyboard just pwn the shit out of your regular kb =)
If you're playing on a pc, I still recommend using a keyboard over the analog stick, since at least the jklnm, schematic will follow a fight stick scheme (may vary, i.e. you're playing a grappler so analog is easier).
Using a stick does improve play in my opinion (and is how tournaments play), but if you're playing in a casual sense, I wouldn't recommend shelling out too much for a stick. For me, since I play a lot of SF4/other fighting games, the stick was worth it (xbox madcatz w/ modded sanwa buttons) when compared to my alternate, the 360 controller. I can't say much for improvement between the keyboard and stick (I don't know if the cost would be justified)
On July 09 2011 23:49 Scheefe wrote: What character would people suggest me to learn first, except for rufus. Heard he is the easiest one to start out with but any other besides him?
Ryu, he's a basic shoto, has easy links, and is easy to play in general
Thanks, here I go learning the competative fighting games hurray
Personally I feel Rose is one of the best for learning. The only difficult thing she has for execution is cr.lk, cr.mp combo, which is a one-frame link, so you're missing out on less compared to other characters including Ryu if the combo timing is not down. Also there are too many online shotos out there already--don't need to add to their number.
Rose walks reasonably fast and relies mostly on just using normal moves to beat people. Antiairing is just cr.hp in general (EX Soul Throw sometimes but mostly cr.hp), so that should be pretty easy as well to pull off without thinking too hard or messing up a motion and eating a 300 damage combo. With Rose you can focus on learning fundamentals and a decent ground game, rather than character-specific gimmicks and offensive setups. You can also learn not to throw fireballs in ranges where you're going to get smacked in the face.
edit: If you're looking to improve your game and want to look through a good guide with video examples, I suggest Maj's Footsies Handbook:
On July 09 2011 23:49 Scheefe wrote: What character would people suggest me to learn first, except for rufus. Heard he is the easiest one to start out with but any other besides him?
Ryu, he's a basic shoto, has easy links, and is easy to play in general
Thanks, here I go learning the competative fighting games hurray
Personally I feel Rose is one of the best for learning. The only difficult thing she has for execution is cr.lk, cr.mp combo, which is a one-frame link, so you're missing out on less compared to other characters including Ryu if the combo timing is not down. Also there are too many online shotos out there already--don't need to add to their number.
Rose walks reasonably fast and relies mostly on just using normal moves to beat people. Antiairing is just cr.hp in general (EX Soul Throw sometimes but mostly cr.hp), so that should be pretty easy as well to pull off without thinking too hard or messing up a motion and eating a 300 damage combo. With Rose you can focus on learning fundamentals and a decent ground game, rather than character-specific gimmicks and offensive setups. You can also learn not to throw fireballs in ranges where you're going to get smacked in the face.
With Rose, you're not going to learn how to realistically combo ultras/DP FADC, hcf for fireball is harder than qcf, ryu cr.hp is also antiair and shoryuken is infinitely better than soul throw (not to mention more applicable, shoryuken belongs to like half the characters, while soul throw only matches with el fuerte), and she is less forgiving as she has less health. However, her pokes are good to toy with, and you will get better at normals.
Rose players also tend to use gimmicks. I bet everyone knows the good ol' slide kick->tick throw that every rose likes to spam
On July 10 2011 02:00 eltese wrote: Mkay so here is a question : Im will be using my xbox controller at first (will play on the PC tho) and I'm wondering if its worth it buying like an arcade stick? Not in the sense "OMG I WILLZ BE PROS NAO!!!!!" (intentional :p) but more like a question if it will feel nicer in the long run? Kinda how a mechanical keyboard just pwn the shit out of your regular kb =)
If you're playing on a pc, I still recommend using a keyboard over the analog stick, since at least the jklnm, schematic will follow a fight stick scheme (may vary, i.e. you're playing a grappler so analog is easier).
Using a stick does improve play in my opinion (and is how tournaments play), but if you're playing in a casual sense, I wouldn't recommend shelling out too much for a stick. For me, since I play a lot of SF4/other fighting games, the stick was worth it (xbox madcatz w/ modded sanwa buttons) when compared to my alternate, the 360 controller. I can't say much for improvement between the keyboard and stick (I don't know if the cost would be justified)
Hmms. Yeah but I'm not speaking in terms of "will it make me a better player" but rather "will I enjoy the game more this way".
As I rarely enjoy playing fighters on the keyboard I'm more inclined towards the analog stick.
What I'm looking for is more comfort and fun than gear that will be making me mega gosu
On July 10 2011 02:00 eltese wrote: Mkay so here is a question : Im will be using my xbox controller at first (will play on the PC tho) and I'm wondering if its worth it buying like an arcade stick? Not in the sense "OMG I WILLZ BE PROS NAO!!!!!" (intentional :p) but more like a question if it will feel nicer in the long run? Kinda how a mechanical keyboard just pwn the shit out of your regular kb =)
If you're playing on a pc, I still recommend using a keyboard over the analog stick, since at least the jklnm, schematic will follow a fight stick scheme (may vary, i.e. you're playing a grappler so analog is easier).
Using a stick does improve play in my opinion (and is how tournaments play), but if you're playing in a casual sense, I wouldn't recommend shelling out too much for a stick. For me, since I play a lot of SF4/other fighting games, the stick was worth it (xbox madcatz w/ modded sanwa buttons) when compared to my alternate, the 360 controller. I can't say much for improvement between the keyboard and stick (I don't know if the cost would be justified)
Hmms. Yeah but I'm not speaking in terms of "will it make me a better player" but rather "will I enjoy the game more this way".
As I rarely enjoy playing fighters on the keyboard I'm more inclined towards the analog stick.
What I'm looking for is more comfort and fun than gear that will be making me mega gosu
Try the analog stick for a few games. If it feels fine, no need to buy a stick
I *can* use the analog, but it's just that I feel the stick is more accurate (sometimes when I play seth on the analog stick I spd for no reason) and is more tactile as well (there is a delay with the triggers, for example, as you have to pull it down for it to register and thus takes up a few frames of reaction time). Plus, the dpad is complete shit
On July 09 2011 23:08 curreh wrote: wow thanks so much for all that Trumpet, learned a lot from that big post! Just managed to beat Seth and finish the arcade mode for the first time with your help, did it on medium :D
Oh I see with the back dashing, I was confused on what to do versing my friend who is quite good at fighter games and was playing ryu, when he knocked me down he would do a focus attack which I couldn't get away from and couldn't block so was stumped with that, but I guess back dash is the answer. I don't really use dashing much so I guess I found one way to use them more. Also have no idea how to use FADC'ing, which my friend was also doing a lot >_<
Pretty much; How should I be using dashing and FADC'ing? whenever I want to attack I mainly jump in with a hk - not sure how to denote air moves sorry - into a cr.mk xx ex.tatsu -> sakura tori or the air ultra hadouken which I forget the name of. The combo works beautifully when it works but I definately need other ways of getting to that cr.mk or the ex.tatsu and need to know when to attack from the air like I usually do.
Ohh I see with the links now, I'm going to look up Sakura's : ) I had been doing the cr.mk -> ex. tatsu but I wasn't cancelling it ahaha, now that I'm starting to cancel it (or at least attempt to) it's feeling a lot more effective, it mostly just got blocked before lol.
Ah I see that cr.fp I just tried it out, had never really used that, I was playing ryu for a week or so and realised that Shoryuken was a really good move for when I was being attacked by air, and I guess cr.fp is similar. Oh and what do I use in air-air, I think I read somewhere the best air-air for sakura was fp
Really enjoying learning street fighter, just like when I learned SC2. It definately feels the same, just like any other competitive sport/game, you have to work on the fundamentals before you can start learning proper strategy.
Sorry for so many questions, I think it's definately time to get some sleep
Sakura's c.hp is amazing. It's arguably the reason she even has a place in this game. It has only a 4 frame startup (compared to LP Shouoken's 7 or MP Sho's 8 or HP Sho's 12), a really really good hitbox, and will outright beat nearly every aerial attack in the game (I think only Yun/Yang's divekick and Ryu's jumping HP will beat or trade with it if they're angled and timed perfectly). It also does a lot of damage and is essential to know for her most damaging combos. The downside is that it's very punishable on block (-10) or on hit (-5), and while that isn't a problem when using it as an antiair because they take so long to hit the ground after you hit them, you want to be cautious using it on the ground. But, if you cancel it into a tatsu (usually LK tatsu which is 0 on block and +4 on hit) you can make it safe and even continue your combo on reaction if it hits.
Sakura has a few good air-to-air tools. j.hp is still pretty good, and so is j.mk, but far and away her best air-to-air normal is j.mp. She extends her fist in front of her which creates a really excellent hitbox that will beat all but the best air attacks of other characters. Air tatsu is also great air-to-air that puts you right in their face as they're waking up, which allows you to put on pressure. Air tatsu is also good for another reason, and that's that it alters Sakura's jump arc, so if you know your friend is looking for that antiair Shoryuken, simply mid-air tatsu just after the peak of your jump and the Shoryu will whiff harmlessly beneath her and you can punish with a combo.
Sakura's combos are pretty difficult which is why I wouldn't really call her a newbie friendly character. Her most lethal combos stem from connecting a LK tatsu (+4 on hit) into a c.hp (4 frame startup) xx hp sho/ex tatsu, which means you have to land the c.hp on the exact frame (1/60th of a second) that the LK tatsu is ending. This is known as a 1-frame link and it's something that only particularly experienced players can do reliably, kind of like marine splits vs banelings in SC2, or perfectly timed stutter step micro. You can substitute a s.lk (3 frame startup) for the c.hp which gives you a 2 frame window for a little less damage, but even 2-frame links aren't especially easy. Sakura's c.lp c.lp s.lp c.mk xx HP Sho is a 3-frame link (s.lp [+7 on hit] to c.mk [5 frame startup]) and isn't too tough, but against some smaller crouching opponents your s.lp will whiff so you have to instead use c.lp c.lp c.mk xx HP Sho (2-frame link).
You might ask "why would I want to start a combo with a c.lp instead of a c.mk?" There are two answers. The first answer is that if it's a guaranteed punish, like the opponent just whiffed a move with a ton of recovery and your attack is 100% going to land, use the c.mk xx HP sho. There's no chance of messing up the combo and you get that guaranteed damage and good positioning. The second answer is that c.mk has a 5 frame startup whereas c.lp has a 3 frame startup. That means that if you use a c.lp and the opponent uses a 4-frame poke or starts his 3-frame poke later than you, your c.lp will win. When you see that happen, you can keep your combo going by linking into c.mk xx HP Sho (reacting in this way to a successful combo starter and following through with your combo is called a "hit confirm"). If the c.lp doesn't hit and gets blocked instead, you simply don't finish the combo. If you instead tried to poke with c.mk and the opponent used a 3-frame or 4-frame move, your move would get beat out.
Is it even possible to pass the last 3 or 4 challenges of each character on a keyboard? I already fail at FADC into whatever Combo / Ultra .. so maybe its just me being terribad, but it seems without an Arcadestick there is a point where you wont improve anymore am i right ?
can any sakura user tell me her options after ex tatsu - otoshi x2, both mid screen and in the corner?
i been watching uryo videos too and i can't figure out how to use lk tatsu to jump over lows to beat crouch tech. is there some set up or spacing i need to watch out for?
On July 10 2011 02:35 Zakur wrote: Is it even possible to pass the last 3 or 4 challenges of each character on a keyboard? I already fail at FADC into whatever Combo / Ultra .. so maybe its just me being terribad, but it seems without an Arcadestick there is a point where you wont improve anymore am i right ?
It might be a ghosting issue w/ keyboard in that it won't register additional inputs.
That having been said, FADC's aren't a problem on my keyboard (for vanilla sf4). Just press mk+mp ez
On July 10 2011 02:35 Zakur wrote: Is it even possible to pass the last 3 or 4 challenges of each character on a keyboard? I already fail at FADC into whatever Combo / Ultra .. so maybe its just me being terribad, but it seems without an Arcadestick there is a point where you wont improve anymore am i right ?
It might be a ghosting issue w/ keyboard in that it won't register additional inputs.
That having been said, FADC's aren't a problem on my keyboard (for vanilla sf4). Just press mk+mp ez
its not the FADC i have problems with .. its the follow up T_T
On July 10 2011 02:35 Zakur wrote: Is it even possible to pass the last 3 or 4 challenges of each character on a keyboard? I already fail at FADC into whatever Combo / Ultra .. so maybe its just me being terribad, but it seems without an Arcadestick there is a point where you wont improve anymore am i right ?
It might be a ghosting issue w/ keyboard in that it won't register additional inputs.
That having been said, FADC's aren't a problem on my keyboard (for vanilla sf4). Just press mk+mp ez
its not the FADC i have problems with .. its the follow up T_T
edit : maybe i'm just to slow/bad
What kind of FADC's? Shoryuken fadc Ultra as a Shoto?
Also, a lot of those challenges are not good at all. A lot of the higher level combo's they ask you to do are not efficient and will never be used.
On July 10 2011 02:42 kainzero wrote: can any sakura user tell me her options after ex tatsu - otoshi x2, both mid screen and in the corner?
i been watching uryo videos too and i can't figure out how to use lk tatsu to jump over lows to beat crouch tech. is there some set up or spacing i need to watch out for?
After 2x Otoshi in the corner, backdash right when you land and immediately max charge a fireball. It's guaranteed chip damage (and it chips a LOT) and it's safe if they reversal (the fireball will hit them if they don't block, and against anything invincible like Ryu EX Shoryu you'll recover in time to block and punish).
LK Tatsu doesn't actually become airborne until like the 10th through the 21st frame, so it can be thrown or hit low before that point. Using LK Tatsu as a meaty on their wakeup allows you to connect the airborne segment of the tatsu which will beat crouch techs, then combo afterward. Meaty LK tatsu has a bunch of weird properties, and with proper timing can stuff Bison's EX Psycho Crusher, go under EX Shoryus, or even cross up and allow a combo.
There's probably a handy LK tatsu cancel timing that will allow the airborne portion of the tatsu to come out by the time the opponent comes out of blockstun. I know c.hp xx LK Tatsu is a true blockstring and c.lk xx LK tatsu is not, so maybe something in between would work. LK Tatsu has 16 frames of startup and is active for 6 with airborne properties from frames 10 to 21, so ideally you want frames 16 to 21 but 10 to 21 should still beat crouch techs. Canceling something like c.mp (11 frames of recovery) or c.mk (13 frames of recovery) should work best. C.mp xx LK Tatsu should work if they throw out a low, then hit 5 frames later during their low poke recovery. C.mk xx LK tatsu should be a solid frametrap and actually counterhit any 4-frame poke which would lead into an easier combo.
i'm a long-time master league sc2 player and i offer training for ssf4ae training in exchange. i'm currently playing oni, but i could switch, np. i play the pc version.
On July 10 2011 03:26 Corvi wrote: maybe this is a terrible idea, but here we go:
i'm a long-time master league sc2 player and i offer training for ssf4ae training in exchange. i'm currently playing oni, but i could switch, np. i play the pc version.
sup guys, any advice on how to deal with jumpins and cross ups as balrog??
at the proper range i can anti air with cr.fierce / headbutts easily. but if they keep jumping in on me when i have no time to do one of those or doing stuff like crossup tatsu's near me I feel hopeless
Ok, got this game today. I am terrible as expected but I enjoy playing Juri very much. Now ... how the hell do you cancel her Fuhajin (projectile shooting thing)?
Saw this video and I'm kinda impressed now
So how do you do I make her stop shooting those projectiles?
On July 10 2011 04:54 Toolshed wrote: Ok, got this game today. I am terrible as expected but I enjoy playing Juri very much. Now ... how the hell do you cancel her Fuhajin (projectile shooting thing)?
So how do you do I make her stop shooting those projectiles?
Juri can store fireballs by holding down the button, then release them by releasing the button. That ties up the button so obviously you couldn't do any LKs when you have an LK fireball stored, but you have to work that into your strategy. For example, a common blockstring and combo with Juri is c.lp xx release LK fireball c.mk xx LK pinwheel.
On July 10 2011 04:50 duckducktiM wrote: sup guys, any advice on how to deal with jumpins and cross ups as balrog??
at the proper range i can anti air with cr.fierce / headbutts easily. but if they keep jumping in on me when i have no time to do one of those or doing stuff like crossup tatsu's near me I feel hopeless
Balrog's cr.Fierce is easily one of the best anti air normals in the game. Unless your reaction timing is too late, I'm not sure how they can cross-up tatsu past that (or any cross-up for that matter)?