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On October 30 2009 07:51 CharlieMurphy wrote:Show nested quote +On October 30 2009 06:01 Excalibur_Z wrote:On October 30 2009 05:57 CharlieMurphy wrote: You can just double tap 33 to do any srk move in sf4
btw, When SS4 comes out can we make a new thread? 33 doesn't work. Try it in the PC version. It only appears to work in the console version because you're hitting forward or down in addition to down-forward. 263 works though, I've done it. no, it works because I read it on eventhubs and then I used it to complete the sagat trials which I could not do without it.
Its 323, 33 itself doesnt work.
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lolol
everyone i recommend watching the first match for funny commentator reactions and hype i suggest watching the 2nd match for lols. especially the first round
omg i spat water when i saw this lol
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I liked the mock fight between the chunli girl and sakura.. : o
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Yeah its poongko I think, I remember that being him from the SBO Qual videos a while back. He puts on a lil combo exhibition at the end lol
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Anyway as promised here are some more specific techniques relevant to sf4. Most of you experienced players already know this stuff so just bear with me:
Combo Execution: As you know the input system is much more lenient in this game but the timing for links can be very tight. The P-link method explained here is really useful for those trying to hit those 1-frame links. It might be awkward for some players but 3s players should be pretty familiar with this motion. What's good about it is that if you mess up and do it too slow, the weaker move comes out and connects your link.
Throw Tech'ing: Getting consistent with your techs is essential to becoming a good player. You can spot a walk up throw a mile away, the tricky ones are the tick throws. You actually don't have to be standing to tech a throw - crouching and hitting the buttons will still give you the tech, but you can't initiate a throw this way. Hitting this while your opponent isn't throwing you will give you c.short. If you are going to mash anything during your blockstun, mash this and not reversal DP.
DP'ing: There is a time and a place for this, use it wisely. Whiffing this move will usually give your opponent a full punish. Mashing DP during blockstun does have it's place, and that is when your opponent is low enough on health for it to chip him to death - just make sure it's actually going to hit him and he's not baiting it out with a dashback. Using it on your opponent's wakeup at point-blank is pretty effective, because his first reaction will be to throw. Just make sure you have the meter to FADC it. I'm not saying don't stick out those random reversal DPs or any random DP for that matter. Just be aware that doing it without meter to FADC is really unsafe and you want to keep it to a minimum. Also for Ryu players, stop using jab DP as an anti-air. Use fierce so you have less chance of trading, unless you time your jab purposely to trade so you can collect an ultra. Keep in mind that doing this is also risky, because if your opponent's jump-in stuffs your jab DP then you are likely eating a full combo.
FAs/FADCs: Pokes and footsies were really important in 3S. They're just as strong as ever in SF4, but their effectiveness has been severely decreased. The reason for that is that FAs pretty much shut down all lazy poking attempts. Use this on poke heavy opponents, or just opponents who overuse fierce/roundhouse. No need to charge it all the way, just release after your opponent throws something out carelessly. Only do this from footsie range or you will either eat a big combo or get thrown. Do not use this for anti-airs because once your opponent gets wise you will eat something like j.rh, ex DP. Do use this to bait a jump-in, dash back, and AA ^^. So say you are playing a Ryu player. His c.forward xx fireball is safe on block. It isn't safe however, if you block the c.forward, FADC through the fireball and DP/throw/sweep. Practice this in training mode, and know the distances when you can pull it off. Don't get obsessed with this though or you will be eating ex fireballs all day.
Big Knockdowns: For lack of a better term this is when your opponent is unable to perform a quick recovery,i.e. after a ultra/super/throw/sweep. The interesting one here is the sweep, since it can be included in combos and just general punishing. This is also something to keep in mind when your opponent whiffs something big. Do you go for the damaging combo, the knockdown, or one that pushes your opponent to the corner? Obviously this varies from character to character and your situation, just be aware that the choices are there and what your character would benefit most from. Why are big knockdowns so good? This ties in nicely to the next sections:
Cross-ups/ambiguous cross-ups: So we all know what a cross-up is and why they are so good. This next part was tested using Ryu, but is probably relevant for most characters. Depending on what move you jump in with, your jump distance will vary. Doing a jump in with a kick will move you further than doing a jump-in with fierce punch. This is useful if you begin your jump-in at a distance that where you might cross your opponent up or it might just be a regular jump-in. If you think he is expecting a cross-up, use the punch. If not, then use medium kick.
Safe Jump-in/Option Select: This is kind of tricky to explain but I'll try my best. Option select is when you input a series of commands such the move that your character does differs based on what your opponent does. Safe-jump in with DP option select means if I was ryu and I were to meaty my opponent with a jump in on my opponents wakeup, if he were to reversal AA me, the meaty would whiff because of the AA invincibility frames and my DP would come out to hit/trade with him. If my opponent blocks or gets hit by the jump-in, the DP does not come out. This video might help you understand better. To do this, you need to get a big knockdown on your opponent because you'll need to time your jump-in to hit just as your opponent is getting up (meaty). Then you just do your jump-in buffered inside the DP motion, then the button corresponding to DP strength right after the motion finishes. I find the time difference between the jump-in and the DP button to be a bit longer than a kara input. This doesn't work against some AAs, there is a working list here.
That's it for now, one last bit of advice is always stay calm under every situation - especially if you are way behind. Some players love to be aggressive at the start to gain a bit of a lead, then play keep-away for the rest of the match. Don't fall in to the trap of chasing your opponent, you're just playing his game. Even if your character is pure rushdown and has no projectiles, play at full/midscreen for a bit and build EX/ultra meter to change the pace. You need to break his concentration of watching for all those jump-ins and such by doing anything else. Then close the distance when he gets too comfortable at far range. Never give up when your opponent has almost a full health bar lead on you. This game is just built around comebacks, with ultras that are super strong and the fact that you actually take less damage when the music gets fast. When you lose, ask yourself what you did wrong. Most importantly, be consistent and play safe.
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The "round girls" on ogn make me laugh lol
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lol the OGN promoters have been watching too much UFC.
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Bill307
Canada9103 Posts
Great post DBunny. A couple of things to add, though:
On October 30 2009 09:08 DBunny wrote: Throw Tech'ing: Getting consistent with your techs is essential to becoming a good player. You can spot a walk up throw a mile away, the tricky ones are the tick throws. You actually don't have to be standing to tech a throw - crouching and hitting the buttons will still give you the tech, but you can't initiate a throw this way. Hitting this while your opponent isn't throwing you will give you c.short. If you are going to mash anything during your blockstun, mash this and not reversal DP. A very important addition to this: the throw tech window is longer if you're standing than if you're crouching. E.g. pressing back + lp + lk gives you a MUCH bigger window to tech the throw than down-back + lp + lk.
In 3s, for example. most people tech throws while holding down-back, because in that game the throw tech window is the same. I carried over this habit to SF4 and failed almost every throw tech attempt. But now that I tech throws while holding back, I have no trouble.
On October 30 2009 09:08 DBunny wrote: Also for Ryu players, stop using jab DP as an anti-air. Use fierce so you have less chance of trading, unless you time your jab purposely to trade so you can collect an ultra. For Ken players, you should use DP+mp for anti-air to avoid getting a trade.
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hmm, so is it safe to mash throw tech after a jump-in block? what if a ryu does a low mk and fireball combo after you blocked his jump-in?
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edit: Not sure on the frame data, but im sure you get plus off a jump-in RH, so if your just mashing tech you probably eat the low forward FB.
If I think your mashing it out i can jump again and go for a crossup or just DP. Don't mash, just look for the walk forward. Dbunny wasn't telling you to mash, he was saying if you feel like you absolutely HAVE to mash, mash tech and not DP. Unless your at highlevel play, or you've played with someone a lot, they arent going to risk walking forward and NOT throwing. So, knowing that, just wait to see them walk forward, THEN go for the throw, which will beat everything except walk forward DP. There will always be a risk/reward but that's the yomi that you get off a jump-in.
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On October 31 2009 00:47 broz0rs wrote: hmm, so is it safe to mash throw tech after a jump-in block? what if a ryu does a low mk and fireball combo after you blocked his jump-in?
Its not safe, there are many things that can punish just mashing throw(counter hit setups, a lot of moves that are throw invincible or come out very fast).
This is why simply mashing is fairly stupid and you need to have SOME finesse to properly tech throws without putting yourself at extreme risk and even then a lot of characters can easily bait the throw tech.
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On October 31 2009 00:47 broz0rs wrote: hmm, so is it safe to mash throw tech after a jump-in block? what if a ryu does a low mk and fireball combo after you blocked his jump-in?
Here Is what you should try to get in the habit of doing. What the thow they are going for generally in the middle of a block string would be whats called a "tick throw." To stick with the trend ill label it and define it
Tick Throw-I don't know why it has this name. However, it is the act of putting your opponent into block stun and waiting till the exact "tick" that they leave it to start your throw. This is done for the most part because it gives you an incredible frame advantage and Your throw will 95% of the time beat out any normals or specials that don't have invincibility frames on start up. You can add that to the plethora of other things to learn. Its extremely effective and nets you an untechable knockdown.
Now for teching tick throws you need to know when in a block string they are applicable. That is, when an opponent will attempt a tick throw on you. This is pretty easy to realize, its pretty much anytime you may be coming out of block stun. What you need to do is to hit your throw tech at the same time when an opponent would go for a tick throw, ie when you normally come out of block stun. This can have several results and some are a lot more frequent than others.
1. If your opponent went for the tick throw and you have the habit of hitting your tech as you would normally be coming out of block stun than you will tech his throw. You don't have to be psychic you just have to be consistant.
2. If the opponent decides to continue his block string than you end up remaining in block stun and nothing happens on screen regarding your tech.
Those are the most prevalent of what will happen if you simply hit your tech when your coming out of block stun. Other things can and will happen from time to time but this is the safest way to consistently tech opponents tick throws without relying on mashing on the tech throws which will most certainly get you in trouble as you face more experienced competition.
I hope this has helped somewhat and i hope i managed to make sense of it. If you still don't understand i'll try to sit down and word it better.
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On October 30 2009 16:03 Bill307 wrote: A very important addition to this: the throw tech window is longer if you're standing than if you're crouching. E.g. pressing back + lp + lk gives you a MUCH bigger window to tech the throw than down-back + lp + lk.
I don't think the tech window actually changes whether you are crouching or standing, it's just that if you do it too early then your crouching short will come out and that gets beaten by throw. This means if you are crouching you have to time your tech so it comes out slightly later than if you were standing (so I guess for practical purposes the window is smaller ^^). You get something like 7-10 frames to tech a throw so it's not that bad. Practice this in training mode, if you hear the sound of the c.short coming out when you fail a tech, then you did it too early.
One thing to add is when I say mash something, I don't mean actually press buttons like a madman ala mario party. Time the desired input so you do it every time your opponent attacks you, maybe a split second before.
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I want custom art for my stick so bad now but photo making is impossible. Anyone here a pimp and want to help me make hot Cammy HRAP template?
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Valhalla18444 Posts
my sister's gonna make me a custom sticker for my stick ^______^
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Bill307
Canada9103 Posts
On October 31 2009 06:56 _PulSe_ wrote: Tick Throw-I don't know why it has this name. The "tick" part means jabbing your opponent with a fast move.
A fast tick before a throw is useful for many reasons:
- Your default instinct after blocking the tick is to continue blocking.
- The tick is so fast that you have no time to think about what to do next. If you don't react immediately to the tick, then by the time you realize you might be thrown, it's too late.
- The tick (ideally) does not push you out of throw range, so your opponent can throw you without walking forward first, which means you won't see it coming.
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On October 31 2009 11:32 Bill307 wrote:Show nested quote +On October 31 2009 06:56 _PulSe_ wrote: Tick Throw-I don't know why it has this name. The "tick" part means jabbing your opponent with a fast move. A fast tick before a throw is useful for many reasons: - Your default instinct after blocking the tick is to continue blocking. - The tick is so fast that you have no time to think about what to do next. If you don't react immediately to the tick, then by the time you realize you might be thrown, it's too late. - The tick (ideally) does not push you out of throw range, so your opponent can throw you without walking forward first, which means you won't see it coming.
flawless xplanation
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Bill307
Canada9103 Posts
Another advantage of a fast tick is: if you first hit the opponent with a move that has a long hitstun / blockstun, then the tick might actually cause them to recover sooner, meaning you can throw them earlier than usual. E.g. if you block a low Cammy EX divekick, then Cammy can throw you a lot sooner by doing cr.LP throw instead of waiting for the divekick's blockstun to end.
Moreover, after a tick, you know exactly how long you need to wait before you can throw them. (Sometimes you don't have to wait at all.) Whereas after a jump-in, the time you have to wait is harder to predict.
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