The inhuman reaction part is probably because your patterns are too obvious. Common stuff at lower levels is to always go throw after blocked cr. jab, cr. jab, Ryus always ending their blockstrings with a cr. mk xx fireball at a range where it's not a true blockstring anymore, same with Yun and shoulder etc. If a better player pick up on your patterns and you don't notice it and adapt then you'll get absolutely killed.
Ultra Street Fighter IV - Page 489
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Aando
1304 Posts
The inhuman reaction part is probably because your patterns are too obvious. Common stuff at lower levels is to always go throw after blocked cr. jab, cr. jab, Ryus always ending their blockstrings with a cr. mk xx fireball at a range where it's not a true blockstring anymore, same with Yun and shoulder etc. If a better player pick up on your patterns and you don't notice it and adapt then you'll get absolutely killed. | ||
Duka08
3391 Posts
I'd love to get bopped by those guys. OMH my idol @o@ | ||
Aando
1304 Posts
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kuresuti
1393 Posts
EDIT: Oh and about the hitconfirming, that jab into rekka with Fei Long was exactly what he was doing. He was just so good at it I didn't get how he did it. | ||
St3MoR
Spain3256 Posts
stream will be brought to you in english by armshouse and I hope some of you will tune in at least for the finals on sunday, supporting the big effort the organizers made to bring such players to europe here you can check the information about the tourney CLICK HERE if there are any questions I will answer them gladly edit: newest trailer | ||
Noocta
France12578 Posts
On February 15 2015 18:02 kuresuti wrote: I got to play him many times without him kicking me though, that was very nice of him. Well thanks for the tips... It's difficult to start doing better during the beating when you are so frustrated EDIT: Oh and about the hitconfirming, that jab into rekka with Fei Long was exactly what he was doing. He was just so good at it I didn't get how he did it. It's a simple buffer. It's the exact same thing as doing crMK > Fireballk with ryu. If crMK doesn't hit, no fireball. | ||
BrTarolg
United Kingdom3574 Posts
Sometimes i wish our FGC scene wasn't so nooby in it's analysis. Everyone here talks about good matchup knowledge and fundamentals and can name specific and common situations with their responses Whenever you try to talk high level melee, a huge number of good players literally can't explain what/why they do something (too many options in melee and too many situations to cover) and there is a huge number of "intuitive" players that are also equally unable to give any decent advice. Given that melee is basically vortex the game, even describing simple ones can require hour long videos, and few (and in many cases for most characters, none) players actually execute optimised vortex play correctly One day i'll apply my smash fundamentals to street fighter when i get around to it haha. Cool to see TL has a SF community though | ||
porkRaven
United States953 Posts
On February 16 2015 15:27 BrTarolg wrote: Coming from a melee background here Sometimes i wish our FGC scene wasn't so nooby in it's analysis. Everyone here talks about good matchup knowledge and fundamentals and can name specific and common situations with their responses Whenever you try to talk high level melee, a huge number of good players literally can't explain what/why they do something (too many options in melee and too many situations to cover) and there is a huge number of "intuitive" players that are also equally unable to give any decent advice. Given that melee is basically vortex the game, even describing simple ones can require hour long videos, and few (and in many cases for most characters, none) players actually execute optimised vortex play correctly One day i'll apply my smash fundamentals to street fighter when i get around to it haha. Cool to see TL has a SF community though Don't confuse the majority of street fighter players with people you speak with on TL though. I know quite a few intuitive players that play SF decently as well. The systems appear to be much simpler for SF than melee (alright I don't know this actually). When I need to describe something like option selects or frame trapping or just anti airing it is usually a simple quick blurt because there isn't an intense amount understanding of the systems that leads you to make correct decisions. I am not saying street fighter is a basic or simple game though just the individual elements aren't too hard to understand if you play a decent amount. Please if I am wrong correct me though. | ||
sung_moon
United States10110 Posts
KoF style guard cancel/rolls/dodge, guard crush, just defend/instant block, combos being varied/confirmed depending on where the hitbox of the move landed/position of opponent, DI'ing, ledge game similar (although arguably more advanced) to Tekken's oki vs. ukemi. Melee also seems to have different frame data, according position of attack with opponent, but idk. This probably isn't even touching the surface with other advanced/stuff, including the movement itself. So to bring it back to BrTarolg's complaint, I just feel like it just a lot simpler to break down a "why did you do this in this situation?"-type stuff in a game like SF4, compared to a game like Melee, where more options may be present. I'm realizing as I'm typing that this really doesn't help you in your situation, but yea lololol. Maybe try the Smash forums here??? I honestly think guys here like Fakesteve/Excal/Trumpet/etc. give the most excellent indepth advice of the game/matchup/character specific stuff, so we are lucky sometimes! Lastly, nothing really to do with SF4, but a TON of Smash players here (Tristate) who do play other fighters end up playing MvC3 for reasons unknown to me. | ||
BrTarolg
United Kingdom3574 Posts
On February 16 2015 16:17 sung_moon wrote: Lastly, nothing really to do with SF4, but a TON of Smash players here (Tristate) who do play other fighters end up playing MvC3 for reasons unknown to me. Are you sung from melee? Maybe smash players just want to play a turn based fighting game for a little bit to cool off | ||
sung_moon
United States10110 Posts
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Duka08
3391 Posts
On February 16 2015 16:17 sung_moon wrote: Lastly, nothing really to do with SF4, but a TON of Smash players here (Tristate) who do play other fighters end up playing MvC3 for reasons unknown to me. I've noticed this as well, with locals/friends and also vicariously through people higher up in both scenes that I follow on twitter and such. I think it's because Marvel has fast paced action and lots of buttons to press, as well as flashy combos anyone can lab out extensively. It's also probably more consistently "hype" at tournaments because craziness and commentators, which could draw in people that play other fighters. Street Fighter has a lot more focus on decision making and thinking; not to say games like Melee and Marvel don't require thinking obviously, in fact doing so at the pace required is almost a whole different mindset (intuitive was a good term used in prev posts), but the ratio of mental game to execution in SF is a lot higher because the game is relatively slower. I feel like you get more out of Street Fighter when you get to play against the same person repeatedly and discuss as you play (on the fly and between games). I've had long sessions with people that "played" SF, i.e. knew controls and a character or two on a basic/intermediate level, that didn't really love SF. When you sit there and breakdown situations and mindsets and smart decisions your gameplay can evolve before your own eyes and improve rapidly. That gets a lot of people hooked, rather than just playing against nutty Ryu's online in lag all day. | ||
BrTarolg
United Kingdom3574 Posts
When i think of melee i always go back to street fighter guides on footsies and analysis on how people handle situations to try to improve the depth of my understanding of a melee situation And yeah frame data can vary on where you hit your opponent, and with what part (or time) of your hitbox you use. Hitboxes in melee are pretty complex as instead of being single hitbubbles, you usually have 3-4 (or more or less) boxes stringed together each with different properties, and this hitbox moves dynamically with your hurtbox If you hit someone with an aerial on the top part of their shield, the blockstun is the same but you land a lot later which gives you less frame advantage and less frames to work with But a lot of melee mechanics can be in some way paralelled to SF. Every character has their normals (tilts) and their jabs. You got your different aerials, your grabs In a lot of ways you can explain melee mechanics in a very SF way. Compared to SF, all melee characters have retardedly fast and varied movement, which allows for very free jump ins (especially with spacies). All jump in options are amazing as are the options for defending against them as movement is fast enough to completely avoid even jumps, and sheilding is completely independent of your opponent's movement. Hitboxes are stupidly huge and disjointed. Balance is all over the place usually going along the "crazy broken" line The biggest thing that really puts smash out there is the DI and %age system I think because smash64 has no DI that's probably why i know a lot of vanilla FGC players seem to be able to relate to it well I'm like, one of the minority in the smash community that tries to think of smash in FG terms though. Most people are just like "uhh, ftilt is good sometimes, and it combos into fair!" --- Out of interest, what do you guys think of SF5? Most of the melee community think sm4sh is a disaster for melee players (it's brawl all over again) Wondering if it's similar to SF4, what people think of it in general from the SF community, looking to be good competitively? I'd really like to pickup a SF game My only SF accomplishment was beating leffen's gf 2-1 using a day 1 flowchart ken lol. I didn't know how to use a stick so i kept messing up hadokens and leffen asked me "are those hadokens?" and my response was "uhm... no?" I won using non stop jumpins and random C.fp --> DP I also ultra'd a normal at some point lol | ||
porkRaven
United States953 Posts
Edit: SFV looks like it will have the core elements that make SF enjoyable but I do wish it was faster. | ||
Noocta
France12578 Posts
It does look slow tho. | ||
FakeSteve[TPR]
Valhalla18444 Posts
sfxt after many many patches became a pretty decent game, but it was too late lol | ||
Noocta
France12578 Posts
There's rumors you can't select plink on PS4, since it doesn't have a select button.. | ||
Ophe
Sweden388 Posts
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Trumpet
United States1935 Posts
can a hitbox user not get the normal mod for ps4 that stick users get? Pads could suck though. Everyone forced to use a DS4 is a little lame on its own. But if Teyah is to be believed... ** The Sony Dual Shock 4 performs worse when other Dual Shock 4s are connected nearby, causing interference. For every additional DS4 activated on the PS4 nearby, delay increases by ~4 ms, and inputs can become delayed by 2 or more frames or drop altogether. Detailed results available in Excel file on Raw Data page. source Evo pools could be a fucking nightmare for pad players | ||
Ophe
Sweden388 Posts
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