SRK Newbie Saikyo Dojo Execution Guide (read me!)

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  • SimonniceSimonnice Joined: Posts: 11
    Links are important for maximizing damage output for a combo...yes...but imo, combos are the least important fundamental aspect of SF play. You can win easily just doing ABC chain combos, launcher, into combo ender, over and over again, as long as your basic skill set is solid. Remember, your opponent isnt going to just sit there and take turns doing fancy combos, you have to earn that right, by knowing how to setup for a chance to land big damage.

    Maybe I should pick Juri/Ryu and head into some online battles then ? :).

    EDIT: Just did, it was devastating, but nothing I didnt' expect. :P. It's just crazy when you choose "same" on skill level and get paired up with dudes who brings you down to half life if you slip up in your defense once! My main problems were keeping a good defense with blocking the correct way against mixups and overheads/lows, but I also don't have any real combos to speak of atm. :P.

    Just so you know, I don't exactly like losing, but I wont give up after one night :P. Also I ended on a winning note and that felt alot better :P.

    The hard kick-button on my Fightstick stopped working aswell, so I guess it's time to order some new parts..
  • SPECTERLIGHTSPECTERLIGHT METRO CITY NINJUTSU Joined: Posts: 751
    For some time now, my hands just want to do everything so fast and end up for lack of a better word, spazzing.This is on an Arcade stick.
    I break down combos and do them slower, but at some point I just spaz on my execution.
    Lately it's more when I am trying trials. The timing of some of them is quite strict. I have seen the game's leniency on inputs and I guess I need to pay more attention to that system.
    How does one Calm the hands down when utilizing an arcade stick so that the fingers are doing most of the work?
    Disciplines: Bushin-Ryu-Ninpo, Street Fighting, Demonology, IGA Ninjitsu, Bushido, Alchemy, English Boxing, Wing Chun, Shaolin Gung Fu, Muay Thai, Tae Kwon Do, Igyo Tenshin-no-Jutsu, SFCQC, Swordplay, Garou Ryū MMA, Kusanagi Ryū Kobujutsu, Yagami M.Arts, Gun Kata...
    “There is nothing outside of yourself that can ever enable you to get better, stronger, richer, quicker, or smarter. Everything is within. Everything exists. Seek nothing outside of yourself.” 武神

    RIN-PYOU-TOU-SHA-KAI-JIN-RETSU-ZAI-ZEN
  • eltroubleeltrouble Joined: Posts: 5,714
    For some time now, my hands just want to do everything so fast and end up for lack of a better word, spazzing.This is on an Arcade stick.
    I break down combos and do them slower, but at some point I just spaz on my execution.
    Lately it's more when I am trying trials. The timing of some of them is quite strict. I have seen the game's leniency on inputs and I guess I need to pay more attention to that system.
    How does one Calm the hands down when utilizing an arcade stick so that the fingers are doing most of the work?

    Experience will help you make cleaner inputs, while maintaining finger speed. Just tell yourself to calm down, and try to keep your arms and hands as relaxed as possible. Eventually you'll get to the point where you're proficient enough with your arcade stick to maintain your composure, and not tense up in a stressful situation.

    A lot of it is also muscle memory. If you practice a combo to the point where you can do it in your sleep, your hands won't have such a rough time doing the inputs in a match.
  • GAPGAP Joined: Posts: 59
    I had watched some videos online to help me get the hang of the Shoryuken motion but I also found another concern. After seeing the execution videos done by other players, I wonder how quick do I need to be in order to execute a solid move? I somewhat better with charge characters as I know they only require a two second hold and release but with command characters such as Ryu or Cammy, I need to put the inputs fast or it will not register. How quick do I need to be fingers and thumbs? Or is it all timing?
  • Trouble BrewingTrouble Brewing Super Coffee Fighter V Joined: Posts: 5,174 mod
    Everything is "all timing". Motions should be completed as quickly and accurately as possible. Try going to training mode and testing yourself.
    The artist formerly known as Starcade RIP
  • eltroubleeltrouble Joined: Posts: 5,714
    I had watched some videos online to help me get the hang of the Shoryuken motion but I also found another concern. After seeing the execution videos done by other players, I wonder how quick do I need to be in order to execute a solid move? I somewhat better with charge characters as I know they only require a two second hold and release but with command characters such as Ryu or Cammy, I need to put the inputs fast or it will not register. How quick do I need to be fingers and thumbs? Or is it all timing?

    What Brewing said. Just go to training mode and practice the inputs. Start with a fireball, and work your way up to a dragon punch. Try to do the input as slow as you can, if it doesn't work, speed it up a little bit. That will give you a basic idea of how the input leniency in that game works.

    Now, it's always better if you can execute a move faster. It'll make life a lot easier when you're able to react quickly, and you're able to execute your counter quickly. But it's far more important that you can perform clean inputs than it is to be able to do stuff fast. Lots of people are able to flail their arms and hands about, but they have a higher chance of screwing up an important input when you need it during a match.

    Practice, practice, practice. That should be the first thing people see when they read the first post in this thread.
  • SPECTERLIGHTSPECTERLIGHT METRO CITY NINJUTSU Joined: Posts: 751
    So I'm trying to do Akuma Trial 22 last night and I am having a problem with my stick not staying in one place. I am using it on my lap to get used to it for Tourneys and it moves way too much. Anyone have any suggestions? I know Velcro is an option...
    Disciplines: Bushin-Ryu-Ninpo, Street Fighting, Demonology, IGA Ninjitsu, Bushido, Alchemy, English Boxing, Wing Chun, Shaolin Gung Fu, Muay Thai, Tae Kwon Do, Igyo Tenshin-no-Jutsu, SFCQC, Swordplay, Garou Ryū MMA, Kusanagi Ryū Kobujutsu, Yagami M.Arts, Gun Kata...
    “There is nothing outside of yourself that can ever enable you to get better, stronger, richer, quicker, or smarter. Everything is within. Everything exists. Seek nothing outside of yourself.” 武神

    RIN-PYOU-TOU-SHA-KAI-JIN-RETSU-ZAI-ZEN
  • eltroubleeltrouble Joined: Posts: 5,714
    So I'm trying to do Akuma Trial 22 last night and I am having a problem with my stick not staying in one place. I am using it on my lap to get used to it for Tourneys and it moves way too much. Anyone have any suggestions? I know Velcro is an option...

    1) Attach felt (or similar material) to the bottom of the stick. I have them on my Qanba, and you'd be amazed at how well they're able to grip jeans. I can almost stand up before they start to slip off.
    2) Play on the floor. It's an awkward angle for your wrist, but it will on a more stable surface
    3) If you can, bring a small stool or chair with you. It's highly impractical at a tournament, but it's a stable surface.
    4) Bring a milk crate, drill some holes on the top of your stick, and hold it down with bungee chords. It's a pretty dumb idea, but it is a solution.

    Honestly, the best thing you can do, is just get used to it. It sounds like you're moving the stick around WAY too much, which is due to you putting excessive force on your stick. Relax and calm down. Restrict the movement of your left hand to using primarily your fingers and wrists, and use light, but quick, movements.
  • SPECTERLIGHTSPECTERLIGHT METRO CITY NINJUTSU Joined: Posts: 751
    I finally got the Akuma trials one a few days ago. I am getting used to the stick in my lap and keeping my hands calm. It's going to take time, I know, to build execution, but I feel the lap is the best place as you have the most control. Ideally a tilted table would probably be best but totally impractical for tournaments. I'll keep working...
    Disciplines: Bushin-Ryu-Ninpo, Street Fighting, Demonology, IGA Ninjitsu, Bushido, Alchemy, English Boxing, Wing Chun, Shaolin Gung Fu, Muay Thai, Tae Kwon Do, Igyo Tenshin-no-Jutsu, SFCQC, Swordplay, Garou Ryū MMA, Kusanagi Ryū Kobujutsu, Yagami M.Arts, Gun Kata...
    “There is nothing outside of yourself that can ever enable you to get better, stronger, richer, quicker, or smarter. Everything is within. Everything exists. Seek nothing outside of yourself.” 武神

    RIN-PYOU-TOU-SHA-KAI-JIN-RETSU-ZAI-ZEN
  • GAPGAP Joined: Posts: 59
    I finally executed a shoryuken and I finally figured out the Z motion but I have a another question. Now that I figured it out, I realized that my timing is off and my movements are sloppy. How can I improve my reaction time and movements?
  • eltroubleeltrouble Joined: Posts: 5,714
    I finally executed a shoryuken and I finally figured out the Z motion but I have a another question. Now that I figured it out, I realized that my timing is off and my movements are sloppy. How can I improve my reaction time and movements?

    Practice will do wonders for your movement. It will increase consistency, accuracy, and speed. It's much like learning how to shoot a basketball, or throw a football, just DO it, and you'll improve.

    As far as reaction time, it's something you'll have to develop in live matches. Be aware of when an opponent is most likely to jump, so be mindful of their jump arcs, their ranges, timing, etc etc. Good reactions are a combination of genetic ability, constant practice in your game of choice, knowledge of your character and your opponent's character, and a dose of anticipation.
  • YadiYadi 0'12er Joined: Posts: 255
    my connection is trash tier and i dont really have a online community so how do i practice without becoming a training mode slash combo monster?
    umvc3 teams: Nova,Spencer,Hawkeye , spencer,sentinel,akuma, Hawkeye,Sentinal,Akuma

    Mvc2: jill,Sentinal,captain commando
  • GAPGAP Joined: Posts: 59
    Does anyone know how to execute those Supers and Ultras? I know how to execute the Metsu Hadouken in SFIV but for the older games I know the execution is important and I am not really good at executing the super arts or combo chains or whatever it is called. I want to know how I can execute supoers such as QCF, QCF + P in the game.
  • eltroubleeltrouble Joined: Posts: 5,714
    Does anyone know how to execute those Supers and Ultras? I know how to execute the Metsu Hadouken in SFIV but for the older games I know the execution is important and I am not really good at executing the super arts or combo chains or whatever it is called. I want to know how I can execute supoers such as QCF, QCF + P in the game.

    It's just practice, no secret or trick to it. Keep doing it until you get it. It helps to have some sort of input display to turn on, so that you can see where you mess up your inputs.
  • arewillarewill Joined: Posts: 2
    my connection is trash tier and i dont really have a online community so how do i practice without becoming a training mode slash combo monster?
    I'm just about to start playing SF4(soon as my game is delivered) and I'm going to have this same problem. I'm currently stuck with a satellite connection and I'm pretty sure I'd lag in online play plus easily go over my ridiculously low monthly bandwidth cap. Is the record feature in training mode a way to solve this problem? If so, what are some useful ways to use it?
  • furyXTfuryXT alrightalrightalrighttt! Joined: Posts: 28
    one thing that might help execution. Me, personally, I used to play (about to start back actually) the hell out of sf4. I noticed that i wasnt all that great, but i could pull off a win or 2 on a good day.

    Then i expanded my horizon. I started to watch streams. Things like iplaywinner, peacefuljay, etc. Heck, there are a ton of stuff on twitch.tv to be watched.
    The point is, i was limiting myself to sf4. I saw kofxiii on stream one day, and was like "i gotta get this". Picked it up, and learned a lot about execution and timing. I noticed that kof combos were extensive and almost double that of anything ive seen on sf4.
    So dont limit yourself just to one game. I learned more about SF4 while playing KOF and vise versa. Odd sounding i know, but give it a shot.

    Practice is everything. This is often misquoted as Practice makes perfect.
    i saw that quote somewhere and thought this thread would need it lol
    YOU'RE SAGAT. NEVER JUMP. You're slow and half blind.
    xbl: ProtonFury
    psn: furyXT
  • SPECTERLIGHTSPECTERLIGHT METRO CITY NINJUTSU Joined: Posts: 751
    My square gate is messing with my execution. I have played SF2 and most fighting games in Arcades, and I am not sure if they used octagonals or squares.
    What might I do to train my hands to not ride the square gate edges in the heat of battle, which screws up my moves?
    Disciplines: Bushin-Ryu-Ninpo, Street Fighting, Demonology, IGA Ninjitsu, Bushido, Alchemy, English Boxing, Wing Chun, Shaolin Gung Fu, Muay Thai, Tae Kwon Do, Igyo Tenshin-no-Jutsu, SFCQC, Swordplay, Garou Ryū MMA, Kusanagi Ryū Kobujutsu, Yagami M.Arts, Gun Kata...
    “There is nothing outside of yourself that can ever enable you to get better, stronger, richer, quicker, or smarter. Everything is within. Everything exists. Seek nothing outside of yourself.” 武神

    RIN-PYOU-TOU-SHA-KAI-JIN-RETSU-ZAI-ZEN
  • eltroubleeltrouble Joined: Posts: 5,714
    My square gate is messing with my execution. I have played SF2 and most fighting games in Arcades, and I am not sure if they used octagonals or squares.
    What might I do to train my hands to not ride the square gate edges in the heat of battle, which screws up my moves?

    If you grew up playing in American arcades, you were most likely playing on circle gates. Having recently adjusted to Jap parts, I can definitely tell you that there is a difference.

    Try using a different grip. Most American stick players use an open palm grip, or put the stick between the middle and third finger, which is the optimum grip for placing force on the stick. But with Japanese parts, it's less about being able to apply pressure on the stick, but control, so you might need to adjust your hand positioning to better apply fine control over the stick. Be sure to use a light grip when hovering over the stick at neutral, which lets you make rapid and light movements with your left hand. If you grip it, it tends to leave to execution errors and over-shooting your motions.

    Another issue is hitting the diagonals, which is more difficult on Japanese, due to the fact that the corners are farther away. Just try your best to develop a feel for the clicks of the stick, and if your moves end in diagonals, be sure to hold it in that position, to better ensure that you hit the corners perfectly.
  • Trouble BrewingTrouble Brewing Super Coffee Fighter V Joined: Posts: 5,174 mod
    I should probably clarify the "don't ride the gate" section of the guide. There are times when riding the gate is perfectly fine. I'm all over the gate when I play charge characters. I end my DPs all the way in that down/forward corner. Feels good man.

    The big thing people are trying to say when they say don't ride the gate is "don't turn a quarter circle motion into a _| motion, don't turn half circles into |__|, etc". It not only will probably feel really awkward, but it's a waste of energy.
    The artist formerly known as Starcade RIP
  • arewillarewill Joined: Posts: 2
    I Just got my arcade stick the other day(HRAP V3 SA) and I'm trying to establish good habits from the start. I'm starting with Ken to learn the basic shoto movement but I'm having a problem. When I throw a fireball most of the time I get :qcf::f::p: instead of just :qcf::p:. Is this a timing issue? I've been watching VesperArcade's tutorials on YT and saw this input on some of his too so I'm not sure if it's an execution flaw or sometimes the game shows it this way. I'm getting the same thing on dragon punches, :dp::df::p:, and I think they are only coming out because of the :df::df::p:. Is this a bad habit? I want to start by learning the traditional DP before I use the shortcut. Sorry if this has been asked/answered before, it's a lot of info to sift through.
  • AirkAirk Joined: Posts: 1,024
    I'm not 100% sure but it sounds like you are just pushing the button too late, and the game (What game is this? SF4, since you mention the DF,DF DP shortcut?) is just showing the second directional press since you are holding the stick in that direction. Otherwise, I can't imagine how you could possibly be doing D,DF,F,Neutral,Forward+Punch by mistake, it just seems like too strange a motion.

    So try pushing the button a little earlier and see if the 'extra' inputs disappear.
  • SPECTERLIGHTSPECTERLIGHT METRO CITY NINJUTSU Joined: Posts: 751
    I Just got my arcade stick the other day(HRAP V3 SA) and I'm trying to establish good habits from the start. I'm starting with Ken to learn the basic shoto movement but I'm having a problem. When I throw a fireball most of the time I get :qcf::f::p: instead of just :qcf::p:. Is this a timing issue? I've been watching VesperArcade's tutorials on YT and saw this input on some of his too so I'm not sure if it's an execution flaw or sometimes the game shows it this way. I'm getting the same thing on dragon punches, :dp::df::p:, and I think they are only coming out because of the :df::df::p:. Is this a bad habit? I want to start by learning the traditional DP before I use the shortcut. Sorry if this has been asked/answered before, it's a lot of info to sift through.

    I watch Vesper's Tutorials often, and I would say it's a form of leniency in the game. Just a brainstorm.
    However, (further brainstorming) you might be able to use that extra input to your advantage. Ken's Kara throw has the most range of all kara throws in the game. Without knowledge of frames, it might be possible to throw fireball close range and kara throw. Or use the extra :f: to do a FA, FADC or just dash in and then kara throw.
    These are just ideas, I'm not an expert, and learning frame data for each characters' moves is something I definitely have on my list of things to learn.
    If they help, great. If not, :(
    Disciplines: Bushin-Ryu-Ninpo, Street Fighting, Demonology, IGA Ninjitsu, Bushido, Alchemy, English Boxing, Wing Chun, Shaolin Gung Fu, Muay Thai, Tae Kwon Do, Igyo Tenshin-no-Jutsu, SFCQC, Swordplay, Garou Ryū MMA, Kusanagi Ryū Kobujutsu, Yagami M.Arts, Gun Kata...
    “There is nothing outside of yourself that can ever enable you to get better, stronger, richer, quicker, or smarter. Everything is within. Everything exists. Seek nothing outside of yourself.” 武神

    RIN-PYOU-TOU-SHA-KAI-JIN-RETSU-ZAI-ZEN
  • T.DavisT.Davis Joined: Posts: 13
    Anyone know the correct way to cancel a low normal move like low strong or low forward into a dragon punch type special (forward > down > down forward). Should the normal be buffered into the special or done separate from the special. This has probably been asked before but I can't find the post/thread so I hope someone can offer some advice. This question is specific to third strike by the way. Thanks.
  • SPECTERLIGHTSPECTERLIGHT METRO CITY NINJUTSU Joined: Posts: 751
    Anyone know the correct way to cancel a low normal move like low strong or low forward into a dragon punch type special (forward > down > down forward). Should the normal be buffered into the special or done separate from the special. This has probably been asked before but I can't find the post/thread so I hope someone can offer some advice. This question is specific to third strike by the way. Thanks.

    It's rarely a bad idea to buffer a low normal into a special in 3rd Strike, outside of when you are poking with low normals. You want the low normal to hit while your stick/pad is in the down position. This is especially useful when you want to cancel a low normal into a Super Art.
    Disciplines: Bushin-Ryu-Ninpo, Street Fighting, Demonology, IGA Ninjitsu, Bushido, Alchemy, English Boxing, Wing Chun, Shaolin Gung Fu, Muay Thai, Tae Kwon Do, Igyo Tenshin-no-Jutsu, SFCQC, Swordplay, Garou Ryū MMA, Kusanagi Ryū Kobujutsu, Yagami M.Arts, Gun Kata...
    “There is nothing outside of yourself that can ever enable you to get better, stronger, richer, quicker, or smarter. Everything is within. Everything exists. Seek nothing outside of yourself.” 武神

    RIN-PYOU-TOU-SHA-KAI-JIN-RETSU-ZAI-ZEN
  • HelveticaHelvetica Bold. Joined: Posts: 175
    I apologize if this question has been answered elsewhere in the thread (and it probably is a common one, too), but I've been transitioning from UMVC3 to SSFIV and SFXT, which means having to learn links.

    A lot of important links are 1 or 2 frame links, so I would have to learn plinking or double tapping and pianoing and things like that, but I play on pad, so those things don't really sound possible on a pad.... are they?

    Is there anyway to plink or double tap on a pad? (Or some other way to help pad players reliably land these tight links?)
  • | BLUE | BLACK | PURPLE || BLUE | BLACK | PURPLE | Joined: Posts: 2
    Thanks a lot for this guide, Trouble Brewing (/Starcade)! You've saved me a lot of time and I appreciate it.

    Some of the links are broken and I tried to find their proper location. Here's one: http://wiki.shoryuken.com/Super_Street_Fighter_IV/Ryu

    You have to straight go to that one the way it's written (copy and paste it) and not click on it in the article because that gives you a faulty hyperlink that leads to a page not found error.

    Same with the Domination 101 and Regional Matchmaking links:
    http://shoryuken.com/forum/categories/character-discussion.11/
    http://shoryuken.com/forum/categories/regional-matchmaking.110/

    And these two links:
    Character specific sub-sections: really specific questions dealing with the ins and outs of a character are better asked in the character specific sections. Most of the sections are pretty well organized and have sticky threads with bread and butter combos, matchup information, and general strategy.

    SSF4:AE: http://shoryuken.com/forum/categories/character-discussion.11/

    MVC3: http://shoryuken.com/forum/categories/character-discussion.54/

    Are now at:
    (SSF4:AE) http://shoryuken.com/forum/index.php?categories/character-discussion.11/
    (MVC3) http://shoryuken.com/forum/index.php?categories/character-discussion.54/
    (Street Fighter X Tekken) http://shoryuken.com/forum/index.php?categories/character-discussion.424/


    These things are easy enough to find... I just thought why make other people look this up if I already did the work, so, there you go with the links.
  • SPECTERLIGHTSPECTERLIGHT METRO CITY NINJUTSU Joined: Posts: 751
    I apologize if this question has been answered elsewhere in the thread (and it probably is a common one, too), but I've been transitioning from UMVC3 to SSFIV and SFXT, which means having to learn links.

    A lot of important links are 1 or 2 frame links, so I would have to learn plinking or double tapping and pianoing and things like that, but I play on pad, so those things don't really sound possible on a pad.... are they?

    Is there anyway to plink or double tap on a pad? (Or some other way to help pad players reliably land these tight links?)

    As far as I know, there is no way to plink on a pad. The buttons are smaller and it's physically impossible to plink, even with a SEGA Genesis style pad (the 6 buttons are all on the face of the controller).
    An arcade stick will give you much more control, accuracy and options than a pad ever could. I seriously recommend a stick.
    Disciplines: Bushin-Ryu-Ninpo, Street Fighting, Demonology, IGA Ninjitsu, Bushido, Alchemy, English Boxing, Wing Chun, Shaolin Gung Fu, Muay Thai, Tae Kwon Do, Igyo Tenshin-no-Jutsu, SFCQC, Swordplay, Garou Ryū MMA, Kusanagi Ryū Kobujutsu, Yagami M.Arts, Gun Kata...
    “There is nothing outside of yourself that can ever enable you to get better, stronger, richer, quicker, or smarter. Everything is within. Everything exists. Seek nothing outside of yourself.” 武神

    RIN-PYOU-TOU-SHA-KAI-JIN-RETSU-ZAI-ZEN
  • eltroubleeltrouble Joined: Posts: 5,714
    I apologize if this question has been answered elsewhere in the thread (and it probably is a common one, too), but I've been transitioning from UMVC3 to SSFIV and SFXT, which means having to learn links.

    A lot of important links are 1 or 2 frame links, so I would have to learn plinking or double tapping and pianoing and things like that, but I play on pad, so those things don't really sound possible on a pad.... are they?

    Is there anyway to plink or double tap on a pad? (Or some other way to help pad players reliably land these tight links?)

    They are possible on pad, just more difficult to execute. You could assign multiple buttons to the same function, such as a trigger and front button to something like MP, so that you can quickly press both in order to double tap or plink.

    Of course, this is FAR easier to do on an arcade stick, but the same thing can be done with like a Madcatz pad or some sort of pad with all 6 buttons on the face of the controller. In this way, you can hover your right hand over the buttons much like you would an arcade stick, and you would press the buttons the same way as you would on an arcade stick. It's more difficult due to the smaller size of the buttons, lesser stability of pressing down on a pad in this way, and firmer resistance on the buttons.
    As far as I know, there is no way to plink on a pad. The buttons are smaller and it's physically impossible to plink, even with a SEGA Genesis style pad (the 6 buttons are all on the face of the controller).
    An arcade stick will give you much more control, accuracy and options than a pad ever could. I seriously recommend a stick.

    This is not true at all. A stick has no serious advantage over a pad and vice versa. It is primarily a point of preference. Although it is generally considered that left-hand directional inputs are quicker on a pad due to the shorter throw and faster movements of the thumb, whereas a stick provides consistent right-hand button inputs due to the ability to use multiple fingers to press multiple buttons quickly and accurately without use of macros.
  • SPECTERLIGHTSPECTERLIGHT METRO CITY NINJUTSU Joined: Posts: 751
    ^Always love to be corrected, as this is a great way to gain knowledge and evolve!!! Thanks Senor Trouble!!! :D
    Disciplines: Bushin-Ryu-Ninpo, Street Fighting, Demonology, IGA Ninjitsu, Bushido, Alchemy, English Boxing, Wing Chun, Shaolin Gung Fu, Muay Thai, Tae Kwon Do, Igyo Tenshin-no-Jutsu, SFCQC, Swordplay, Garou Ryū MMA, Kusanagi Ryū Kobujutsu, Yagami M.Arts, Gun Kata...
    “There is nothing outside of yourself that can ever enable you to get better, stronger, richer, quicker, or smarter. Everything is within. Everything exists. Seek nothing outside of yourself.” 武神

    RIN-PYOU-TOU-SHA-KAI-JIN-RETSU-ZAI-ZEN
  • KreepsyKreepsy Joined: Posts: 3
    So when I'm trying to improve my god awful ability to link, should I just pick a few a day and hammer them out and practice? Does anyone have some tips on what helped them when learning to improve their ability to land links? I realize that it's all muscle memory, but I'm sure there are better ways to improve it other than just repeatedly hitting the same link.

    I'm playing SSF4:AE as Adon btw.
  • eltroubleeltrouble Joined: Posts: 5,714
    So when I'm trying to improve my god awful ability to link, should I just pick a few a day and hammer them out and practice? Does anyone have some tips on what helped them when learning to improve their ability to land links? I realize that it's all muscle memory, but I'm sure there are better ways to improve it other than just repeatedly hitting the same link.

    That's exactly what you do. You practice one link, or a few links, until you can land them as consistently as you can. This is how you develop muscle memory. You do it by repetitive motion until your fingers know exactly when to start moving.

    It's important to take a break every now and then. Links shouldn't be the SOLE purpose of training, rather, you should do it in-between your other forms of training. You can first warm-up by practicing your bnb combos and punishes, then you can move on to playing online or against the hardest CPU opponents, then take some time to figure out why you're losing and come up with a plan to alter your current training regime or strategy to counter that, then do some link training, back to basic combos, and then back to playing matches.

    Just an idea.
  • KreepsyKreepsy Joined: Posts: 3
    That's exactly what you do. You practice one link, or a few links, until you can land them as consistently as you can. This is how you develop muscle memory. You do it by repetitive motion until your fingers know exactly when to start moving.

    It's important to take a break every now and then. Links shouldn't be the SOLE purpose of training, rather, you should do it in-between your other forms of training. You can first warm-up by practicing your bnb combos and punishes, then you can move on to playing online or against the hardest CPU opponents, then take some time to figure out why you're losing and come up with a plan to alter your current training regime or strategy to counter that, then do some link training, back to basic combos, and then back to playing matches.

    Just an idea.

    Thanks for the help. I just need to get a better hold on my links so I can actually do most of Adon's BnB combos haha.
  • eltroubleeltrouble Joined: Posts: 5,714
    Thanks for the help. I just need to get a better hold on my links so I can actually do most of Adon's BnB combos haha.

    It's especially important for Adon, since none of his combos are really that big on damage. It's important to learn his basic hit confirm combos and frame trap setups. Be sure to know how to perform his ambiguous cross-ups, since that's one of his best tools to land damage.

    Also be sure to look into things like double tapping and plinking. Although it feels weird to perform these execution techniques in the beginning, they actually help to inject some consistency into your execution.
  • CrimsonCujoCrimsonCujo Joined: Posts: 56
    So since I refuse to open a new topic and earn myself more wrath from the admins, I'd like to post my queries here.

    I've used several sticks - many of which are claimed to be custom made. I've identified a key problem in a good many of my inputs: that being that when doing a QCF, I somehow manage to hit the up/upforward/upbackward buttons on accident (in the case of the first two, usually they end up together; the second and third are always isolated incidents by themselves). I also notice that when trying to hit two Punch buttons together (or even three, for Ultras) I have problems getting even two buttons to land at the same time - for example, I'll want to hit MP+HP or LP+MP or w/e; I tap the buttons, but the game reads the rhythm all wrong (in the case of LP+MP, the game reads the weakest button first).

    Usually when this happens, I panic to make sure I'm seeing the inputs right. And then I run into another problem - the minimum timing requirement for any motion to be registered as valid for a special move. I have terrible abilities in tracking time in my head (due to it being clusterfucked with a bunch of other crap at the time - I'm not able to multitask), and my math is so pitiful, I shouldn't have even graduated high school (despite the fact that I did). So I keep either doing it too slow or too fast (the latter most of the time) and it messes up the special (most often in the case of Ultras/DMs), resulting in just the normal coming out.

    The problem is, I can't really "feel" the timing in my head, so I have no idea how fast is fast enough to be slow enough to make sure I have the inputs correct (as this thread's advised, do it fluidly before going all hyperspeed on it). Not to mention, I've not used a proper arcade stick in nearly, what, a decade or so? So I'd imagine not being able to "feel the gate" has something to do with it too.

    I'm starting to think I'm a heavy masher, but I'm not really 100% sure on this. I mean, I've just started with both FGs and sticks, so I have virtually ZERO idea of what's right and what's wrong - and what's what. It's rather irritating, and the fact that I can still win some matches despite this abhorrently low/non-existent execution is also irritating because I didn't win those on skill - it was sheer beginner's luck. Granted, I can pull it off if it's just by itself (and usually I fail after about 5 or 6 reps, maybe 7).

    I have no idea what to do. I'm hoping Theo delivers on his promise to sell one of his sticks to me for a bargain price, but right now the only stick practice I've got is at the SRK League Bar, and I can't be there 24/7. Any ideas for how I could gain execution practice outside of using a stick on these issues?
    PSN: AshrenderRenvalt

    "Feel it! Black Widow Style Taekwondo! Face Juri-sama's wrath!"
  • AirkAirk Joined: Posts: 1,024
    Any ideas for how I could gain execution practice outside of using a stick on these issues?

    You do realize that you basically just asked "Is there any way I can get practice without practicing?" right?
  • CrimsonCujoCrimsonCujo Joined: Posts: 56
    You do realize that you basically just asked "Is there any way I can get practice without practicing?" right?

    ........ Derp. Me and my mouth. Thanks for the big reminder, Airk.
    PSN: AshrenderRenvalt

    "Feel it! Black Widow Style Taekwondo! Face Juri-sama's wrath!"
  • KTFOKTFO Hombre Joined: Posts: 26
    I'm running into a consitent problem with canceling my light attacks into specials. For instance, I use Ken I can link my 3 cr.lp together perfectly, but I cannot seem to get the follow up SRK or Tatsu to come out. Should I be buffering the attack while linking the 3 punches? Thoughts?
    SSF4 AE Mains:
    Adon/Cody
  • eltroubleeltrouble Joined: Posts: 5,714
    It's possible that you're chaining your 3 cr.lps. Getting 3 LPs to connect is pretty easy. You can mash the living shit out of it, and you'll connect all of them without any effort. This is because you're chaining those moves together, and in SF4, you cannot connect specials off of chained attacks. What you have to do is either slow down your link timing between each cr.lp, or slightly delay the timing of your final cr.lp, which no longer makes it a chain attack, so that you can connect with an SRK or tatsu.
  • KTFOKTFO Hombre Joined: Posts: 26
    It's possible that you're chaining your 3 cr.lps. Getting 3 LPs to connect is pretty easy. You can mash the living shit out of it, and you'll connect all of them without any effort. This is because you're chaining those moves together, and in SF4, you cannot connect specials off of chained attacks. What you have to do is either slow down your link timing between each cr.lp, or slightly delay the timing of your final cr.lp, which no longer makes it a chain attack, so that you can connect with an SRK or tatsu.

    That may be the case. I am only pressing the punch button 3 times, as being sure not to mash, but I still could be chaining it. Unfortunately, being able to distinguish between a link and a chain in terms of light attacks is tough.
    SSF4 AE Mains:
    Adon/Cody
  • eltroubleeltrouble Joined: Posts: 5,714
    That may be the case. I am only pressing the punch button 3 times, as being sure not to mash, but I still could be chaining it. Unfortunately, being able to distinguish between a link and a chain in terms of light attacks is tough.

    It comes easier with practice. Are you able to reliably perform an SRK or tatsu off of a cr.lp? Some players, and especially new players, can have problem with having enough hand-speed to do the SRK motion from the down-position.
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