eltrouble, post: 6849958, member: 50728 wrote:
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.
SPECTERLIGHT, post: 6908891, member: 62151 wrote:
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?
GAP, post: 6910163, member: 60824 wrote:
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?
SPECTERLIGHT, post: 6959471, member: 62151 wrote:
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...
GAP, post: 6997413, member: 60824 wrote:
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?
GAP, post: 7018652, member: 60824 wrote:
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.
Yadi, post: 7005972, member: 66028 wrote:
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?
SPECTERLIGHT, post: 7059759, member: 62151 wrote:
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?
arewill, post: 7064051, member: 69732 wrote:
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 instead of just . 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, , and I think they are only coming out because of the . 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.
T.Davis, post: 7224952, member: 27831 wrote:
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.
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.
Helvetica, post: 7228238, member: 59534 wrote:
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?)
SPECTERLIGHT, post: 7231112, member: 62151 wrote:
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.
Kreepsy, post: 7273000, member: 47575 wrote:
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.
eltrouble, post: 7273081, member: 50728 wrote:
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.
Kreepsy, post: 7273125, member: 47575 wrote:
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.
CrimsonCujo, post: 7311506, member: 36010 wrote:
Any ideas for how I could gain execution practice outside of using a stick on these issues?
Airk, post: 7375976, member: 22498 wrote:
You do realize that you basically just asked "Is there any way I can get practice without practicing?" right?
eltrouble, post: 7382016, member: 50728 wrote:
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.
KTFO, post: 7382044, member: 52544 wrote:
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.