The Outrageous Newbie Thread (ASK YOUR QUESTIONS HERE)

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  • HitageHitage Joined: Posts: 131
    Per my man Blooddrunk, the trials and missions are for VANILLA mode only, (I was trying to do Guy's new JC which led me to inquire in the Guy threads.) which makes them tough to want to complete. Though, you MAY be able to use the new combo editor (which would make them easier), I will check into that in and respond.*
    Imo, going through all those trials WILL build muscle memory, but if you can't even do some of the moves or combos at all then idk...

    *The new combo editor WILL work with trial mode. It's insane what you can do with this new combo editor too. I'm not sure I approve, as it can allow one to create difficult to execute combos, which only cost one bar? and it would be consistent.

    Ok good to know. I mainly do trials so I can get a general feel for a character anyways
    Row Row Fight Da Powah
  • SPECTERLIGHTSPECTERLIGHT Chimes At Midnight Joined: Posts: 702
    Check out the ver 2013 Combo Editor thread. I'll be fielding questions there. The trials will be EASY with this new editor.
    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
  • nesstor001nesstor001 luv(sic) Joined: Posts: 47 ✭✭
    Hey guys, great thread. Got the patch recently and I'm having tons of fun. Here's my question:
    What are some of the basic outlines/checklist for figuring out the synergy between characters? This is a TAG game after all, and I kinda have no real clue as to where to begin.
    cvs2: N Yama/Kyo/Cammy
    KOF XIII: EX Kyo/Takuma/Shen
    3S: Makoto
  • ItsDaveyJItsDaveyJ Joined: Posts: 283
    Just wondering... I've been playing around with a few different teams but around how much damage should I be getting for tag combos? I'm not sure if my teams have crappy damage, average damage, or high damage.
    USF4: Chun
  • cheese and chipscheese and chips Metal Blade> everything Joined: Posts: 203
    is it possible to be successful at this game without buying a single gem?
    Gamertag: Shadow man mm3 UMVC3: Frank/hawkeye/Doom

    king cobra and zubaz for v 2013
  • Shooting Star RockmanShooting Star Rockman Jaded Joined: Posts: 1,222 ✭✭✭
    is it possible to be successful at this game without buying a single gem?

    Yes, of course. The gems are merely there to complement your characters, but they're nowhere near as game breaking unless it's an assist gem (which has been nerfed to near-uselessness).
  • SPECTERLIGHTSPECTERLIGHT Chimes At Midnight Joined: Posts: 702
    edited March 2013
    Hey guys, great thread. Got the patch recently and I'm having tons of fun. Here's my question:
    What are some of the basic outlines/checklist for figuring out the synergy between characters? This is a TAG game after all, and I kinda have no real clue as to where to begin.

    You can either go into Character specific threads, most have a synergy sub-thread, and look at what characters are synergistic, or find your main and ask about which characters mesh well with him/her.
    You may also youtube team synergy, or once again with your main, look up what high-level players are doing in terms of teams.

    I feel you need to decide what you want to do with your team, as there are different roles for each character, and different objectives for teams. You definitely want to think about/research ways that your chosen characters can tag each other in safely, especially under pressure. Building meter is important as well, for Switch Canceling, etc. You also want to pair characters who make up for each others' weaknesses.
    Those are the basics in my opinion, however, I don't have as much experience with this game as many others do on these forums.
    Post edited by SPECTERLIGHT on
    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
  • FauxtoolFauxtool Joined: Posts: 10
    If I buy a brand new box copy for the Vita will it still come with the alternate costume pack? What about the digital version. I ask because I am looking at buying all the DLC, and it would barely cost more to get a travel copy for the vita.
  • SPECTERLIGHTSPECTERLIGHT Chimes At Midnight Joined: Posts: 702
    If I buy a brand new box copy for the Vita will it still come with the alternate costume pack? What about the digital version. I ask because I am looking at buying all the DLC, and it would barely cost more to get a travel copy for the vita.

    I think the 12 char. costume pack DLC for Vita came with, only when you pre-ordered the game. I'm not sure about the digital version. From the PS website, it seems only 6 char costumes are available for DLC. I do NOT own a vita, so pardon my lack of info.
    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
  • NaerasNaeras Joined: Posts: 160
    Since the character forums are gone and I'm impatient; I picked up this game after the patch hit, started enjoying it immensely and figured out Chun was a really fun character to use. I've got some tiny questions about her.

    - What moves do I use as anti-air with Chun? Everything I do seem to trade or get beaten, although that might be(read: probably is) a timing issue on my part.
    - I've heard people say Chuns EX fireball is important for her game(comboing into her juggle), but watching Hiro play this weekend I don't think I saw him use it once. Should I just learn the c.LK c.LP b.MK-combo and save the meter, or is that just a suicide mission for online games?
    - Are there any characters that go exceptionally well with Chun?
  • NovaFRCNovaFRC NYVoodoo Joined: Posts: 186
    edited February 2013
    Naeras said:

    Since the character forums are gone and I'm impatient; I picked up this game after the patch hit, started enjoying it immensely and figured out Chun was a really fun character to use. I've got some tiny questions about her.

    - What moves do I use as anti-air with Chun? Everything I do seem to trade or get beaten, although that might be(read: probably is) a timing issue on my part.
    - I've heard people say Chuns EX fireball is important for her game(comboing into her juggle), but watching Hiro play this weekend I don't think I saw him use it once. Should I just learn the c.LK c.LP b.MK-combo and save the meter, or is that just a suicide mission for online games?
    - Are there any characters that go exceptionally well with Chun?

    Disregard what I posted. Apparently, it gives Chun from 3s. =\

    I'm not sure on a viable anti-air, and Chun's EX Fireball can be important, but it's rarely used since she juggles very well and combos very well with Rufus. *Hinthintwinkwinknudgenudge*
    Post edited by NovaFRC on
    AE - Sagat/Ibuki/Oni
    SFxT - Sagat/Heihachi, ???/Lars
    Marvel - Skrull/Akuma/Hawkeye, Skrull/Frank/Hawkeye
    XBL GT: NY l Voodoo
  • NaerasNaeras Joined: Posts: 160
    Blaaaaargh I don't like Rufus, he made me cry whenever I tried to use him in AE. :(
  • will08will08 K POP Enforcer Joined: Posts: 240
    Naeras said:

    Since the character forums are gone and I'm impatient; I picked up this game after the patch hit, started enjoying it immensely and figured out Chun was a really fun character to use. I've got some tiny questions about her.

    - What moves do I use as anti-air with Chun? Everything I do seem to trade or get beaten, although that might be(read: probably is) a timing issue on my part.
    - I've heard people say Chuns EX fireball is important for her game(comboing into her juggle), but watching Hiro play this weekend I don't think I saw him use it once. Should I just learn the c.LK c.LP b.MK-combo and save the meter, or is that just a suicide mission for online games?
    - Are there any characters that go exceptionally well with Chun?

    Not ganna say any names but that was terrible advice. Just pick rufus aka Hiro's team because he's winning atm hinthintwinkwinknudgenudge. Anyways let me help you out man
    1) Anti Airs she has 3 main anti airs ST MK (best and most reliable) > Neutral Jump RH (aka Spreading Eagle) > and D/F LK (spacing specific but lets you combo off of it)

    2) EX fireball is NOT important in her game plan but it's good for a) resetting into hazan chun combo off EX fireball > st mp xx mk hazan chun and b) Bailing you out if get your magic series blocked i.e magic series st mp > cr fp > EX Kikoken. The extra damage you get is ass but at least its a super easy hit confirm

    3) Any character really Chun is a battery + support character with her relaunch option and safe st mp xx legs string so she can pretty much go with literally any charcter

    I would be wary about taking peoples advice on here Mr. Naeras. Not everyone knows what there talking about. Anyways ill keep in touch with the Chun Li boards a little more from now on. I dropped Chun as a main because i think she is weak in ver2013 but dont be discouraged she is still very solid.
    SFxT | Chun li x Julia
    KOF 13 | King Mai Mature
    Soul Calibur | Pyrrha
  • NaerasNaeras Joined: Posts: 160
    Alright, thanks for the advice. And thanks for reminding me about st.MP - legs, I don't use that as much as I think I should.
    I don't think I'm going to leave Chun anytime soon, she just fits my preferred playstyle very well with her great space control and whiff punishment potential, and she's really fun to use even besides that, so no worries there.

    Also, sidenote, you're using Julia as well? She's incidentally one of the characters I sort of want to try with Chun, along with Dudley, Lars and Ogre. :o
  • NovaFRCNovaFRC NYVoodoo Joined: Posts: 186
    Legit saying to ignore my advice, but person says Chun is weak in ver 2013. Lol. Irony.

    I also forgot, no one else but Hiro plays Rufus/Chun(Rickywut?).

    If you're going to try Julia, Naeras, you should play Chun/Julia, in my opinion. Julia has a lot of good combo enders, and you can use Chun's superior footsies in this game to set up a lot of tag switch and boost combos for big damage. One point I would stress, though, is making sure to check your respective character forums(if you can find them).

    AE - Sagat/Ibuki/Oni
    SFxT - Sagat/Heihachi, ???/Lars
    Marvel - Skrull/Akuma/Hawkeye, Skrull/Frank/Hawkeye
    XBL GT: NY l Voodoo
  • will08will08 K POP Enforcer Joined: Posts: 240
    Naeras said:

    Alright, thanks for the advice. And thanks for reminding me about st.MP - legs, I don't use that as much as I think I should.
    I don't think I'm going to leave Chun anytime soon, she just fits my preferred playstyle very well with her great space control and whiff punishment potential, and she's really fun to use even besides that, so no worries there.

    Also, sidenote, you're using Julia as well? She's incidentally one of the characters I sort of want to try with Chun, along with Dudley, Lars and Ogre. :o

    Yup I had a lot of success with that team and you can look me up on youtube but that was Vanilla Chun when she was soo cheap. Now i play Julia x Hwa cause i wanna keep winning. Btw when fishing for st mp xx legs keep in mind that at max range vs crouching opponents last hits of Lightning legs whiffs and you can get punished so at max range do st mp xx hp kikoken.
    SFxT | Chun li x Julia
    KOF 13 | King Mai Mature
    Soul Calibur | Pyrrha
  • LinksLinks No copyright law in the universe is gonna stop me! Joined: Posts: 956 ✭✭✭
    I don't know whether this falls into newbie question or not, but where on Earth are the Bob forums? I'm thinking of picking him up and can't find them anywhere. o_O
    Steam Profile: GottaGoFaaaaast
    Mains: Ultra SF4 - Cody, Evil Ryu, Dudley, Poison SFXT - Poison, Ogre, Elena, Dudley, Cody, Kazuya, Bryan, Ken, Asuka UMVC3 - Firebrand, Frank West, Super-Skrull and Wolverine, Taskmaster, Akuma
    SSBB - King Dedede, Zero Suit Samus, Luigi, DS3 - Talbain, Morrigan
  • AlphaZeroAlphaZero Used Member Joined: Posts: 751 ✭✭✭
    They removed Bob from this so they could add Strider Hiryu and King of Fighters XIII as characters, according to character list. Guy/King of Fighters XIII team is OP

    Here you go

    http://forums.shoryuken.com/categories/bob
    GT: AlphaZero
  • LinksLinks No copyright law in the universe is gonna stop me! Joined: Posts: 956 ✭✭✭
    Thanks a lot.

    Wait... Ibuki > Bob? <shakes head> This has to get fixed soon.
    Steam Profile: GottaGoFaaaaast
    Mains: Ultra SF4 - Cody, Evil Ryu, Dudley, Poison SFXT - Poison, Ogre, Elena, Dudley, Cody, Kazuya, Bryan, Ken, Asuka UMVC3 - Firebrand, Frank West, Super-Skrull and Wolverine, Taskmaster, Akuma
    SSBB - King Dedede, Zero Suit Samus, Luigi, DS3 - Talbain, Morrigan
  • DeadpoolBubDeadpoolBub Joined: Posts: 135
    Okay, I'm going to try to get into this game. How well would any combination of Rolento, Cammy, Raven & Yoshimitsu work? Those are the four characters I'm most interested in at the moment.
    SSF4: Cody, Ken
    UMvC3: Nova/Dr. Doom/Hawkeye
    Injustice: Nightwing
  • Aoi84Aoi84 ~Pretty Fighter~ Joined: Posts: 421
    Okay, I'm going to try to get into this game. How well would any combination of Rolento, Cammy, Raven & Yoshimitsu work? Those are the four characters I'm most interested in at the moment.

    I'd say it depends on your level and your opponent's. Kind of "taboo" to say that, but honestly, here's my outlook:

    Cammy: I'd say she's stupid good to a point. Her AA is probably one of the few in the game that scares the hell out of people. Online, a lot of people still love jumping around recklessly and she will net easy wins from just that. The problem is, if they're playing smart, then what? Cammy has no real way to open a good player up. In AE her tick throw game gave you something solid to work with, whereas this game has weaker throws, so you're gonna have to rely on poking and frame traps (which again, will probably fail if they know her). Your pressure with her needs to be on point, and you better have a very damaging combo ready for when you do get a chance.

    Rolento: Same problem as Cammy. He's very very solid, but really can't open an opponent up without a gimmick. He does have good tag-in moves though.

    Yoshi: I don't think Yoshi's been fully realized yet. Most characters aren't, but him especially. He just now feel playable post-patch, and from what I see, it's still very basic. If I were to play Yoshi, I'd do it with the mindset of playing him on anchor for resets. His flea stance, teleports, and suicide beg to be explored more. Lock down tag->Suicide/Teleport are huge potential damage, while people are still just looking for raw damage. If you like him, take him to training mode and get creative.

    Raven: Can't talk as much about him since I'm not as familiar. I know his BNB scoop move was awesome(is it still?), and he's good at laming out, but meh. Just not a fan of him.

    Teams:
    Cammy/Rolento or Raven: I'd play Cammy on point to get damage and build meter. If you get a life lead, tag in Rolento/Raven off her awesome pokes and lame it up. If need be, Rolento can lock them down for her to do some decent tag damage.

    Rolento/Yoshi: Neither really seem to need meter, so you can store plenty for supers, which they both seem good at landing. Still, I'd get in the lab with Yoshi.

    If I were you, I'd look into more Tekken characters that play like Tekken characters. High/lows, big damage, bounces, etc.



  • NovaFRCNovaFRC NYVoodoo Joined: Posts: 186
    I really like the suggestion of Cammy/Rolento. Rolento's rekka is a good tag switch tool, and he's still a good character despite nerfs. Rolento is also a friendly character if you're new, because he helps you get used to a lot of the aspects of the game. If you need Rolento tech, definitely check out some Infiltration matches on Youtube.

    I suggest doing nearly everyone's trials so you can get a hang of each character and seeing who feels good in your hands.

    Also, and I say this to everyone, definitely check the online replay channel. For characters, ranked players, etc. It can teach you how to play match-ups so long as you know what to look for, and gives a lot of useful combos. Plus, since you can save so many replay videos to your channel, you'll get a lot of high level play to watch and experience.
    AE - Sagat/Ibuki/Oni
    SFxT - Sagat/Heihachi, ???/Lars
    Marvel - Skrull/Akuma/Hawkeye, Skrull/Frank/Hawkeye
    XBL GT: NY l Voodoo
  • dropspam777dropspam777 Joined: Posts: 11
    can someone explain to me how to time okizame ? Pretty much i get jabbed after their quick rise instead of getting a mixup. Is there a fix number of frames since they get knockeddown to the possibility for them to move after quick rise so i can time it? I get a tendency to hit to early and the move goes through them nt connecting.
    SFxT : LawxJulia/Dudley
  • TakeAChanceTakeAChance Joined: Posts: 7
    Forgive me, I am new to the SF Engine, but am giving it a real honest go here. I am currently using a team of Law and Elena. Laws shaolin kicks while grounded provide excellent combo opportunities for elena. I use Law as my point and Elena as my anchor.

    My problem is that Elena's frame data isn't currently available and I am having trouble keeping pressure on with her. In training mode, CPU ken is constantly DP'ing me when I try to poke pressure.

    What are her best methods for frame traps and pressure? I know rhyno horn is safe, and EX rhyno horn is advantage so I like to use EX Rhyno horn as a knockdown setup. Midscreen/close range, what should I be doing to make the opponent continue to block?
  • DeadpoolBubDeadpoolBub Joined: Posts: 135
    Thanks for the advice AOL & Nova.
    SSF4: Cody, Ken
    UMvC3: Nova/Dr. Doom/Hawkeye
    Injustice: Nightwing
  • itsNoxitsNox Joined: Posts: 4
    edited February 2013
    I don't if I'm missing something or if I'm just bad need more practice, but I'm trying to do a lot of trials to figure out what characters I like and I'm having a terrible time just doing basic combos. Like 4 standing jabs on rolento always drops after the first 2 or 3 even though I'm pretty sure I'm not changing the rhythm. I know less moves are better most of the time so that was just an example.  It's pretty much like this for all other combos besides the basic l m h that you can just mash. I know that if the hit doesn't come out at all I need to wait longer and if it comes out but gets blocked I need to hit it faster. 
    Post edited by itsNox on
  • DudeDude Joined: Posts: 199 ✭✭
    itsNox said:
    I don't if I'm missing something or if I'm just bad need more practice, but I'm trying to do a lot of trials to figure out what characters I like and I'm having a terrible time just doing basic combos. Like 4 standing jabs on rolento always drops after the first 2 or 3 even though I'm pretty sure I'm not changing the rhythm. I know less moves are better most of the time so that was just an example.  It's pretty much like this for all other combos besides the basic l m h that you can just mash. I know that if the hit doesn't come out at all I need to wait longer and if it comes out but gets blocked I need to hit it faster. 
    just need more practice. A frame is 1/60th of a second, so the rythym can sound/feel completely unchanged even when it's slightly off.
  • DimglowDimglow Joined: Posts: 14
    I tried asking this in a thread but I guess maybe I asked in the wrong place... Hopefully someone will help me out here. I'd like to get into this game.

    So I've made the decision that I want to buy this game. And since I would be buying it I would also probably immediately buy all character DLC at minimum as well, and any smaller $5-10 DLC purchases might get thrown in on top.

    But what has me hung up now is HOW to buy SFxT. I am open to either a PC or PS3 purchase, but the differences in feature availability between platforms is very confusing. Additionally I can't figure out what the total price would be to get the game+DLC for PC vs game+DLC for PS3.

    The most important feature for me is partner play (the ability to play with a fried on the same team) and I also want this as an online play feature. I think I read XBOX doesn't allow this. Can I do this with both PS3 and PC or just PS3?

    How about DLC characters? Are they all available to both? Are the prices for the DLC packs the same? Or should I be buying the Street Fighter 25th anniversary to get a good deal on SFxT with all DLC? Is all DLC even included in the SF25A box? I've heard that it is and heard that it isn't.

    If anyone can help me out here I'd appreciate it. I've tried googling a lot of this information but the price listings are all over, and the feature listings are impossible to confirm on a platform level.
    Captain America (3-α SS) / Hulk(3-β AA Gamma Charge) / Taskmaster (ALT-α H. Shot)
    Chris (5-γ Land Mine)/Storm (ALT-Whirlwind)/Trish (1-Peekaboo)
    Nemesis (3-β Launcher Slam)/ Dormammu (2-α Dark Hole)/ Wesker (4-β Samurai Edge)
  • zUkUuzUkUu Theory Pro Joined: Posts: 4,371 ✭✭✭
    edited February 2013
    You get some ridiculous deals on pc (as cheap as 7$ or something). But in general the console scene is A LOT stronger then the PC scene.

    Xbox features online 2vs2 team play, it doesn't feature COUCH co-op tho (so together online on one machine) afaik.

    PS3 version has 5 extra characters exclusively.
    Post edited by zUkUu on
    我道
  • MetalNeverDiesMetalNeverDies Joined: Posts: 10
    Been playing this for the past 3-5 days and I don't know to to tag mid-combo and what other ways can I bring in my other character safely?
    I do as I choose.. and I answer to no one! -- Doctor Doom
  • Shooting Star RockmanShooting Star Rockman Jaded Joined: Posts: 1,222 ✭✭✭
    Been playing this for the past 3-5 days and I don't know to to tag mid-combo and what other ways can I bring in my other character safely?
    Well, you can bring in your partner either through a well-placed launcher.  Doing a tag cancel requires you to press mp + mk the moment your attack is hit or blocked.
  • AnkiRendanAnkiRendan Ippitsu Soujou! Joined: Posts: 81
    Hey guys. So I'm trying to learn how to play SFxT and of course, where I started was picking characters.

    I know I want to use Ibuki for sure. She's my favourite SF character and character in this game overall. When it comes to partners, I'm interested in the following 3: Elena, Yoshimitsu and Xiaoyu.

    Which of these characters do you think works best with Ibuki? From what I've read on the Ibuki boards, she seems to make a better anchor but I still can't decide who would be best with her out of these three.
    Yoshimitsu x Ibuki
  • SkywalkinSkywalkin Shoosh! Joined: Posts: 170
    Liking the look of the game, trying to jump back in, no idea what im doing!

    Some questions:

    Whats the best way to use the boost combos now - should I be trying to confirm into the boost combos? 
    What are the true block strings in this game, stuff that I can be uppercutted out of? Is it still stuff like jab jab etc? I know thats char dependent but lets use Ryu for arguements sake.

    Ill post so more as I think of 'em. I was decent at this when It first came out, Ill play and get back on it, just been a minute!

  • Shooting Star RockmanShooting Star Rockman Jaded Joined: Posts: 1,222 ✭✭✭

    Skywalkin said:
    Liking the look of the game, trying to jump back in, no idea what im doing!

    Some questions:

    Whats the best way to use the boost combos now - should I be trying to confirm into the boost combos? 
    What are the true block strings in this game, stuff that I can be uppercutted out of? Is it still stuff like jab jab etc? I know thats char dependent but lets use Ryu for arguements sake.

    Ill post so more as I think of 'em. I was decent at this when It first came out, Ill play and get back on it, just been a minute!

    If you're using Ryu, instead of hit-confirming to his boost combo you may instead hit confirm to his BnB.  Poke the opponent with crouching/standing jabs and then when it hits link it to his BnB (cr.mp, cr.mp, cr.mk xx Joudan/Tatsu/Hadouken/Launcher).  According to the frame data, linking cr.lp/st.lp (close or far) to his cr.mp are 2-frame links.  As much as possible, avoid using jabs as it worsens the damage scaling.
  • Rc_ONRc_ON NO ESCAPE Joined: Posts: 1,746 ✭✭✭✭✭
    edited March 2013
    Hi guys, I really have no clue how to deal with characters like Bison and Vega using chains on block. I know that they are unsafe and stuff, but the push back is still ridiculous. So I read that Bison's s.mk~shk is -12 on block. Lars's cr. mk for example, has 8 frames start up.. seems easy to do but the mk won't even reach Bison. Is it even punishable with a normal? I mean Lars' cr. mk has a decent range already.
    Post edited by Rc_ON on
    TTT2: Heihachi/Anna
    SSF4 AE: Dudley
    SFxT: Main team Lars/Akuma; playing various other teams, cuz the roster is that awesome.

    20$ get you 4 characters in Injustice, and 12 in SFxT. Do the math yourself.
  • LinksLinks No copyright law in the universe is gonna stop me! Joined: Posts: 956 ✭✭✭
    AnkiRendan wrote: »
    Hey guys. So I'm trying to learn how to play SFxT and of course, where I started was picking characters.<br />
    I know I want to use Ibuki for sure. She's my favourite SF character and character in this game overall. When it comes to partners, I'm interested in the following 3: Elena, Yoshimitsu and Xiaoyu.<br />
    Which of these characters do you think works best with Ibuki? From what I've read on the Ibuki boards, she seems to make a better anchor but I still can't decide who would be best with her out of these three.

    Elena is a great point character, so if you want to use Ibuki as an anchor, she's one to consider. She controls space very well with her long-reaching limbs and has annoying overheads and lows, making her a pain for many other characters to deal with. She also does well without meter and can easily confirm into a boost combo, making her good as a point character.

    I don't know much about Yoshimitsu, but what I do know is that counters a lot of conventional projectile zoners well, and foes cannot jump at him. He also tags into combos well using his windmill. Overall, his synergy with other characters is what makes him shine.

    Xiaoyu, in my experience, has a bit of trouble in the neutral game without meter, so she seems better as an anchor. However, I don't want to give you any bad info, so I'll just say this: she's a great anchor since she does good damage from launchers/tag cancels and benefits greatly from having the momentum. With Ibuki, I'm not sure she's the optimal partner, but they definitely have some synergy. I think I would put Ibuki first.
    Steam Profile: GottaGoFaaaaast
    Mains: Ultra SF4 - Cody, Evil Ryu, Dudley, Poison SFXT - Poison, Ogre, Elena, Dudley, Cody, Kazuya, Bryan, Ken, Asuka UMVC3 - Firebrand, Frank West, Super-Skrull and Wolverine, Taskmaster, Akuma
    SSBB - King Dedede, Zero Suit Samus, Luigi, DS3 - Talbain, Morrigan
  • CryoStaticCryoStatic Joined: Posts: 105
    Hello there! I'm trying out Ibuki for some execution practice and to improve my general mobility. Regarding her basic BnB's, what's the timing to the Ibuki cl.HK xx J.HK combo? Is there some sort of technique to make the J.HK connect reliably, because I can hardly get the J.HK to connect at all without spamming. I read somewhere that you can buffer moves so that when you jump the action will come out immediately. Actually, it was in that hour long Makoto guide that was posted up on the main page, but I can't really make heads or tails of the input necessary.
  • TimTimTimTim T-T-T-Timmay! Joined: Posts: 1,327
    Who are the most combo heavy characters in this game?
    I have decent enough execution so far I've only struggled with doing EWGF but I never played tekken seriously or practiced much.
    I'd like to play Jin he was my first character in vanilla and I liked him in earlier tekkens when I was a kid so hopefully someone who can work with him. I don't need some crazy synergy just don't want them to work poorly together.
    Just a lazy prick.
  • SPECTERLIGHTSPECTERLIGHT Chimes At Midnight Joined: Posts: 702
    Gems...
    I'm wondering if it's worth it/necessary to buy a great deal of gems? In regards to the tournament scene, and just overall, I'm uncertain how many gems I need.
    In one perspective, having as man gems to use with different characters/teams to enhance their gameplay seems like a boon.
    A second perspective is, damn, buying gems in SFxT is like buying them in RL; Expensive!
    There are other FGs that I still have to add MS Points to, so I'm debating whether to buy gems or to buy extra characters, or even other FGs? (There are 1200 MSP saved for DS! NO way I'm missing that one! "MONSTER!!!")
    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
  • zUkUuzUkUu Theory Pro Joined: Posts: 4,371 ✭✭✭
    Gems...
    I'm wondering if it's worth it/necessary to buy a great deal of gems? In regards to the tournament scene, and just overall, I'm uncertain how many gems I need.
    In one perspective, having as man gems to use with different characters/teams to enhance their gameplay seems like a boon.
    A second perspective is, damn, buying gems in SFxT is like buying them in RL; Expensive!
    There are other FGs that I still have to add MS Points to, so I'm debating whether to buy gems or to buy extra characters, or even other FGs? (There are 1200 MSP saved for DS! NO way I'm missing that one! "MONSTER!!!")

    I'd stay away from buying gems at all. The tournament standard is to use the "preset" gem load outs. (the v2013 ones, not the vanilla ones). If you just want to play online, just pick the best out of the free ones - and stay away from assist gems, they are frowned upon.
    我道
  • CryoStaticCryoStatic Joined: Posts: 105
    Is Raven still decent in ver. 2013? I heard his jabs and CADC combos were nerfed, but that doesn't seem too big of an issue and hopefully can be worked around. I'm looking for a new main point person to pair up with Steve.
  • zUkUuzUkUu Theory Pro Joined: Posts: 4,371 ✭✭✭
    CryoStatic wrote: »
    Is Raven still decent in ver. 2013? I heard his jabs and CADC combos were nerfed, but that doesn't seem too big of an issue and hopefully can be worked around. I'm looking for a new main point person to pair up with Steve.
    He sits just under top tier.
    我道
  • NovaFRCNovaFRC NYVoodoo Joined: Posts: 186
    CryoStatic wrote: »
    Is Raven still decent in ver. 2013? I heard his jabs and CADC combos were nerfed, but that doesn't seem too big of an issue and hopefully can be worked around. I'm looking for a new main point person to pair up with Steve.

    According to Dieminion, Raven is top tier. He's plus on his fireballs, does decent damage and has a really good teleport. He is frame trap heavy, though, so if you're accustomed to that playstyle, it will help you a lot.
    AE - Sagat/Ibuki/Oni
    SFxT - Sagat/Heihachi, ???/Lars
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  • NuruhuineNuruhuine Joined: Posts: 6
    Hello,
    I have a problem understanding something: i can chain for example a FP with a DP, but if i do WP, MP, FP and then try a DP, it doesn't come out. Instead, every single time, the launcher comes out.
    I tried that with every character other than Ryu, and i just can't seem to link a super with a string of 2 or 3 combos. I can only chain 1 normal move with a super.
    Could you explain me why?
    Or maybe it has something to do with my version of the game? I play on Vita.
  • zUkUuzUkUu Theory Pro Joined: Posts: 4,371 ✭✭✭
    what is "FP" and "WP"? Fierce and Weak? I can only guess. If you're unsure about the notation, then write it out to make it clear what you mean.

    LP = Light Punch
    MP = Medium Punch
    HP = Heavy Punch

    The chain mechanism works like this:

    You can chain from any light into a medium or heavy attack and from any medium into a heavy attack. So LP~HK, or LK~MP~HK etc This is a universal mechanism. (~ = chain)

    Now, each normal has additionally different "cancel property". Some moves can be cancled by a special, ex special, super or cross art. For instance, Ryu's c.MP and c.HP (and many other moves) can be canceled by all of the above. So c.HP xx Shoryuken (xx = cancel) works a does c.MP xx Super, c.MK xx Cross Art etc.

    c. = crouching
    s.= far standing
    cl. = close standing

    Now, that is only true if you use that normal without chaining into it. So you need to "link" into it. e.g: c.LP, c.MP xx Shoryuken
    (, = link, means you have to wait a bit and "time" the following move). Now if you "chain" into it: c.LP~c.MP you CAN'T cancel it by a special or cross art. This is why you can't cancel LP~MP~HP by a special move at the end. However, you can cancel it by his Super and EX Special Moves. So c.LP~c.MP xx EX Hadoken works for instance as does c.MP~c.HP xx Super.

    That is why you get a launcher when you try to use a normal shoryuken. But be aware, not every move is cancelable to begin with, so you won't be abel to cancel them by super or ex moves, if you chain them or not. Ryu's s.HK is NOT cancelable under any circumstances other then by a launcher.

    You can look here to see which move is cancelable by what:
    https://docs.google.com/spreadsheet/lv?key=0Ahj9eopeop0SdDltVUdvbWx4ZjFUMWNBRW1mdmFwUEE&f=true&noheader=false&gid=15

    If you need to know what these figures mean, click on the Glossary.

    If you click on some other characters, you will see that some can cancel their s.HP / s.HK, so a chain of LP~MP~HP xx Super works for them.

    我道
  • NuruhuineNuruhuine Joined: Posts: 6
    Thanks for the very detailed answer. It really helps.
    However, i have a hard time understanding what's the difference between chaining and linking.
    Also, is it possible with Ryu to do something simple like: (standing) MP, HP, (cancel) Shoryuken. ? And if possible, how to do it?
    How would you transcribe that? [s.MP~s.HP xx Shoryuken] or [s.MP, s.HP xx Shoryuken]
  • zUkUuzUkUu Theory Pro Joined: Posts: 4,371 ✭✭✭
    edited March 2013
    c.LP, small pause, c.MP is a "link". You just wait until c.LP's animation is complete.
    c.LP NO PAUSE ~ c.MP is a "chain". You basically "cancel" c.LP by a c.MP.

    s.MP, s.HP doesn't connect as a link. Here the general "frame data" comes into play. There are many tutorials on how to read frame data. e.g:
    http://www.eventhubs.com/guides/2009/feb/17/how-read-frame-data-street-fighter-4/

    Just a very brief answer:
    Most fighting game run in 60FPS (so 60 Frames per second). 1 frame = 1/60 of a second.
    Look at the link I posted in my previous post. When a move has "5 frames start up", then that means it'll attack on the 5th frame.
    Now when you look at "hit/block advantage" you see it's either positive or negative. If it's negative, it means your opponent will recover before you by XX frames. If it's positive it means you recover before him, while he is still in "hit / block stun". If you look at close LP for instance, you'll see that it's +6 on hit. That means, any move with a start up of 6 or less can be comboed (witht he proper timing) after it. For instance, c.MP with 5F start up. That is then a "2 frame" link. You need to hit "c.MP" within a 2F window to combo it after s.LP.
    c.MK has 6F start up, meaning it's a "1 frame link" after a s.LP (and way tougher to hit).

    This is how combos work. But remember, that is only the case when you LINK the moves, if you CANCEL them, it works differently.

    cl.MP~cl.HP xx EX Shoryuken / Super Art
    s.MP~s.HP can't be cancled except by going into Launcher

    This works as a link:
    c.MP, c.HP xx Shoryuken / Super Art / Cross Art / EX Shoryuken

    c.MP is +7 and c.HP has 4F start up, meaning it's an easy 4F link. Now you could also chain c.MP~c.HP, but it deals less damage and you can't cancel it by a normal special move.
    Post edited by zUkUu on
    我道
  • NuruhuineNuruhuine Joined: Posts: 6
    Thanks again for the detailed explaination. That "kinda" helps.
    But honestly, all that stuff gives me a headache.
    I want to enjoy a simple brawler and now it makes me feel like i need to have a PhD in astrophysics to play it correctly.

    Anyway, let's see if i understand this. To know if 2 moves can be **linked**, i need to check 2 things: the hit advantage, and the start up, correct? I substract the start up of the 2nd move from the hit advantage of the 1st move and it gives me how many frames i have to actually link them, to then be able to cancel after that into a super. Also correct?
    So, as an example, we could say that (if it is possible at all), i could link a Far LK (+4 hit adv) into a Close MP (3 start up), and to do so, i would have only 1 frame. (which is near impossible to do on a regular basis, at least on a vita). Correct?
  • zUkUuzUkUu Theory Pro Joined: Posts: 4,371 ✭✭✭
    Well, this is already advanced fighting game knowledge, so I don't blame you for not understanding it. It's not too hard tho, it just takes a little time getting used to. Once you get the idea behind it, it's a tremendous help.
    Normally you'd just hit the training room and try to combo it. Frame data just helps to make out how easy / hard a link is, finding entirely new links and combos and check how fast and "safe" a move is to use EXACTLY.

    You're right.
    Hit Advantage - Start Up = time window

    If it's 0 or higher, you can link it (given it is possible due to spacing). How ever, even a 6F start up move can be linked after a +6 frame advantage move, since the move hits ON the 6th frame ( think of it like this: "PURE" start up is 5 frames).

    Your example (which is impossible due to spacing btw far => close will never link obviously ;p):
    4 - 3 = 1

    that means you have a 2 frame window, due to the reason above.

    and yes, cl.MP is cancelable by super / special / cross / ex. If you'd do the link combo above, you'd be able to cancel it into either of them.

    It depends on the move if you can cancel it into a special move / super / cross art. Ryu's far s.HP can be canceled by nothing. Either hit the training room and try it or conveniently take a look at the frame data. ;)

    2 frame links can be hit pretty consistent by most players. 1F links are much much harder to hit consistently for most players. If you build up "muscle memory", that comes naturally when doing combos over and over again, you get used to any combo timing tho. The more you play, the better you get. Like with any game.
    我道
  • NuruhuineNuruhuine Joined: Posts: 6
    With Sagat, i just tried this: (gonna try to type it like a pro) [s.LP, s.LK xx Tiger Knee HK] ... and it worked!
    s.LP has a 7 hit adv, and s.LK has a 5 start up. So i have a 2 frames timing, if i'm correct.

    I also tried, with Ryu, this: [c.MP, c.MP xx Fireball HP / Tetsumaki HK], it also worked. c.MP actually has a 7 hit adv and a 5 start up, so again, a 2 frames timing.
    I even managed to pull out a: [c.MP, c.MP xx EX Tetsumaki, Shoryuken HP (corner)] :))

    So i guess that i just need to experiment and see what works, right?

    I have one more question though, is there a way on vita to make the linking process easier? I mean, i case it's a 1 frame link that i have to pull out, is there a "trick" to do it on a regular basis without missing (too much)?
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