I just read through the Newbie Saikyo Dojo thread on execution so I didn't post something that's in the FAQ, and it's helpful, but it doesn't answer something even more basic I'm confused about. I'm completely new to playing fighters, but I've watched a ton of tournament stuff, and it looks like fun (not that I'm deluding myself into thinking I'm going to be the next Daigo). I picked up a cheap Hori EX2 off Craigslist (didn't want to put too much money into something that might be unfun) and am playing SSF4AE. Right now, I'm just trying out characters in training mode and trial, trying to find ones I like, and I've been messing around with Guile and his Ultra 1. After failing to make it come out right for ages, I got it right randomly. I looked at my input for it and saw that there were extra directions in the command. I can do it pretty easily now, but my input looks like:
Charge downback, downforward, down, downback, down, downforward, forward, upforward, 3K.
I assumed the input had to be (based on the icon) strictly:
Charge downback, downforward, down, downback, upforward, 3K.
This just looks insane to me that I can input all those extra directions in the command and it still comes out. What's going on here? Is this just part of that weird icon in the command list for his Ultra 1 and that means it's okay to do it this way, or is this something inherent to the mechanics of the game? If it's the latter, to what kinds of commands does this extend?
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But what you're seeing is something called input leniency. Basically, the game is willing to ignore those extra inputs, as long as you hit the right amounts within a short period of time, it knows you're trying to do the ultra motion, and so it comes out when you do it. It's normal.
This is also why you can very easily mash out dragon punches by flailing the stick around and mashing on inputs. The input shortcuts, combined with input leniency, makes it extremely easy to do uppercuts, even sometimes on accident.
It looks like you're dragging your hand down while you're doing the motion. This is pretty common for new players who aren't used to using an arcade stick. Try to keep the stick higher while moving back and forth in order to avoid making unnecessary down inputs. Don't curl your fingers as much, and let your thumb do some of the work.
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0 · Off Topic Insightful Disagree Agree Like LOLBut the general gist is correct anyways. SF has a lot of input leniency, so you can do pretty much whatever and your moves will still come out.
Eg the Shoryuken motion is shown as
For Guiles U1, the command list shows [
http://www.eventhubs.com/guides/2010/jan/11/understanding-input-leniency-street-fighter-4/ This has a bit more.
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0 · Off Topic Insightful Disagree Agree Like LOLstart on the
charge there...
Then while holding down, glide the stick to the
In other words, think about it as just sliding the stick from the
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0 · Off Topic Insightful Disagree Agree Like LOLDoes the input leniency mean I have to be more careful on fireball inputs, since if I mess it up at all it comes out as a DP? I've noticed that usually if I fail a double-fireball input, it usually fails as a DP - I'm assuming this is due to that (or, more likely, I'm not hitting the second down motion and going back to downforward. Also, I'm holding the stick with my thumb, my index, and my middle finger, with my thumb at 4:00 and my other two at 10:00. I read somewhere "Grab the stick however you like. Does this feel natural? Good. You're probably fine." I don't know if this is an exception to that. At any rate, thank you guys a bunch for the tips and the link!
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0 · Off Topic Insightful Disagree Agree Like LOLDepends on how you fail it.
- It could be that you ended in DF rather than F (because you pressed the button too early, or because you didn't run the stick there at all) - now if you look at the inputs
The last 3 inputs are a perfect SRK motion and the former two the game can't do anything with, so it just discards them. This behavior is present in pretty much every single FG.
- It can also happen that you fail to press the 2nd down; looking at the inputs
The last 3 inputs are fitting the SF4 shortcut for SRK (a forward, a down, a forward) so it does that. In other games what this is read as varies (just a HP, a SRK, or even a fireball because it remembers your first QCF and doesn't have a use for the inputs afterwards).
There are no exceptions to that. If you think it feels natural to use your nose, use your nose. There are probably some holds which are objectively better than others (eg because they allow easier dashing), but that's something you learn bit by bit and will accustom your hand to (eg I slightly adjusted my wineglass hold to be able to exert more force from the left side after I noticed that I had problems doing things from the P1 side, and I recently adjusted it again to be a more loose grip because I tended to use more finger than wrist movement which now isn't possible anymore)
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0 · Off Topic Insightful Disagree Agree Like LOLI use the wine-glass grip when doing it from the P2 side.
And I hold it like I'm jerking it off when I play Marvel.
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0 · Off Topic Insightful Disagree Agree Like LOLThe rest of the post is still applicable though.
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