Hi guys, i just recently got my first arcade stick about 5 days ago (fusion ivory) and i've been training myself to use stick instead of pad. So far things aren't going as bad as people say they do. Links in SF4 have become easier, my third strike Urien game as improved, but the one problem that im having is with UMVC3.
For some reason, i can only get an SRK motion from the right of the screen (2p side) about 3/10 of the time, while on the left i get SRK almost as consistently as when i used pad, which was 100% of the time. This problem only exists for me in UMVC3 and i dont know why. My friend suggested that i get an Octagonal gate, he says they're better for SRK and QCF motions but im hearing mixed opinions about this.
Basically i have two questions, the first being: Which is better for SRK and QCF motions, octagonal or square? (Or is it just personal preference?)
And: Are there any specific techniques to getting consistent SRK and QCF motions on a square gate? (hitting the gate, not hitting the gate, etc.)
Thank you!
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0 • Off Topic Disagree Agree LikeI'd stick with a square before going octo......I dunno why, just never liked Octo that much.
A2/CVS2.....SFxT? What sort of dark magic is this?
Better to have an Izuna Drop and not need it, than to need an Izuna Drop and not have it.
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0 • Off Topic Disagree Agree Like[15:28:54] <Viscant> black
twitter.com/raz0rw0rk
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0 • Off Topic Disagree Agree LikeI am so used to the USA tight spring that I would jam on my left/right/up/down and slide to a corner... Bad habits.
Though I find SRKs easier on square actually.
Try this... holding it "wine glass" style, throw your wrist back (to hit forward) and then just curve it forward (to slide across d > d/f)
Then lock into the corner when you hit punch.
Also, I don't recommend this normally, but until you get confident in doing it the right way, shortcut it? Start on the d/b corner, slide to down and then back to d/b and hit punch... just ride the gate, sort to speak. This wont work in games like Super Turbo and it "can" work in 3S (there's a longer shortcut in 3S for DPs)... and overall, you'll have a harder time transitioning to different fighters from picking up this bad habit... Though I find it useful for canceling crouching attacks into DPs.
NOTE:
3S shortcut for a DP - d, d/f, d, d/f+p
more inputs, easier input. Makes canceling into supers much harder...
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1 • Off Topic Disagree Agree 1LikeShowing inputs @ training mode will show you what are you doing. Not what you think you are doing.
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0 • Off Topic Disagree Agree LikeI think gate style is just preference, though I've only ever had a square. I would very much like to try an octagonal or complete circle gate soon though, because IMO rapid quarter circles are hard for me to do on square gate. So I have problems pulling off ultras in AE, but in Marvel, my cancels into delta kick with felicia and DHC's into doom's sphere flame are crisp as fuck because of the corners.
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0 • Off Topic Disagree Agree LikeThis was the worst mistake I ever made with a stick.
Struggled with that piece of crap for nearly 2 years. On a whim I changed it back, and put some practice in, and the difference was unimaginable.
It is obviously personal preference; however, I would never recommend an octagonal gate to anyone. It just feels so limiting.
As an interesting aside, when I changed back I discovered I'd actually cracked the orange octagonal insert in the [Sanwa] gate. :S
Yet by the blade of Knights, mankind was given hope.
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0 • Off Topic Disagree Agree LikeA2/CVS2.....SFxT? What sort of dark magic is this?
Better to have an Izuna Drop and not need it, than to need an Izuna Drop and not have it.
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