THE SF4 BEGINNERS Thread! NEW? POST HERE FIRST!

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  • Zee Tee BeeZee Tee Bee Br0k3яZ Revanche Joined: Posts: 1,008
    Ok, a few questions:

    1) Is it possible to FA from a non-special move cancelable normal (eg ken cr. rh/hk)?

    2) Is it possible to FA reversal using FA (eg react to charged FA with my own FA)? Or is it considered to be armor breaking.

    3) I know that quick standing is good for varying rising speed and throwing off the opponents crossups or meaty attempts but are there any disadvantages to performing consistent quick stands. Also is quick standing possible to execute when downed by a super/ultra move?

    4) Does back stepping have invulnerability frames?

    5) I just need to confirm this anyone: whats the default button layout for 360pad?
    "Regardless of what they knew and could do, the 360 d-pad undid them." - Book of Rioting Soul
    **Team Grain of Salt** 7/11
  • SystemSystem Joined: Posts: 508,676 admin
    I've got a very simple question here.

    Does anyone have the NA PS3 version of the game? Can you please check and see if the save file is copyable?

    Also, can someone please tell me the same thing for the NA 360 version of the game?


    Thank You.
  • skisonicskisonic Joined: Posts: 1,131 mod
    uic
    with Ryu do you have enough time for the double qcf after the fadc or you have to be lightning fast?
    I also find it hard to cancel standing hits into supers, but ok that's another matter.
    For now my main worry is the FADCs into Ultras which as it seems is the basic setup for using your ultra effectively.

    Oh, I also have to improve my P1 side playing (don't know what I am doing wrong) but I even miss single QCFs at times, while i never miss a QCB.

    FADC ultra combos are interesting in SF4 imo, because they represent a fairly new motion in fighting games. I'm sure there are some things, but for the most part FADC ultra combos feel pretty different to me than other tactics which are applicable across games (Instant Air Dash, Pushblock, Alpha Counter, Parry, etc)

    With that in mind, they take a little bit of time to learn because they are somewhat unintuitive. The key in many cases, is to just get used to the iming of dashing, then immediately buffering the super motion, so that upon exiting the dash the you can just hit PPP/KKK. It varies based on length of dash, the move that was FADC'd, etc, so building that muscle memory will take sometime.

    However, if you can perform other advanced tactics in SF, you will be able to pick up FADC in time. It's not inordinately difficult, its something that everyone in tournaments will be able to do, although better players will hit them more consistently (near 100%).
    Okay, I'm being partially owned in SSFIITHDR. Let's see if I remember all problems...

    -When I am ducking and blocking and someone still manages to hit me and get me into a combo, is that one of those overheads?

    -Is there some sort of trick to throwing? Do they have priority? I never seem to come out on top when we are both intending on throwing each other (I play Claw.) Same applies in Claw vs Claw where we both go for the Izuna drop (even though I know I should be spiking him instead.)

    -Is there a trick to cross-ups? I think I see 'em coming and I turn in order to block from the right direction, but they always manage to hit me and get me into a string.

    -For Claw players, is it possible to do different walljumps? I keep seeing Claws online who look like they twist their walljumps so that the enemy won't hit them properly. I have tried activating the jump with all kicks, and moving the stick in mid-air, but I always get the same aerial route.

    1) Most likely. If you are in a down/back position, and the other character is standing and hits you with a non-throw attack, then that attacl was generally an overhead (or perhaps an unblockable attack. In SF4, this would easily happen off a lvl3 Focus, but in ST I can't think of any)

    2) Tick throwing is mainly a timing issue. It all boils down to the throwers throw attempt being performed on earliest frame available for the throwee to be thrown. That means the throwee must be fully out of blockstun/hit stun for the thrower to even ATTEMPT to throw him. From that point, there's the time for the actual start up of the throw. In ST, I think throws are 0 or 1 frame. Tick throws are very powerful in that case, because there is no time to be hit out of a proper tick throw by any normal attack, a reversal must be used.
    In other games, throws range between 3-5 frames commonly, so with a bit of mistiming on the part of a tick throw combined with a 2-3 frame light attack, hitting a tick thrower out of his attempt with a normal attack is much more feasible.

    One bit of advice I can give you is that when going for a throw, its generally an idea to get a couple button presses. I don't mean to say, mash fierce punch, but that's sort of what you want to do. Remember, its possible for you and your opponent to throw at nearly the same time, but your button input to fall on a frame where a tech wasn't possible (in the startup animation of the throw). So your input would be totally discounted and you'd be thrown even though you went for a throw so you'd expect a tech.

    The situation varies from game to game, but, a tick thrower can often be thrown first, sometimes attacked. My simplest advice though would be to just mash fierce punch (or jab+short). I try to hit at at least 3 times even though its scrubby. This can get you killed vs a player who is setting you up, but you can learn to deal with that once you learn to deal with throws, hope that helps.

    3) If you see the crossup coming, and actually block the other way and still get hit, than the opponent must not have crossed you up, no? Sometimes people perform what are commonly referred to as "fake crossups" which look like a crossup but end up on the original side. Also, there are certain ambiguous crossups which are just difficult to block regardless, think pre-sf4 sakura's crossup mk. In certain situations you may as well guess which side to block. You've just gotta do your best and eyeball the side the attack will occur upon, then quickly block low any followup.

    4) Wall jumps are the same regardless of button to my knowledge. You can bend your path of travel, not completely control it. I think perhaps what youre missing is that you must hold the stick in the desired direction only after you've bounced off the wall. Claw automatically will fly towards your opponent in a parabolic form I guess, so there's a limitation on exactly how much altering on the path you can do. It's also probably a little different from game to game.

    I think in every game, you can hold back, just after you hit the wall, to pull yourself backwards and land on the ground. It's sort a of way to bait a DP which you can hopefully punish. Another common trick is to wiggle the stick when Vega is over your opponents head. That way the opponents inputs get slightly crossed up and you can hopefully grab him quickly before he has a chance to retaliate.

    Generally, I think the best thing to do is to just get into the practice of guiding Vega towards where you want him, and you'll become familiar with what is possible.
    Ok, a few questions:

    1) Is it possible to FA from a non-special move cancelable normal (eg ken cr. rh/hk)?

    2) Is it possible to FA reversal using FA (eg react to charged FA with my own FA)? Or is it considered to be armor breaking.

    3) I know that quick standing is good for varying rising speed and throwing off the opponents crossups or meaty attempts but are there any disadvantages to performing consistent quick stands. Also is quick standing possible to execute when downed by a super/ultra move?

    4) Does back stepping have invulnerability frames?

    5) I just need to confirm this anyone: whats the default button layout for 360pad?

    1) No.

    2) Officially, Lvl 3 FA is armor breaking. There have been credible reports of witnessing a lvl1 FA counter a Lvl 3. The theory is that perhaps a Lvl 3 FA is only armor breaking during its initial frames, because it is know that the move loses at least its armored properties around midway into the attack.

    So techinically, the answer is no. But there is still more to find out on this one.

    3) If you quick stand consistently, the main drawback is that an opponent can often read this and react accordingly. I don't think there is any techinical drawback to tech quick rising, but it is definitely possible for the attacker to apply pressure on a quick rise and cut off you reversal attempts.

    Quick rising is not possible vs a lot of attacks. Off the top of my head: Sweeps, Throws, Ultras, and im 90% sure Supers, cause a knockdown state that prevents Quick Rise.

    4) Yes.

    Good questions. See the wiki for more information about backdashes including invincibility frames and duration.
    Internationally known. East coast home.

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  • SmurvisSmurvis Spin it to win it Joined: Posts: 477
    I am by no means a beginner to fighting games, but I have a very beginner question.

    How do you do a FADC fast enough to actually pull it off? I mean, I know it's MP+MK and dash forward but, I could never do it fast enough.

    I'm, used to fast button commands. I've done kara demons in 3S with a PS2 controller, I've done dash to Gigas Breaker with Hugo, I've done a fair share of easy-to-mid combos... granted, nothing pro level, I'm using those as simple examples rather than bragging. Just that I know how to do stuff to "hide inputs." Stuff like that 7-hit combo DeeJay has in HDR people used to get the combomaniac achievement. It's cross-up mk, c.jab, c.jab, c.jab, rh rising kicks. As SOON as you jump you start holding down for the charge move. Stuff like that.

    My problem has never been with execution, always with learning the match-ups and pulling off links (chains were easy) but I just could not do a FADC out of a special move to save my life.


    Granted, I only played SF4 for one day up at TGA (I drove to Massachusetts to visit a friend back in November and knew very little about the game) but it's tough. Is there some sort of buffer? Example, let's say you want to Shoryuken then FADC, it would be F,D,DF HP >> MP+MK -> ->. But I couldn't do it quick enough to avoid going airbourne. Can you do like ->+MP+MK then -> instead? Like, having the first input for the dash be "hidden" in the FA?

    Sorry for the simple question, but I tried to search for an answer but had no idea what to type in the box. FADC brings up damn near every topic, and I didn't know what other keywords to use. Easy? Simple? Buffer? Hell, I don't know. Maybe I just need the get the game and practice to figure it out myself. But surely there's a sneaky shortcut to hide a step to make it easier? I think my problem is that I feel rushed after I do the DP motion.

    Sorry for the long post, I guess the simple question is... is there a shortcut or do I just need to "L2Pscrub?"
    Main: Putting my character selection in my signature like a scrubby dipshit
    Alt: Gief

    Keep the change.
  • Sirlin Snake ShirtSirlin Snake Shirt Joined: Posts: 303
    Standing blocks will block jumping attacks and overheads, but not low attacks such as sweep kicks. Crouching blocks will block low attacks, but can't block jumping attacks and overheads. And in either type of block, you're vulnerable to grabs and throws.

    should probably also note that both standing and crouching block will block 'high' attacks, i.e. all standing non-overhead attacks, the vast majority of crouching punches, and most specials and supers.
    No, if you hold back, you'll walk backwards unless you're being hit, in which case you'll block instead, but while crouch blocking, you sit still in one place regardless of what they're doing.

    that's not entirely true; 'proximity blocking' is the term for being put into a blocking animation by your opponent's attacks if you hold back within a certain range of your opponent, even if the attacks aren't making contact. if your opponent attacks at all within that range, you will block rather than walk back. in SF2 it doesn't matter how far away your opponent is, you will always go into a block animation if your opponent attacks and you hold back (i.e. proximity blocking doesn't exist in SF2)
    "If [your objective] is to make the best possible SF game, then catering to novices is obviously going to get in your way." - Seth Killian, 1998
  • SpikuSpiku Joined: Posts: 174
    I am new to sticks specifically, I have some questions.

    How hard should I grab my stick? Meaning what's the preferred amount of pressure one should hold it so moves can come out smoother and faster.

    Best way to jerk the stick? You know, when you're doing a move and you need to quickly jerk your stick backwards or forward. Should you grab the shaft with all four fingers, 2 fingers or thumb?

    Basically looking for general tips to improve my move penetration and execution. I got a TE stick so I already will be using the best, now it's time for the skills to follow up.
  • Sirlin Snake ShirtSirlin Snake Shirt Joined: Posts: 303
    trying too hard
    "If [your objective] is to make the best possible SF game, then catering to novices is obviously going to get in your way." - Seth Killian, 1998
  • LordofUltimaLordofUltima MY MOVES R NOTHING Joined: Posts: 844
    I am new to sticks specifically, I have some questions.

    How hard should I grab my stick? Meaning what's the preferred amount of pressure one should hold it so moves can come out smoother and faster.

    Best way to jerk the stick? You know, when you're doing a move and you need to quickly jerk your stick backwards or forward. Should you grab the shaft with all four fingers, 2 fingers or thumb?

    Basically looking for general tips to improve my move penetration and execution. I got a TE stick so I already will be using the best, now it's time for the skills to follow up.

    It's all a matter of preference, and also what type of stick you're using. Smaller Japanese sticks like Sanwa I hold sort of like a wine glass, with index and middle finger around the ball area, and my ring and pinky finger supporting the shaft on the bottom end. Some people play with their thumb up top, some people grab it by the ball top. There's no correct way to hold a joystick. Japanese sticks generally have a smaller throw and require much less arm movement, mostly being done with the wrist.
    ...yeah, but the summers are real nice in Washington.
  • armaganarmagan Joined: Posts: 70
    I have two questions and I swear I've read every link in the sticky and all of this topic:

    1) If you chain c.lk, c.lk does it mean you actually cancel the first lk into the second?

    2) When I hit someone after lv3 fa, they fall back (back, not to ground mind you) like I just hit them in the air, so I can't continue to combo after first hit. But sometimes they stand there so I can continue to combo. Why and when does this happen?
  • SystemSystem Joined: Posts: 508,676 admin
    TO armagan: You can't cancel a normal move in to another normal move (I think you could in SF3) you link it if it gives you a frame advantage on hit. Like Bison (Dictator) c.lk has a start up of 3 frames and on hit has an advantage of 4 frames, so you can make another hit before your opponent recovers.

    I've got a question on the frame data posted up on SRK's Wiki for SF4 characters.

    I've read buktooths Frame Data Trainer but I still have questions. I've tried Googling for answers but have come up empty handed, searching the forum wasn't any help either. I'd just like some things cleared up and explaning because I don't like assuming I've got it right.

    Startup: I understand that an attack that has a startup of 17 will not hit until that 17th frame. What I don't understand is when I look at the startup for Dhalism's Level 2 FA which is 17+13, what do both those numbers mean? Also the 1+ when executing Supers and Ultras, is the 1+ just accounting for the camera zooming in on the character?

    Active: I know what some attacks will hit more than once, but when I see something like 3(7)2*2 I have no idea what the brackets and asterisk means.

    Recovery: I've seen all sort on this like ???, +, ~ (for Blanka's D+PPP).

    Frame Advantage Hit + Block: I take it the numbers listed are assuming the move hits on the very first frame? Also how are they calculated, for example

    Dhalsim
    Close LP active:1 | recovery 12 | adv.blk -1 | blockstun 10

    from active to recovery its 13 frames total, you hit a blocking opponent, they take 10 to recover, you take 12 to recover, so why isn't the adv.blk not -2?

    Damage: I take it * denotes another hit, whereas 70x5 is just shorter than writing 70*70*70*70*70

    Supermeter Gain: So for example 20/20 means you get 20 for executing the move, and another 20 if it connects? and 20*30 is how much you get for the 2 hits that particular move makes?

    Block: yeah its pretty obvious that HL stands for High Low but I'm just not sure about the numbers when it comes to throws like Zangiefs Super of 1.2 or everyones regular throw of 0.9

    Cancel Ability: CSpS or SpS*- I take it means it can be cancelled in to a special, or super but I'd like some clarification to tell them apart.

    Thanks in advance for answering this.
  • Sirlin Snake ShirtSirlin Snake Shirt Joined: Posts: 303
    TO armagan: You can't cancel a normal move in to another normal move (I think you could in SF3) you link it if it gives you a frame advantage on hit.

    you're wrong that you cant cancel a normal into another normal. many characters have rapidfire light normals, meaning you can do say, low short x3 and have each low short cancel into the next. the characters as well as the specific moves they can do this with vary though, although it's always light normals. it's worth noting that this game inherited from ST the property that any subsequent hits in a rapidfire light chain cannot be canceled into a special move. the difference is in ST those normals were never linkable whereas in SF4 they are, leading to some really stupidly obtuse combos like rose low jab x3 xx drill, where you have to chain the first two jabs, then link the last one so you can cancel it into the drill.

    some other arbitrary normal to normal cancels also exist. these cancels are called target combos, and are inherited from 3s. most notable is ken's close strong-close fierce target combo, and apparently theres a bunch of others but i dont know what off the top of my head.
    "If [your objective] is to make the best possible SF game, then catering to novices is obviously going to get in your way." - Seth Killian, 1998
  • SystemSystem Joined: Posts: 508,676 admin
    Why are Arcade Sticks Superior?

    After lurking the forums for a bit, it became quite clear that most people on this forum (and in competitive fighting games in general) prefer to use arcade sticks over PS3 controllers.

    Is this just a matter of preference, having used Arcade Sticks first and for longer, or are they strictly superior in terms of control in some way? I ask only for quality of control, not price or any other peripheral concern.

    I'd appreciate objective answers too. I half suspect it is just the cool/elitist thing to play on a stick rather than slumming it up with a controller.
  • SystemSystem Joined: Posts: 508,676 admin
    Hi
    I've never really liked Street Fighter games. I downloaded the Trial for the Xbox Live Arcade SFII game and wasn't really a massive fan.

    However, I do love fighting games and I'm willing to be converted mainly because SFIV looks wicked and the review scores are impressive (although are they based on nostalgia?). Just a couple of questions...

    1. From playing and watching SF it seems like characters only have 3 or 4 moves that they can use. Are characters really so boring?

    2. I love games like Tekken and Soul Calibur because of the vastly diverse characters and the different ways you can play with each character. Does SF have this sort of depth? (and I don't mean learning Frame Rates and stuff.. that database depth I don't really care for)

    From what I've seen, SF seems really limited in what you can do with characters.. like spamming the same 3 moves and such (I've watched that huge guide on Youtube, it seemed a lot like Rock-Paper-Scissors). Does this game have hidden depth and variety or are people still playing this 'archaic' game mostly for nostalgia reasons? I don't really want to pay 40 for this game and realise I should have just waited for Tekken 6 and saved the cash.

    Of course when Isay archaic and spamming and such, this is just how I see Street Fighter at the moment. I really WANT to get into this game, but it seems so different to what I'm used to so I need your help!

    Thanks
  • SuckaBSuckaB Joined: Posts: 110
    So ps3 sticks work for ps3 and pc, while xbox360 sticks work for xbox360 and ps3. How do tournaments work then? Is there a system that is the tournament standard? Are tournament players expected to own both ps3 and xbox360 sticks?

    Did i read that right? shouldn't it be 360-> works with 360 and pc?
  • 4r54r5 FIGHTAN VIDYA GAEMS Joined: Posts: 2,579
    ...

    1. From playing and watching SF it seems like characters only have 3 or 4 moves that they can use. Are characters really so boring?

    2. I love games like Tekken and Soul Calibur because of the vastly diverse characters and the different ways you can play with each character. Does SF have this sort of depth? (and I don't mean learning Frame Rates and stuff.. that database depth I don't really care for)

    ...

    1. Please don't only count each character's special moves as the character's whole moveset. Please do take in to account each character's normal moves, and that for each special move there is a version for each button strength. Each character has at least 24 moves. And this is before counting special moves, supers, ultras, and command normals.

    2. If you think that Tekken and Soul Calibur are diverse, then Street Fighter (or nearly any other fighter) is going to blow your mind.
    Location: Maryland
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  • BeGuiledBeGuiled Joined: Posts: 365
    I have compiled some newbie questions:

    1. What is "SuperJumping"?

    2. What is a "Reversal"?

    3. What is the difference between a "chain", a "link", and a "combo"? Do they all mean the same thing?

    4. Your character glows white when your FA is charged to level 2 and you glow yellow when its fully charged (or so I've read). But how come I see alot of videos where the character is flashing yellow while doing a shoryuken or some other special move? Usually its at the middle/end of some combo, so its hard to believe that they fully charged a FA before doing the special.
  • kenskkensk Joined: Posts: 358
    Read the links in the first post.
  • BeGuiledBeGuiled Joined: Posts: 365
    I still can't find the definition of Superjumping

    Do "chains" cease to register as combos, unlike "links"? I don't see the significant difference between the two.

    I still want to know why I occasionally see characters glowing yellow when they do special moves.
  • armaganarmagan Joined: Posts: 70
    you're wrong that you cant cancel a normal into another normal. many characters have rapidfire light normals, meaning you can do say, low short x3 and have each low short cancel into the next. the characters as well as the specific moves they can do this with vary though, although it's always light normals. it's worth noting that this game inherited from ST the property that any subsequent hits in a rapidfire light chain cannot be canceled into a special move. the difference is in ST those normals were never linkable whereas in SF4 they are, leading to some really stupidly obtuse combos like rose low jab x3 xx drill, where you have to chain the first two jabs, then link the last one so you can cancel it into the drill.

    some other arbitrary normal to normal cancels also exist. these cancels are called target combos, and are inherited from 3s. most notable is ken's close strong-close fierce target combo, and apparently theres a bunch of others but i dont know what off the top of my head.

    Thanks.

    I've yet to find an answer to my fa confusion though. Damn I need the game badly..
    1. From playing and watching SF it seems like characters only have 3 or 4 moves that they can use. Are characters really so boring?

    2. I love games like Tekken and Soul Calibur because of the vastly diverse characters and the different ways you can play with each character. Does SF have this sort of depth? (and I don't mean learning Frame Rates and stuff.. that database depth I don't really care for)

    From what I've seen, SF seems really limited in what you can do with characters.. like spamming the same 3 moves and such (I've watched that huge guide on Youtube, it seemed a lot like Rock-Paper-Scissors). Does this game have hidden depth and variety or are people still playing this 'archaic' game mostly for nostalgia reasons? I don't really want to pay 40 for this game and realise I should have just waited for Tekken 6 and saved the cash.

    Of course when Isay archaic and spamming and such, this is just how I see Street Fighter at the moment. I really WANT to get into this game, but it seems so different to what I'm used to so I need your help!

    Thanks

    Let me guess, you think Tekken and SC is deep because every character has 50-60 "move", since d+punch is listed as one "move" and df+punch is as another one?

    Go has one of the most simple rules in a game and yet it's one of the toughest game to master.
    I have compiled some newbie questions:

    1. What is "SuperJumping"?

    2. What is a "Reversal"?

    3. What is the difference between a "chain", a "link", and a "combo"? Do they all mean the same thing?

    4. Your character glows white when your FA is charged to level 2 and you glow yellow when its fully charged (or so I've read). But how come I see alot of videos where the character is flashing yellow while doing a shoryuken or some other special move? Usually its at the middle/end of some combo, so its hard to believe that they fully charged a FA before doing the special.

    1-3: read sticky.

    4: you don't glow on fa. yellow glow is fadc (focus attack dash cancel). read sticky.
  • BeGuiledBeGuiled Joined: Posts: 365
    Superjumping is not in the terminology page. It is only mentioned on the acronyms guide. I still don't know what that is.

    Added: And, I have painstakingly figured out why characters flash yellow. Its not from focus attacks, and I don't think it happens in FADCs either. Characters flash yellow when doing EX moves.
  • SystemSystem Joined: Posts: 508,676 admin
    After lurking the forums for a bit, it became quite clear that most people on this forum (and in competitive fighting games in general) prefer to use arcade sticks over PS3 controllers.

    Is this just a matter of preference, having used Arcade Sticks first and for longer, or are they strictly superior in terms of control in some way? I ask only for quality of control, not price or any other peripheral concern.

    I'd appreciate objective answers too. I half suspect it is just the cool/elitist thing to play on a stick rather than slumming it up with a controller.
    • Using shoulder buttons sucks. Besides the awkward placement, you either have to utilize your left index finger, or you have to have an attack mapped to the analog R2 trigger, which is awkward for quick digital commands
    • You can use more fingers. Even with the new Fightpad controller with 6 buttons on the face, you're using your right thumb for every attack. On a stick you can have fingers at the ready on 4-5 buttons.
    • It's easier to press buttons on a planted surface than to press buttons on a controller.
    • Joysticks are great for fighters. Some people do prefer d-pads, but the default PS3 d-pad isn't that great. It's heads and tails better than the 360, sure, but I think most people will perform better with a joystick, though perhaps after a short adjustment phase.
    BeGuiled wrote:
    Superjumping is not in the terminology page. It is only mentioned on the acronyms guide. I still don't know what that is.

    Viper is the only one with a superjump. Read about it here.
  • SystemSystem Joined: Posts: 508,676 admin
    i have a question about special moves linking to supers/ultras, for example can i do the qcf motion of an ex hadoken with ryu and just do one more qcf motion and all three punches to get the ultra out, or would i have to input 2x qcf after i do the qcf motion for the ex hadoken? (very noob i know but i was never sure) thanks in advance.
  • SystemSystem Joined: Posts: 508,676 admin
    Did i read that right? shouldn't it be 360-> works with 360 and pc?
    I have a Hori PS3 stick and it works on the PC.
  • OJuggernautOOJuggernautO Tyler "Juggs" Smith Joined: Posts: 512
    I guess this could be helpful to add:

    Anybody who hasn't read Sirlins "Playing To Win" book needs to read it before SFIV hits. http://www.sirlin.net/ptw

    Having the right mentality before you play, will drastically improve your game, and success. Realizing that losing is a must when starting, is also very important. You WILL lose, and will lose ALOT!

    I highly recommend everyone go here ( http://gootecks.com/ ), and download gootecks book on "The 3rd Strikes guide to SFIV". Even if you've never played 3S, you will be able to understand the guide, it is VERY helpful. Also, that site has podcasts that you can subscribe to, and other miscellaneous things for SFIV.

    A site that has been mentioned before is http://www.eventhubs.com/guides/2008/jul/08/street-fighter-4-strategy-guide-hints-and-tips/ . This site will teach you the basics, along with guides on each of the characters.

    This guy has alot of SFIV vids - http://www.youtube.com/user/Min0ra . There's plenty of high level matches, and also other SFIV related thing there. Also: http://www.youtube.com/user/ArcadeInfinity - they have great matches and hilarious commentary!

    If you're going to be playing alot online, I recommend you sign up on gamebattles for the SFIV singles ladder ( http://gamebattles.com/xbox360/street-fighter-iv/ladder/singles/ ). Playing in tournament rules, and situations will further improve your game to it's fullist potential.

    Just remember, when first playing SFIV (as I said) be prepared to lose alot more than you win. At the beginning try out all the characters, and see which one you like the most. Try and have fun, and good luck to you all.
    For all things competitive MK, and all MK9 info, visit TYM.com! Link below.

    www.TestYourMight.com
  • JinmasterJinmaster The Real Jin Master Joined: Posts: 61
    I am new to sticks specifically, I have some questions.

    How hard should I grab my stick?

    Best way to jerk the stick?

    Basically looking for general tips to improve my... penetration....

    LOL did no one else find these questions hilarious? Sorry I couldn't resist!:rofl:
  • LordofUltimaLordofUltima MY MOVES R NOTHING Joined: Posts: 844
    i have a question about special moves linking to supers/ultras, for example can i do the qcf motion of an ex hadoken with ryu and just do one more qcf motion and all three punches to get the ultra out, or would i have to input 2x qcf after i do the qcf motion for the ex hadoken? (very noob i know but i was never sure) thanks in advance.

    That would be technically a cancel, and there are no traditional ultra-cancelable moves in the game, unless you count Dan's Super Taunt (although people seem to tell me otherwise).
    ...yeah, but the summers are real nice in Washington.
  • SystemSystem Joined: Posts: 508,676 admin
    Man, After years of being a Pad Player on Street fighter, and 2D games in general. I Finally decided to not bullshit myself and step my game up to the next level.

    I am learning a Stick, I got the TE Fight stick, and it is a great piece....I mean Wonderful. Only problem is that I played this with a trial Street fighter 2 HD Remix and None of my shit came out accurately...

    I lost all my potential than when I used a controller...I can't even Dragon Punch on command anymore with a stick. I know there are others here like me whom are pushing the controller aside and using a GREAT Arcade stick for the first time.

    My question to the experts are...

    How in the fuck do I hold the damn joystick to make my moves come out...at all Dragon punches and the like. Linking normals to special moves is impossible.

    I am not going back to pad.......I'm finally starting Stick after years of pad playing. I haven't used a stick since SNES days for street fighter and Arcades occasionally.

    Anyone here I know can relate...HELP please :sweat: hehe
  • 4r54r5 FIGHTAN VIDYA GAEMS Joined: Posts: 2,579
    People hold sticks differently.

    - Hold the ball between your index and thumb, with palm facing to the side. Use index, thumb, and wrist movement to control stick.

    - Hold the shaft between your middle and ring finger, with palm faceup. Grip ball with fingers. Use fingers and wrist movement to control stick.

    - Clench hand around ball (or bat), in a fist, with knuckles up or to side. Use arm movement to control stick.

    - etc etc

    Keep practicing. You'll find you're own way. I, myself, use a combination of the first two. I hold the shaft between my middle and ring, while holding the ball with my index and thumb. And I use various combination of finger, wrist, and arm movements to control the stick. For some specific motions I may even momentarily switch my hold to and then switch back to my default hold after I've completed the motion.

    Bottom line: keep practicing AND do not go back to pad.
    Location: Maryland
    PSN: fourer5 // XBL: fourerfive
    www.youtube.com/user/fourerfive
  • ICD-3ICD-3 Obvious Oblivious Joined: Posts: 765
    It's just a matter of time before you get used to using a stick. If you are asking how to hold the stick, as corny as this is,

    Using the TE stick remember it only takes the slightest motion to do the moves. If I were you I would spend a lot of time in training mode just practicing executing special moves and moving around and shit until I felt comfortable on the stick.

    Last and most important piece of advice: Don't get frustrated and go back to the pad. You WILL learn how to use the joystick and you will be able to do things you couldn't with a pad. It just takes some time to learn. Good luck.
    You fuckin minuscule humans
    I was better than you as a middle-school student.
  • Brick CityBrick City The Dictator Joined: Posts: 22
    is there a region filter in either game (360/ps3) i can't search now and pre- orderd yesterday
  • SystemSystem Joined: Posts: 508,676 admin
    Let me guess, you think Tekken and SC is deep because every character has 50-60 "move", since d+punch is listed as one "move" and df+punch is as another one?

    Well in Tekken or SC I probably use a total of 15 or so moves for each character I pick. Yeah between characters a lot of moves have the same properties (as in frame rate and inputs) but they all look different.. maybe I'm being shallow but I do like it that different fighters' down-forward-X looks different for that fighter. Adds to the uniqueness of the character. Plus a lot of the moves are different, especially so in Tekken.

    Whenever I've seen SF videos, it's people using special moves constantly (like the 3 there are). Didn't know about 3 different strengths of the moves, do they look different?

    I know SF is a deep game, it has lots of mechanics like supers and cancels and ultras and stuff... those focus attacks seem pretty cool. But I like to pick one character and master them, that's the way I like fighting games. All those mechanics are generic for all characters, and the characters all seem like carbon copies of each other (except for the special moves which are limited to 2/3 from what I've seen).

    Still I'm getting more tempted to get this game, haven't played a 2D fighter in years
  • SystemSystem Joined: Posts: 508,676 admin
    Hey all

    My names Keenan and I'm from Glasgow, Scotland.

    I currently play a lot of COD4 and I'm currently 14th in the UK at PES (www.pesrankings.com - the official rankings) I recently won the Glasgow tournament HERE beating last years UK number 1 and Marko Gardiner who won 50K @ Wembley last year.

    I haven't got into a fighter since SF2 when i was like 8, so this will be my first walk into this world.
  • Xeno-VXeno-V Joined: Posts: 129
    I would like to know how easy it is to combo let's say a jab into a charge super.
    Is it like SF2T where most people did something like charge db, cr lp x2, f, b+lp, f+p or is it easier like charge db, cr lpx2, f, b, f+super?

    I want to know if the timing for something like that is lenient or not because in turbo it was pretty sick for me and I always used renda cancel instead of adding a standing jab.

    Oh I also know that supers are almost useless and stuf.. but ok just asking.
  • SystemSystem Joined: Posts: 508,676 admin
    Well in Tekken or SC I probably use a total of 15 or so moves for each character I pick. Yeah between characters a lot of moves have the same properties (as in frame rate and inputs) but they all look different.. maybe I'm being shallow but I do like it that different fighters' down-forward-X looks different for that fighter. Adds to the uniqueness of the character. Plus a lot of the moves are different, especially so in Tekken.

    Whenever I've seen SF videos, it's people using special moves constantly (like the 3 there are). Didn't know about 3 different strengths of the moves, do they look different?

    I know SF is a deep game, it has lots of mechanics like supers and cancels and ultras and stuff... those focus attacks seem pretty cool. But I like to pick one character and master them, that's the way I like fighting games. All those mechanics are generic for all characters, and the characters all seem like carbon copies of each other (except for the special moves which are limited to 2/3 from what I've seen).

    Still I'm getting more tempted to get this game, haven't played a 2D fighter in years

    I'm also new to the game, so I can't tell you much. I felt the same way, and... I still feel some of it, but I am still learning.

    From what I have learned so far, characters aren't really that diverse (although their standard attacks do have more depth than what you might think. I am still learning to use those 12 attacks of my Vega correctly.) But there is a lot more depth to utilizing special moves and strategies correctly. It's something that looks like overkill from a player not used to the game, but really spells the difference between win and loss. It is a lot easier to say that one move beats another in this game than in a 3D, and this simplicity is part of the charm. In 3D games, you can usually still come out on top if you use some moves at the right times, and others not so much. There is generally more risk in your moves in 2D, which makes it quite addictive.

    But I still don't quite understand the game. It feels a bit like tournament play is just a match of who has the most twitch reactions for certain situations in their mind. And even though I said that the characters weren't too diverse, I heard of this guy who had begun practicing Chun Li about a year earlier, and said that he was "about to get there."
  • caliagent#3caliagent#3 Caliagent Bobblehead Joined: Posts: 4,186 ✭✭✭✭✭ OG
    Man, After years of being a Pad Player on Street fighter, and 2D games in general. I Finally decided to not bullshit myself and step my game up to the next level.

    I am learning a Stick, I got the TE Fight stick, and it is a great piece....I mean Wonderful. Only problem is that I played this with a trial Street fighter 2 HD Remix and None of my shit came out accurately...

    I lost all my potential than when I used a controller...I can't even Dragon Punch on command anymore with a stick. I know there are others here like me whom are pushing the controller aside and using a GREAT Arcade stick for the first time.

    My question to the experts are...

    How in the fuck do I hold the damn joystick to make my moves come out...at all Dragon punches and the like. Linking normals to special moves is impossible.

    I am not going back to pad.......I'm finally starting Stick after years of pad playing. I haven't used a stick since SNES days for street fighter and Arcades occasionally.

    Anyone here I know can relate...HELP please :sweat: hehe

    this advice isn't just for you, but to a lot of people who are in the same dillema:

    If you can execute fine on pad, you don't need to buy a stick.

    It's all preference to what you're used to. There are some pad players out there who play just as good as stick players. For a lot of people it ends up being a wasted investment because they sometimes end up playing on pad anyways. Again, if you can play fine on pad (link moves and do specials on command) you don't need to learn stick.
    Whiff your entire SOUL into c.MK in 3S.
    Footsies guide: www.youtube.com/watch?v=FbpXplP_WFE
  • Sirlin Snake ShirtSirlin Snake Shirt Joined: Posts: 303
    Well in Tekken or SC I probably use a total of 15 or so moves for each character I pick. Yeah between characters a lot of moves have the same properties (as in frame rate and inputs) but they all look different.. maybe I'm being shallow but I do like it that different fighters' down-forward-X looks different for that fighter. Adds to the uniqueness of the character. Plus a lot of the moves are different, especially so in Tekken.

    Whenever I've seen SF videos, it's people using special moves constantly (like the 3 there are). Didn't know about 3 different strengths of the moves, do they look different?

    I know SF is a deep game, it has lots of mechanics like supers and cancels and ultras and stuff... those focus attacks seem pretty cool. But I like to pick one character and master them, that's the way I like fighting games. All those mechanics are generic for all characters, and the characters all seem like carbon copies of each other (except for the special moves which are limited to 2/3 from what I've seen).

    Still I'm getting more tempted to get this game, haven't played a 2D fighter in years

    ok im not trying to do some dick "my game is better than your game" shit because tekken is cool and all but theres WAY less variety between characters in tekken than in SF
    "If [your objective] is to make the best possible SF game, then catering to novices is obviously going to get in your way." - Seth Killian, 1998
  • Dandy JDandy J now you face a super saiyan shaolin Joined: Posts: 2,790
    You are probably just noticing that SF4 has quite a few shoto characters.

    The difference is that in Tekken fo the most part characters all win by doing the same thing (space/bait then mixup and juggle), and the play style just kind of depends on the player. In SF the characters has a lot more effect on how you play. Turtle, rushdown, midrange footsie, shoto, movement/baiting, keep away, run away, grappler, etc. All the characters CAN do these things but everyone is usually a lot more well-suited to certain play styles. In Tekken no matter what character you play, your damage is going to come from poke/high/low/throw mixup and juggles when someone fucks up. In SF it can come from added up block damage, ticks, footsies, anti-air (of which there's many different types like shoto AA vs Sim long range AA), high/low mixups, crossups, baited DPs, etc. That is where character unique-ness comes from in 2D fighters.
    "The challenge is, how can we create a mechanic where it makes your mistakes not matter and turns the game into a clown show? All these solutions are great but they don't take into account what X-Factor is supposed to do, which is turn the game into a joke."- O. Seth Killian
  • eric25eric25 Diddy Did It Joined: Posts: 271
    Hey all

    My names Keenan and I'm from Glasgow, Scotland.

    I currently play a lot of COD4 and I'm currently 14th in the UK at PES (www.pesrankings.com - the official rankings) I recently won the Glasgow tournament HERE beating last years UK number 1 and Marko Gardiner who won 50K @ Wembley last year.

    I haven't got into a fighter since SF2 when i was like 8, so this will be my first walk into this world.
    Cool to hear. Just remember that the beginning will be stressful and you will lose, a lot. It's all part of the experience though, and everybody had to go through the same thing. Once you start winning though, it all gets better from there. Hope you enjoy Street Fighter IV.
  • DimeDime Wasting time Joined: Posts: 10,234
    just dont give up, lil newblings. there will come a point in time where you think you've gotten better, and that you finally "get" this game, only to be mercilessly stomped by some random dude you played next. you'll try to figure out how to beat him and nothing will work. you'll eventually quit playing him.





    when that happens, the biggest thing is getting back into the game once you've had TIME to evaluate the circumstances.

    you'll go online again, whoop some people mercilessly, get bored of that eventually and actually WANT TO PLAY that guy who you couldnt beat, if not for pride, just so that you can test yourself to the highest limits that you've attained thus far.



    this is when streetfighter becomes REALLY fun.







    -dime
    Gettin' my derp on.
  • SystemSystem Joined: Posts: 508,676 admin
    this advice isn't just for you, but to a lot of people who are in the same dillema:

    If you can execute fine on pad, you don't need to buy a stick.

    It's all preference to what you're used to. There are some pad players out there who play just as good as stick players. For a lot of people it ends up being a wasted investment because they sometimes end up playing on pad anyways. Again, if you can play fine on pad (link moves and do specials on command) you don't need to learn stick.


    I really appreciate the advice man not being sarcastic or anything. Nevertheless, I feel like this is counter productive. There are reasons why a Stick is Better in execution, and general principle. I did myself a huge dis service all these years not using a stick, and not going to the arcade enough for a street fighter experience.

    I am trying to learn stick so that I can utilize my game on the best control platform possible...WHy would I go back to pad????

    Like I said thanks man but no thanks....It's Stick from now on.
  • SystemSystem Joined: Posts: 508,676 admin
    Cool to hear. Just remember that the beginning will be stressful and you will lose, a lot. It's all part of the experience though, and everybody had to go through the same thing. Once you start winning though, it all gets better from there. Hope you enjoy Street Fighter IV.
    just dont give up, lil newblings. there will come a point in time where you think you've gotten better, and that you finally "get" this game, only to be mercilessly stomped by some random dude you played next. you'll try to figure out how to beat him and nothing will work. you'll eventually quit playing him.


    When that happens, the biggest thing is getting back into the game once you've had TIME to evaluate the circumstances.

    you'll go online again, whoop some people mercilessly, get bored of that eventually and actually WANT TO PLAY that guy who you couldnt beat, if not for pride, just so that you can test yourself to the highest limits that you've attained thus far.

    This is when streetfighter becomes REALLY fun.

    -dime

    Reminds me of my first month on COD :sweat::wgrin:

    Can't wait :karate:
  • MilkR0undMilkR0und Joined: Posts: 401
    Wait, this games comes out on the 17th RIGHT?
    Please come down from your crystal fortress.
    SF3- Yang,Ryu,Oro :SF4-Ken
    Game Im not really playing: BlazBlue-Tager, HAZAMAAAA : T6-Miguel
  • caliagent#3caliagent#3 Caliagent Bobblehead Joined: Posts: 4,186 ✭✭✭✭✭ OG
    I really appreciate the advice man not being sarcastic or anything. Nevertheless, I feel like this is counter productive. There are reasons why a Stick is Better in execution, and general principle. I did myself a huge dis service all these years not using a stick, and not going to the arcade enough for a street fighter experience.

    I am trying to learn stick so that I can utilize my game on the best control platform possible...WHy would I go back to pad????

    Like I said thanks man but no thanks....It's Stick from now on.

    A stick is only better if you can actually use it. From what you said previously, you don't know how to use a stick and can execute/perform better on pad. Here's what i think it is, since i've actually seen this posted elsewhere, lots of new players think using a stick is the "cool" thing to do. They see people carrying them in videos and what not, but don't realize that people only do it because it's what they've been playing on for the past 10+ years. Personally i think stick is better, but that's only because it's what i'm used to (and if you wanna get technical, i think playing on a cabinet is 10000x better than playing on a console stick), there are people out there who play better on pad and even on keyboard. It's all personal preference. When you start going to tournaments and different events you'll see people using pads and actually doing well.
    Whiff your entire SOUL into c.MK in 3S.
    Footsies guide: www.youtube.com/watch?v=FbpXplP_WFE
  • KeitsKeits OneTrueGame.com Joined: Posts: 8,765 mod
    When you switch from being a decent pad player to a new stick user, you have to expect that you are going to get worse for a while. That can be an ugly feeling. It does pass, though, as eventually doing things on stick will become 2nd nature like it was on your pad. I believe it is worth the time invested, even though there are a few really notable players who use pads primarily.

    Whatever you do, keep playing and encouraging others.
    Visit OneTrueGame.com for information on DIVEKICK, Tunnel, and future projects.
  • SystemSystem Joined: Posts: 508,676 admin
    Hey all,

    Guess this is the right spot for me. I used to think I was all that in the SNES days as I was the only guy in my street that could consistently do a Shoryken....

    Anyhow, I'm a decidedly mediocre player looking for people of a similar skill level to play with; I can pull off almost all specials & supers consistently, but I suck at combo's & cross-ups (untill very recently, I rarely used jabs for anything other than varying fireball speeds...). I've won the occasional HD remix round, but I mostly get smacked down hard. Just got SF4 after playing it for 10 hours straight at my friend's place...

    So, any other old-timers out there wanting to spar together? I don't mind loosing, all part of learning. My PSN name is esvees. Thanks!
  • SpikuSpiku Joined: Posts: 174
    I really appreciate the advice man not being sarcastic or anything. Nevertheless, I feel like this is counter productive. There are reasons why a Stick is Better in execution, and general principle. I did myself a huge dis service all these years not using a stick, and not going to the arcade enough for a street fighter experience.

    I am trying to learn stick so that I can utilize my game on the best control platform possible...WHy would I go back to pad????

    Like I said thanks man but no thanks....It's Stick from now on.

    This is the best advice I can give you:

    Hold it in the manner that comes most natural to you. Like when you're choking the chicken, you have your very own and unique way of holding your stick. You would not hold it any other way because it wouldn't just feel natural to you. This is the same for the joystick.

    And if he wants to play on a stick over pad, trust me, you're going in the right direction. Two identical sports cars can be racing head to head on a track, one being automatic while the other being manual. They will be very similar in performance but the manual transmission will excel in the hands of an expert. This is the same for a stick.

    To the COD4 player, nice to see some pro/semi pro gamers coming into the fighters scene. I am an ex CS classic pro myself, and while I loved FPS for competition, SFIV has sparked that fire in me that I once had as a kid.
  • Arlieth TralareArlieth Tralare 3rd Strike Senior Citizen Joined: Posts: 1,137
    I wrote up a beginner's guide for Hardcore Gamer Magazine a few months ago (November!) that covers the basics of the game, plus the Arcade characters. Free download.

    HGM Issue #34 (PDF)
    Mirror #1

    It is a BIG download though. I'll be updating the profiles and Appendix data for the new characters on the main website (Hardcoregamer.com). You should DEFINITELY get the Prima guide for much more detailed information such as full frame charts and strategies if you're new to the Street Fighter series.
    CFN: ArliethTralare
  • armaganarmagan Joined: Posts: 70
    2) When I hit someone after lv3 fa, they fall back (back, not to ground mind you) like I just hit them in the air, so I can't continue to combo after first hit. But sometimes they stand there so I can continue to combo. Why and when does this happen?

    I think I've found answer to this one. If you don't act quick after lv3 fa hit the opponent falls back when you hit them. You have to be quick to hit after fa. Best way to do is to dash forward after fa hit. Not a normal dash forward mind you, do it like you're doing a fadc..
  • cozenycozeny I plink there4 I am Joined: Posts: 381
    Can someone please do me a solid and link up the s-kill thread on the importance of spacing in fighting games (where he discusses using Ryu's fierce hadouken as a poke)? I can't seem to find it.
  • SystemSystem Joined: Posts: 508,676 admin
    3) If you see the crossup coming, and actually block the other way and still get hit, than the opponent must not have crossed you up, no? Sometimes people perform what are commonly referred to as "fake crossups" which look like a crossup but end up on the original side. Also, there are certain ambiguous crossups which are just difficult to block regardless, think pre-sf4 sakura's crossup mk. In certain situations you may as well guess which side to block. You've just gotta do your best and eyeball the side the attack will occur upon, then quickly block low any followup.
    They do land on my predicted side, but slash right through my defense. Maybe they do an overhead in mid-air or something?
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