eric25, post: 2700117 wrote:
Alright I need some help here too.
What exactly is FADC? I'm pretty sure it's charge a focus attack, and then simply dash. Is this correct? Also, how beneficial is it knowing that it uses up two bars of super.
All thanks in advance.
El Maniatico, post: 2700130 wrote:
Why come blanka dont go thru fireballs? why come?
Albedo, post: 2700131 wrote:
Oh I got some nub questions....
1.Can you still do special cancels into super like in 3s? I.E. Hadouken -> super?
2.FA cancels on specials and normals: can you preform this like a roman cancel? Or do you have to do it in a particular frame/frame range like a False roman cancel?
3.Does Ken still have his MP HP chain combo?
sorry if I'm using the wrong terminology.
pop1030, post: 2700134 wrote:
So is Sagat's fake kick just hitting hk twice and really quickly? I saw a few peeps arguing that on another thread.
Edit: And tips for facing Seth are always welcome. 7 hours into the game and still can't beat Seth on medium -_-
Windsagio, post: 2700138 wrote:
I'm not THAT new, but pretty new, but I always wondered this;
Does stun regenerate?
If so is it really fast, or slow?
TuboWare, post: 2700139 wrote:
I see some people type FADC, and some type SADC... is there a difference? Basically what Im asking, is Saving Attack and Focus Attack the same thing, just people call it something different? Or is Saving Attack something on its own completely?
DeLuX, post: 2700144 wrote:
I have been waiting for the right situation to post a extremely noob questions, because you guys seem pretty hardcore. I guess that right situation is here! Sooo: How do you block attacks? What buttons do your press? And what does a standing block, block? And what does a crouching block, block?
toasty_T, post: 2700148 wrote:
Hey guys, this is my first post. I haven't played a Street Fighter since SF II Turbo back in '95 I saw that Street Fighter IV was coming out and I got all nostalgic and threw down a preorder.
My question was regarding how easy it would be to perform some inputs on a PS3 controller. I'd imagine PPP would be a nightmare. Is it necessary to play on a stick or will the pad do. I've heard people mention that the PS3s analogue buttons are good but that's only one aspect of the controller. I really don't want to limit myself to a few characters because I'll need pianist dexterity to become good with whoever I want.
If anyone in Australia posts here are there any local places where I can find a stick? Importing isn't in my best interest since our dollar tanked.
Shoryuken for life :P
DeLuX, post: 2700151 wrote:
So theres no way to stand up and block for some time without walking backwards?
DeLuX, post: 2700153 wrote:
Thanks for the answer Wonderpug, where can i download this said demo of super turbo hd remix? i cant findt it on either US PSN or EU PSn..?
Xeno-V, post: 2700163 wrote:
Well I'm quite well into SF but not into playing with a stick (I am playing for like 3-4 months).
I used to play SF3 with a pad and i had no trouble at all doing combos like cr. lkx3 into super.
Then I got a stick for HD Remix and I played mainly charge chars. I tried Ryu but I am not that good in double qcfs while playing with a stick (I had no trouble at all with the pad, at least from the p1 side).
The fun part is that my double qcfs with a pad sucked from the p2 side, while I had trouble with double qcfs from the p1 side.
The bottom line is that I can't perform these motions that fast with a stick (at least after 3 cr. lk SF3S/CVS2 style).
I know that all i have to do is practice but I want to know how hard is it to do a FADC into ultra compared to all this stuff.
E.g. 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.
Smurvis, post: 2700171 wrote:
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?"
Spiku, post: 2700173 wrote:
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.
armagan, post: 2700176 wrote:
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?
KyonoRocks, post: 2700181 wrote:
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!
BeGuiled, post: 2700184 wrote:
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.
SuckaB, post: 2700182 wrote:
Did i read that right? shouldn't it be 360-> works with 360 and pc?
BeGuiled, post: 2700188 wrote:
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.
frozinwater, post: 2700190 wrote:
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.
LordofUltima, post: 2700194 wrote:
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).
You!!!!, post: 2700195 wrote:
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 hehe
Xeno-V, post: 2700201 wrote:
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.
The_A_Drain, post: 2700226 wrote:
One of the first questions that came to mind was already asked Now I know which way to block Rufus's highly annoying looking dive kicks.
Another question I had is i've been hearing a lot about FADC's lately and im not going to pretend to fully understand them yet but does anyone know if they are adressed in the training/challenge mode?
As per some analogies made earlier in the thread i'd rather be given the spoon than etc etc.
Roll on friday, although mine might not arrive till saturday
ominae, post: 2700227 wrote:
Question for the pros:
I'm working through the challenge mode, doin the combos etc, but I'm finding it hard to understand the timing for some of these combos. E.g. Jump+HK, HP, Shoryuken, Shinku Hadoken. I NOW know that you're cancelling the shoryuken and buffering the super, but thats only after 1million attempts at the combo >< Is there a way to know beforehand how to time these combos?
It's even hard doing a Jump+HIT, HIT combo sometimes, gotta time it ><
Yes, I am a newb.
Wow, just noticed I've been lurking for 2 years ><
iceworld, post: 2700230 wrote:
A few questions.
1) What are the differences when you are stunned? Sometimes theres skulls ontop of your head and sometimes its stars?
2) How do you kara throw? (ken/ryu) Do you press jab,short,forward at the same time?
yoyoshi, post: 2702216 wrote:
FADC is not covered at all in Training Mode or Challenge Mode.
I believe you'r referring to Focus Cancel/Saving Attack which is covered in the games manual so I suggest you read that.
Porter, post: 2702225 wrote:
Street fighter IV is more akin to Street Fighter II than any other SF game
djeclipse, post: 2702232 wrote:
Can akuma's raging demon ultra/super connect on someone who has done a speed recovery, or a regular recovery? I have tried to do it as the person is waking up it misses everytime. I wanted to know if I am doing something wrong, or if it just doesnt happen.
C2Q, post: 2702233 wrote:
wont work, don't bother. they will just jump over it or shoryuken you in the face. Raging demon isnt some ultra that is piss easy to land like that. Use it as anti air or after a focus attack or after a whiffed srk.
metroidfan09, post: 2702235 wrote:
Hey all, I've only just Come back to sf4 after a 1 year hiatus anyways I am a major scrub. Anyone know any easy combos for Honda?
Zorba, post: 2702237 wrote:
ie Jumping Hard Punch, Standing Hard Kick, Shinkuu Hadoken (Super Fireball).
when it describes what you have to do, it doesnt mention cancels, but im guessing they are needed to complete the trials.