Mariodood, post: 2701854 wrote:
Think about how people start the pressure up. For most characters it's really hard to start pressure without jumping or dashing in, so instead of looking how to get out of pressure/mixup situations, look at how to react and stop the jump-in in the first place.
Also, learn to turtle. Stop pushing buttons when people are at an advantageous situation on you. That's all I can say cuz your post is a little vague.
Anyway, I have a question of my own, not necessarily SF4 related but w/e. Does anyone know how to View All (or a bunch) of posts written by a certain user? I swear I've seen a button that does this on the site but I can't find it.
Ain't nothin, Capcom's ruthless still producin. Cut em a check or find yoself toothless. Keep it shill with no confusin. Niggas say I'm shill...they ain't hard I can prove it YEEEAH
SpinningBirdKick, post: 2701901 wrote:
Can someone clarify "chain" please?
SpinningBirdKick, post: 2701901 wrote:
C.LP -> C.LP, C.LK, C.MK, SC.MP, S.LP, S.FP (only against certain characters), SC.FP, SC.RH
C. means crouch right? What about SC, does that mean standing crouch? What exactly does RH mean?
RyuRobin, post: 2701903 wrote:
When I use an arcade stick and it has a switch that allows it to "be" the left analog, right analog or d-pad.. should I choose d-pad or left analog? ... It's a HRAP3 if anyone has any experiences with it.
AdesteFidelis, post: 2701908 wrote:
Hey guys, although I played a lot of SF II and its variations all those years ago, I pretty much gave up playing fighting games in general for some reason until I heard of SF IV, I played some SF Alpha (can't remember which one) and Third Strike on occasion, but not that much. Guess the main reason this game caught my eye was because I saw all those characters making a comeback and I felt nostalgic, specially because of Guile, who's always been a favorite.
Having played SF IV on both 360 and PS3 (no arcade version where I live), I actually own the PC version mainly because I don't actually own any of those consoles and the PC one is much cheaper here.
Being away from this game for over a decade means I get my ass kicked quite often, I play mainly Guile and use a x360 controller, which isn't all that bad to me, even though I might consider buying a stick in the future if I'm still into the game then.
Watching some videos online it's obvious that I'm pretty bad and slow in comparison (I manage to win every now and then against real players who, I suppose, are just about as bad as I am, and I can handle the "hardest" difficulty with no problems (this doesn't say much, I know)), but my question is, playing against the CPU is any good for practice or should I just go against real opponents?
Also, is it risky to use that "unlocker" thing? I'm interested in it mainly for the artwork (I've unlocked every character by now), because I'm an artist myself, but apparently in order to see them all I have to complete all the trials and I'm just not that good.
RyuRobin, post: 2701912 wrote:
is it that Fighting games just take time and practice?
RadarTrap, post: 2701913 wrote:
It depends what you want to get out of the game. If all you want to do is pick up and play with a few equally clueless friends then you can have a lot of fun that way. If you want to take it seriously and really get good then yes, it takes a lot of time and a lot of practice.
To make the game beginner friendly Capcom have made the inputs to do individual moves very lenient, but to have flawless combo execution is extremely difficult - and that's not even touching on the mind games and such that others have been practicing for 10 years already.
If your only motivation is getting all the trophies then there are plenty of ways to abuse the system by finding holes in the A.I. and getting friends to throw matches and rage-quitting - but if your motivation is to get as good as you possibly can then there are no short-cuts, just hard work.
Luckily that hard work is extremely rewarding and great fun!
chicko1983, post: 2701915 wrote:
Anyone got any good hints on when/how to land cancelling moves consistently?
What I mean is, in the challenges you have to throw combos and I can cancel one normal move into another easily and consistently but to cancel a normal into a special I can rarely get them to combo.
Any good tips on how I can improve would be appreciated.
rainscape, post: 2701917 wrote:
One other thing to keep in mind: You can't perform a special cancel immediately after chaining two normals together. For example, if you're using Ryu and you mash out 2 crouching jabs and try to cancel the 2nd hit into a special, it won't work. If you're trying to do a trial mode combo that involves several light attacks followed by a special, you're going to have to delay a bit between jabs so that you get a link instead of a chain.
jdm714, post: 2701920 wrote:
The only Chains that can be Canceled into Specials are Jump-in and Target Combos.
So your Balrog one, you are not doing the Dash quick enough for the [Crouch]Medium Punch to cancel.
When I say Jump-in can be Chain and Cancel, I am saying it Chain into a Ground Move, then that move Cancel to Special.
Now if you add another move after the Ground Move, then from the Ground Move to Second Move have to be Linked.
Then that Linked Move can be canceled into Special.
de BLOO, post: 2701922 wrote:
And about the stick, I'm having a really hard time with the square gate and the fact that the actual stick can spin around in place.(Do the authentic Sanwa joysticks do this too? If so....) I find myself thinking I made a full super/srk motion only to have a fierce/medium/jab punch come out.
And my right hand(my button pressinging hand) is getting sore really fast, I seem to be doing it wrong when it comes to my hand placement. I can't even do simple chip damage setups like cr. m kick into fierce fireball...I can only do the medium punch version due to my hands being in the wrong position to let me do it.
So what ask of SRK is too help me with how to place my hands and if the Sanwa/Semisitstu(spellcheck) parts really would really help out an arcade stick noob?
Many thanks in advance.
kampret, post: 2701925 wrote:
I'm at work and have no access to consoles.. but somehow it just bugs me...
What happen when during a fight played online on PSN, and suddenly you disconnect your controller?
The reason I asked is that I just did a mod on my TE stick yesterday, and during online play I got a disc.... It didn't seem that the other player ragequit since he was doing a move when the disc happened.. so I wonder if my TE stick just randomly disconnected, causing lost connection to the other player.... or was that just a pure online disconnect?
I know.. I know... I can just wait till I go home to try it out.... but that wouldn't be fair to the other player that I'm playing if my assumption was true (disconnecting controller causing online disconnect) I'm very against ragequit..
jasonC, post: 2701928 wrote:
I don't play Vega, but I think I can answer your question. You are right that it works because the mk is canceled. MP or HP RCF probably don't work because they have too many startup frames before the move actually hits.
jasonC, post: 2701931 wrote:
StockBreak, you got it.
jasonC, post: 2701931 wrote:
StockBreak, you basically got it sorta.
I think you can only cancel a move during the active frames so you really don't have all 7 frames to cancel the MK with LP RCF. For cancel combos, -basically if a move has less startup frames than the previous move's hit stun frames - then it combos.
Airthrow, post: 2701933 wrote:
Stockbreak, sounds like you've got good understanding of combos and frame data. However, knowing the basics and execution are far more important than discovering combos as far as improving play. Mike Z and other combo vid makers usually aren't top players.
In other words, I would just X-copy combos posted on the forums and find what works for you to focus all your energies at first. Frame data is probably better used to make your own setups than your own combos, most people have already found all of the best combos already. Sounds like you're off to a great start.