Raunwynn, post: 2993456 wrote:
you dont need to mash.
do it right after you expect block while their character is within range to throw.
so if they do a jump in followed by three fast pokes, you would tech three times.
mashing wont cause any trouble though, other than tired fingers.
rainscape, post: 2993457 wrote:
Actually, it's better not to mash. Doing so can get you thrown out of the c. lk's start up, or frame trapped.
gigabyte, post: 2993455 wrote:
I have a quick question regarding option select. Do I simply mash both "lk+lp" (throw) while i am blocking? or do i have to slow down the input?
Raunwynn, post: 2993458 wrote:
yes, but that is true of timing it correctly as well.
i am guessing it is probably better not to mash, but i cant think of a reason why.
if someone notices you teching a lot, they can just plan to hit the tech move whether you are mashing or not.
Prado78, post: 2993461 wrote:
I feel very slow doing some movements, such as dash cancels.
My impression is that my hands are too small, or the stick has too much throw (Sanwa square gate stick, I will dig up the model if needed).
I base that feeling on the fact that I sometimes miss charge moves, especially up-down ones.
Is such a thing possible? Am I just a scrub?
Would changing/modding the gate on the stick help somehow?
tha messiah, post: 2993462 wrote:
Question, are normals slower to get off in a block pose (down back) than in normal crouch (down)? I was wondering that because there is the block animation. Can anyone confirm this? I find I'm pressing down back a lot out of habit. I find a lot of slower framed jabs are getting off faster than me.
tha messiah, post: 2993467 wrote:
So I take it this is why my Block Techs are not coming out because I'm holding Block while trying to tech?
tha messiah, post: 2993469 wrote:
That's weird, Because I can tech perfectly everytime when I'm just hitting down or neutral. compared to 60% techs when pressing back or db.
I'm aware of Tick throwing and not being able to throw or be thrown while in a stun animation. It just feels like db+Jab+Short doesn't work for throwing.
LordofUltima, post: 2993473 wrote:
Started up a new video series called "3-Minute Fundamentals" in which I attempt to cover aspects of competitive Street Fighter play in around 3 minutes. I already have two tutorials up for it. Check 'em out.
3-Minute Fundamentals Playlist
6lue, post: 2993477 wrote:
Do all regular throws have the same amount of start up frame? and do abel's TTs beat normal throws if done at the same time? Thanks.
AOS-, post: 2993482 wrote:
Vega's a bad character.
Have you tried throwing some long range pokes to keep them out? can you possibly counter with that flip kick? i dont use vega so i cant real help you.
Sasaki, post: 2993486 wrote:
You do. Just block.
It's better to eat a throw than to eat a counter hit combo. Really.
Shin Kazuya, post: 2993488 wrote:
Incredible thread, I play this game for some time now and didn't know 1/4 of what was writen...
My question is the followed, in SF4 you hit confirm with bnb(usually 2 lk/p) to go for the special follow up if it hits, BUT do you also hit confirm for example with a c.mk/p, and if it hits do you go for the speacial, in a c.mkxx hadouken, or isn't there enough time?? Do you also hit confirm with the first hit of a jump in that starts with hk/p??
The-Olympian, post: 2993489 wrote:
emmmm.. using cammy, what i do is walk up poke with c.mk and buffer qcf... if i get a hit i press immediately HK
so i end up with c.mk, HK SA..
i do the same thing for s.far.mp or c.mp and always buffer qcf...
s.far.mp, HK SA is a good way to break armor
G.Bauer, post: 2993491 wrote:
I play BB, TvC and GG. I would like to start playing SFIV and SSFIV so... which threads could point me to the right direction while switching from those FG's to SF? I'm talking about the general idea and commonly used tactics like FADC?
Thanks in advance and sorry for my bad english =/
Shin Kazuya, post: 2993490 wrote:
I see! Thanks!
So in case of a jump in, what do you do, if the jumping attack hits, you follow with a damaging combo, and if it is bloacked you go for a sting. Or before you jump you already decide which combo your using?? Meaning, do you hit confirm with the first hit(or air attack) in a jump in attempt?
PhendranaDrifts, post: 2993498 wrote:
What's a good technique for jump happy players who do jHK to cHK and almost nothing else?
PhendranaDrifts, post: 2993501 wrote:
Thanks I'll try but they do it one time after another and when they're close the DP doesn't have enough time. Someone suggested FA.
BentoBox, post: 2993099 wrote: