deadfrog, post: 3827015 wrote:
BurnYourEgo: I'd agree. Sometimes your goal when you play footsies isn't necessarily to set up something greater; sometimes your "goal" is just to out-footsie them. On the topic of greater goals, another example of a very common objective is to corner your opponent. Heck, sometimes all you want to do is distract him enough that he won't anti-air your next jump-in.
T-Rez, post: 3827029 wrote:
What exactly is the difference between a chain and a target combo? Aren't they the same thing?
Pro wrestler, post: 3827030 wrote:
What is a Super Jump in SFIV? It is mentioned in the SFIV guide as something essential to know when moving around.
seasofcheese929, post: 3827036 wrote:
So, I was too embarrassed to post this in the TvC forum, so I thought I'd ask here. In TvC, there's a lot of talk about loops vs. infinites. What exactly is the difference between them?
HBRD, post: 3827038 wrote:
It's pretty much infinites vs. semi-infinites. Semi-infinites include dust loops (Ragna in GGXX#R), Daipan loops (Fuerte in IV), and Momiji loops (VAkiha in MBAA).
Killey, post: 3827039 wrote:
Ragna wasn't in GGXX#R
Sol and Baiken could do Dustloops in #R and Zappa had an infinite with the Dog Summon.
HBRD, post: 3826938 wrote:
GGPO: An emulator/netplay tool developed by Ponder, used by many players for classic games such as 3S and A2/3. http://www.ggpo.net/
GeekyDad, post: 3827046 wrote:
What are folks referring to when they use the term "shenanigans" as it pertains to Street Fighter?
captpancakes, post: 3827047 wrote:
What does the SC stand for in a combo like this one?
C.LK -> C.LP -> SC.LP -> S.LP -> S.FP
jdm714, post: 3827048 wrote:
You know, like tricky stuff.
Hit-confirming is the act of giving your mind enough time to react to a situation.
Instead of going for an unsafe combo and hoping it'll connect, ideally you would leave "mental padding" in the form of quick normal attacks that can be linked together, which will give the mind the time to process whether your attacks are connecting or being blocked.
If the attacks land, you can then go into a damaging combo, and if the attacks are blocked, you aren't forced to guess with a highly punishable maneuver.