Hey everybody! I was thinking about which thread to put this in but in the end I decided it didn’t belong to any specific character nor to “general” discussion of the game so I thought I’d just state my question here in a new thread, sorry if this has already been covered (although I’ve looked around and haven’t really found answers hehe).
Ever since I started playing the sf series I’ve been a shoto player and the moving around, integrating normals and specials into my arsenal, the normal game play flow so to speak is something I have a pretty good “feel” for when using ken and ryu and other non charge characters, like cammy or fei long for instance.
I know, of course, how to do normal charge moves and can pretty much without effort play scrubby zoning games with projectiles and such which chargers but it’s the comboing part that makes me stay away from this portion of the cast - I just never seem to get it down! You know usually in these games when you practice something, at a given moment you get that “AHA!!” feeling and you “unlock” your new move or setup or whatever it is you were practicing. Well, the times I’ve gone in practice mode I just get frustrated with chargers. Let’s say I pick guile and I want to practice a simple jump in combo that ends with a boom, similar in fashion to ryu’s BnBs… I honestly experience it as being 10 times more difficult to get the 3 hits to connect than with ryu. I have practiced and learned things with Ken, my main, that I thought were way above my skill but yet I’ve hit training mode and started to get the hang of things and eventually integrated them in my moves book and used them in matches with good results. Yet a simple charge combo to me seems like more difficult to learn than ken’s short short super. And I sure don’t think that’s the way it actually is - I mean I must be missing something!
I can get the jump in move to connect really well with the ground normal hit that supposedly is to be canceled into the charge special. I can also separate the ground moves and just do the ground normal to connect with the charge move. But it’s when I want to put the three ones together that it just won’t work.
I carry the feeling that the canceling into a charge move is MUCH more timing sensitive than with a fireball type move… is this just a notion I have from my experience or is this the way it is?
Please - if there’s anyone here that can relate to this (you charge players prolly just think I sound like a douche who simply won’t get the hang of it, which also might be the painful truth!) any advice is appreciated.
Cheers and sorry for wall of text