So, I have a question about "confirming"


Simply, how do people do it? I’m deadly serious. I’m not new to fighting games, but it’s something I can’t get my head around. The idea is to wait to see if your normal connects before cancelling it into a special, right? Well, I’ve tried practising this, for a long time, and I just can’t do it. I can’t. I’ll consistently throw out a special after a blocked normal, because the cancel window is so small and I just don’t have time to react to the block. You can see how this becomes a problem for me; it’s the main thing holding me back and it’s becoming super frustrating, and I have no idea how I’m supposed to get better at this.

Others who I’ve asked in the past are all “Well, just practise confirms”, as if it’s the easiest thing in the world, but man, this shit is hard. I’m no execution master by any means, neither am I a complete scrub, but the fact that I can’t grasp what others seem to regard as a basic fundamental has me questioning whether or not I should even keep playing.

So is there any advice I should take note of? Am I missing something here?


Hit confirming in its most basic level involves exactly what you think it does. However, it would be easier to extend your string initially to make it clearer whether you should cancel into a special.

As an example, a simple Ibuki in USF4 hit-confirm involves c.LP, c.LP, s.lp, as a starter. If they block the initial 2 c.lps, you have more time to react than if you did 1. You can make yourself safe by acknowledging that and cancelling into MK Tsumuji. If the first two c.LPs hit, end with neckbreaker for damage.

Hitconfirming doesn’t have to be done with 1 normal to a special if you can’t do that. You can just add an extra normal to give yourself time to register the opponent’s blocking or lack thereof and act accordingly.


Hitconfirming from one normal is pretty damn difficult and only really top players can do it. That said, it’s not impossible, you just need to start out smaller. Try hit confirming from 2 or three blocked normals first. There’s a reason why most bnb hitconfirms look something like cr. jab, cr. jab, cr. jab, dp


Hmm, I would have thought hit confirming a special off a single normal hit is humanly impossible, at least for the typical combo. For instance, take Ryu’s low forward into fireball. Looking at the Ryu’s frame data, it seems that a crmk produces 17 frames of hitstun on a hit. But a hadoken has 13 frames of startup, meaning that you have to cancel the crmk in 4 frames after it hits. Even someone with amazing reflexes would take what, maybe 10 frames to react to something? There’s no way anyone could react in only 4 frames.

I guess I could be making a mistake with the frame data, or maybe there are certain normal/special combinations that give you a lot more time. But my guess is that if it looks like someone is actually hit-confirming with a normal something else is going on. Maybe they are option selecting, or maybe they are reacting to something earlier, like an opponent’s whiffed normal.


When people are talking about hitconfirms, they are almost never referring to visually confirming of a single attack and cancelling into a special attack.
Hitconfirming refers almost always to multiple attacks being used to see if they are hitting or getting blocked, and then they cancel or add another normal. Though the term means exactly what it says regardless.

With Guy i do cr.lp, lk, this is a chain, so it cannot be mashed through by a reversal. If it hits i go into his target combo mp>hp. If it gets blocked i do a throw or something else.

Cody his basic hitconfirm is cr.lp, cr.lp, if it hits i do xx special.

With E.Ryu you do xx fireball…always because it is almost always a true blockstring which cannot be mashed through, except from the absolute furthest ranges. If it hits you have enough time to still do the FADC and expand the combo. On block you don’t FADC and thus won’t waste meter.

You can use jump-in attacks for hitconfirms, the medium and light jump-in usually do not give enough hit or blockstun to visually see if they hit or get blocked and decide your next attack on the ground, you are usually commited to the 2nd attack. However Heavy attacks do allow for visually confirming if they hit and basd on that alter your attack sequence. So you can use a more damaging normal after a jump-in. What i do, and alot of others is go into a light or medium attacks anyway after a jump-in anyway. Because the jump-in was the first hiconfirm you only need 1 light or medium attack on theground and you can go immediatey into a more damagig option. On block you gain enough frameadvantageto continue pressure and it is often a true blockstring anyway.

Generally hitconfirms are just multiple attacks to see if they hit so you can go into a bigger combo. Often the best way is to use only two normals for hitconfirming and based on that go into more damaging options. Any more and you’ll be too far away for any additional pressure on block or to get a damaging option, however in the beginning you might need 3 normals. You want to hitconfirm with true blockstrings and chains as much as possible, or single attacks which give you ALOT of time to visually confirm(Cody cl.hp and for example)

Ryu his xx hadouken is not something you are confirming as his hadouken is too slow to delay the cancel.
K-Brad says he can visially confirm Cammy her xx spiral, i have not tested it myself but i’ll take is word on it. Anyway i apply buffering of normals into specials and i do not confirm single attacks into cancels. I use these normals outside of their range and they’ll ONLY hit if they walk forward or press a normal themselves.

Don’t use a single attack as a hitconfirm to cancel into a special. Use multiple light attacks, preferably a chain and 2 hits at most as a hitconfirm. On hit you can link into other normals which you’ll then cancel into special.


the info given in this thread applies to SF4. in 3s (and I assume other games as well) you definitely do confirm off one normal routinely.

figure out what are the standard used confirms are for your game + character, then go into training mode and set the dummy to random block. see how many times out of 10 you can either cancel or not cancel correctly. that’s really the easiest way to do it. you won’t be amazing at first, but spend 15 minutes a day doing it for all the standard confirms for your character and you’ll eventually find it isn’t that hard.


Well you’re confirming 2-3 frame supers :stuck_out_tongue:


Hit confirming means most of the time that you need at least two hits. But in some games, 3.3, MOTW, or some situations in SF4, Chun Super, Ken Shoryuken or Kyo Ex Orochinagi in KOF13 you can consistently confirm off of one hit.

You can only hitconfirm if you have enough time (about 25-30 frames).
In all those games characters have 0 to 3 frames startup super. It means that if you do the motion after each normal they give you the full window to decide whether or not you can press the button and release the super. And players use moves that are + on hit so that they can link their super and get a really easy confirm. Because the hitstop (the little freeze the game does when you hit your opponent) is long enough to enable them to see if it hits or not.
It’s really easy to do once used to. Because you do the move, do the motion in the middle of the animation.
Does it hit?
Yes => Push buttons
No => Do nothing
The main downside is that this decision tree makes awfully hard to react and do something else than ‘nothing’ on guard.

Another hitconfirm on one hit is when you punish something. When you see the dp of your opponent flying you can hitconfirm

You are not in this case, so you can’t use this kind of decision making.

You need more time.
How can you get more?
By using more normals before doing the special/thing that end your combo.

By example with Yun:
cr.LK,s.LP is a good starter for hit confirming.
If it hits you have enough time to see it and confirm with cr.MP,s.MP xx dp.K
If it’s in guard you have enough time to see it and do the mixup of your choice.

But if you wait to see if it is in guard before choosing a mixup you’ll get really predictable, or too slow to mix effectively (time to see the guard + time to decide + time of execution). It’s better to choose the mixup beforehand.

There are other tips, by example if you do a low and see your opponent standing in the start up of your move you can condition yourself to push the button.

The best way is to put the dummy on random block and train like this.

Shorten and simplify your decision tree will make for easier confirms.


It’s really easy to practice hit-confirmation in SFIV. Just put the dummy on random block, start an attack string and then either combo on hit or go for something else like a throw or frame trap on block.

When you’re using light attacks you rarely go for 1-hit confirms. It’s usually jab, jab (confirm), normal attack xx special cancel. There are occasions when you’d what to confirm not only that a single attack hits, but whether or not it hit the opponent standing, crouching and what the pushback distance was.