I thought it was sound but I’m having a debate and I’d like to have srk’s thoughts on this one. I’ve heard people mention using score as a way to hit confirm but I don’t entirely understand how that works.
So between sound, visuals, and whatever I neglected to mention which is the most common method?
The score increases when you land a hit. A whiff gives nothing so if you see the numbers change, xx super. I don’t do that. It’s also near impossible to use sound at most arcades since either the speakers don’t work, or the other games are so loud that you can’t hear 3S or just barely so.
I use visuals; a combination of distance and the way the other sprite reacts when I hit (reel animation, standing or crouch, etc.), or what they were doing before they were hit.
Well it depends on which hitconfirm you’re talking about, since there are tons of 'em.
Any chain/low shorts kind of hitconfirm can be easily detected by visual cues alone (it’s clear if you are hitting them or not, plenty of time to see both hitstun reel animation and hit sparks!). This goes for most of the link hcs too.
For late cancels/very fast links it’s a blend ou sound/visual recognition, for me at least that’s it. When I can’t hear audio I have less success at doing those but that doesn’t go to zero.
I can’t really use the score trick. I’m sure it does work for someone, but I lose focus if I look at the score.
At one point I considered looking at the health bar, since it’s easier to tell the difference between something and nothing happening than two different things happening. With Chun (note: I’m not really a Chun player) to land c.mk > SA2 I often look for things like the opponent starting to do a move right before I hit c.mk or whiffing a throw or more often: whether they’re standing or not.
Looking at health/score is not good, you can hit them off ground and let it go and get killed for it. Best way is just to see it , before every hit there’s a frame of big red spark, that’s what I look for.
I dunno how much of a difference that would make though, since I’ve seen several occasions where Chun’s cancel into SA2 after air-reeling Urien cus he did a headbutt. And good Chun players too, so I’m not sure it would matter in that respect. Plus, aside from a knockdown situation, I think it’s bad idea to take your eyes off the action even for a split second.
It’s not always possible to tell the difference, but if you’re looking at the character, at least you have a chance of recognizing what happened. If you’re looking at the health bar/score, all you see is “hit!”, regardless of what they did. Also, I agree that it’s bad idea to take your eyes off the characters. Imagine trying to hit confirm cr.mp with Ken, having to glance up every time you toss a random one out.
I’ve heard people claim to hit confirm off of sound previously, but it’s a terrible idea, IMO. Tournaments are very loud, as are many arcades; it’s hard to hear the sounds coming from your machine when a hundred other people are all clustered around playing at the same time. It’s OK to use the sound in addition to other cues, but relying on it solely is setting yourself up to fail in many environments.
Huh? For me its always just watching if it hits. I don’t listen, or look at my meter or any of that nonsense. If I see the move hit, I throw the super. I can do any shoto hit confirm besides c.mk, and all of Chun’s np. Crap, I can’t believe all the stuff you guys are looking out for.
I’ve accidentally negative edged some supers I didn’t want to happen, so here’s how I do it.
Let’s say I’m using Ken’s cr.mk:
when I press down + mk, I do a qcf motion. If it doesn’t hit, I have the option of Hadouken.
If it hits, I can press a punch for hadouken, then do another qcf and a kick for the super (assuming SA3 lol), or I can just do qcf + kick for 1 more point of damage although the hadouken one is easier.