1-800-help-a-nub; The FAQ

I’m going to assume that you’re playing on PC. If that’s the case then don’t worry, you’re not crazy it’s just the most retarded default button configuration known to man.

Press ‘ESC’ to continue. :wtf:

i have such a love-hate relationship with the shortcuts. with akuma it’s awesome to be able to :df::df:+:p: for a dragon punch, but a lot of the time it drives me up the wall when i try to do a red fireball and after the half circle motion i sometimes let go of the stick and it rebounds too far foward and i end up doing a dragon punch instead on my BnB or during a fireball war :mad:

so. i’ve been dabbling about deciding who to main and i decided i want to main whoever has the easiest time against shotos (ryu/ken). i assume people play akuma much differently. who would be a good counter to ryu/ken? i know ryu is ranked pretty high on tier lists for a reason so who stands the best chance? haha if there was an easy counter i dont think ryu would be so dominant. :smiley:

I say pick a characterr you like first, then worry about specific strategies. Find a comfortable play style and a character that fits it for you.

i would love to, but i’ve always chosen whoever. i just want to pick whoever will maximize my options against a shoto and then i’ll learn to like it because hopefully they’ll help me win :smiley:

If you’re just picking based on who matches up well wit the shotos you could just pick someone higher off the tier list, if you wanted to follow the tiers that rigidly.

Which would mean Sagat, generally, but really the advice you got was good because you’ll more quickly win if you play someone that maximizes your play style. Not to mention it’s really opinion based. Daigo after Evo said he thought Abel was a good counter to Ryu when Justin picked him, and he’s lower on the tier list and is listed as having less than an even matchup.

Does anyone know how can I practice for anti-air reaction in the training room?

And what’s the best options against jump in? SRK or jump back fierce? Or any other options? I want to punish jump in.

Sometime I tried SRK but couldn’t do it fast enough, and I got hit instead. I tried jump back or neutral jump with fierce kick and I got counter in the air while jumping.

I would not recommend using training room to practice anti-air reaction. Either play the CPU or a real opponent because it’s more random than using a programmed training dummy.

Best anti-air options is really character-specific. Who do you use? And if you can’t do SRK fast enough, well you have to keep practicing to increase your speed.

You could always turn the training room dummy to AI and just sit in there for a while, but you would be surprised as to how rare the CPU jumps in at you, that’s more of a human thing.

Play against people, flowchart kens love the jump in.

And your anti-air options vary from character to character. Like Sakura has crap for anti air specials, but her crouching fierce isn’t too shabby, but it gets stuffed by Akuma’s demon flip kick. Fuerte has his anti-air scissor kick thing, but his crouching fierce is probably better in most cases. Dhalsim’s back-roundhouse knee is probably one of the most frustrating for me.

Most of the time you’re not going to punish jump-ins in a real severe fashion, but by letting your opponent know that jumping in won’t be tolerated (meaning not just blocked) you take out a lot of his game. If I can’t jump in with Sakura, I can’t land my ex hurricane kick combo, because I’m fucking garbage.

If you really want to punish jump ins, use Ryu for lp shoryuken into ultra (super easy to pull off, not strict at all on the timing) or even better is Rufus’s jumping roundhouse*2 into ex snake strike for like 30% of your health. Pratice to make your srk come out faster.

I was curious if anyone is really well-versed in the game’s stun/dizzy system, as I’ve been looking into it and have seen some confusing things.

We all know that if you’re not hit for a few seconds after you receive stun, that it rapidly returns to 0 again. But first I wanna get the fact out of the way that whatever your stun value is, if you’re blocking subsequent attacks at any time, your stun value will not diminish until a little bit after you’re no longer blocking attacks (or being hit or whatever). This is probably known by everyone.

What I wanna know though is why some people just randomly get stunned while I’m dealing blockstrings (I use Akuma). I’ve had people get stunned after crMP’s, which doesn’t make any sense since normals deal no chip damage and should likewise deal no stun, even though it delays their stun from diminishing why would this happen?

Many don’t seem to know what the Record function is for in Training. It doesn’t record your session to post on youtube. It lets you tell exactly what the opponent should do, and when you play it back he’ll keep on doing it until the cows come home. Have him jump all over the screen to practice anti-airs, or throw fireballs for eternity to practice jump-ins or focus attack absorbing.

I wonder about 1-frame links - is it even humanly possible to tell the difference between such fine time periods? Maybe it’s much more reasonable that you can get the rhythm down to ± 1 frame, but then you only have a 1/3 chance of the move coming out. I ask this because I have trouble with some of the trials with normal move link combos. I just tend to learn the entire combo by muscle memory and then try it over and over until it works, but it seems stupid. So then when I read that they are 1-frame link combos, I don’t understand how I am supposed to feel the timing of such a miniscule amount of time.

Yeah, you can hit them consistently. There’s a rhythm to it. Practice one part of the combo at a time until you get the separate parts down. Then put it together.

Is there a FAQ anywhere that explains the Championship mode? ie, GP versus CP, what you get for winning and losing different match-ups, how many GP you need to advance in rank/grade?

Which method of preventing throws is preferred amongst tournament players.

back dash, option select, jump, reversal.

Thank you.

I have a question about reading frame data. In the SF4 Wiki for Gouken the frame data for the c.lp is 0 frames for On Block. The startup for c.lp is 4. However if you do c.lp >>c.lp>>c.lp it seems like the opponent cannot do anything else but block. And that also seems to be the start of some popular block strings. The frame data seems to indicate that Gouken shouldnt be able to do that in a continuous fashion. I am not sure if I am reading the frame data incorrectly or not.

I am trying to learn how to use frame data and any help would be greatly appreciated.

If you get reversaled out of a combo, by say a srk, does it have to mean you missed a link?

http://www.eventhubs.com/guides/2009/aug/03/grade-point-rank-guide-street-fighter-4-championship-mode/

no, u didn’t miss a link. theres just enough frames after about 2 hits that they can srk

On the Shoryuken.com wiki, some of the frame data cells for “frames on block” and “frames on hit” contain a “D”. What does the D mean?