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

Yes.

That’s true for most blockstrings - not for combos. If your combo gets interrupted then you’ve done it wrong.

‘D’ means the move causes a knock-down, so frames on hit doesn’t apply.

What is Akuma’s vortex? Is it the demon flip?

Nevermind. Found the answer in the Akuma sub-forum. It seems to compromise all of Akuma’s mix-up game after he scores an un-techable knockdown.

What is the big advantage of continuing applying so-called “pressure” with rush down characters like Cammy or Rufus?

I find it very easy to block block strings in this game. If they’re in the air, block high, after they land, just continue down blocking and you block everything. I don’t really feel like I’m under any pressure on the receiving end of it.

The only things that are scary about rush down characters are overheads (which very rarely lead to any huge combos) and tick throws (throws don’t do very much damage). Otherwise, I just block block block their so called pressure.

Whenever I play rush down characters and apply lots of pressure (with meaty attacks after knockdowns and block strings that end with safe attacks) more often than not I get hit with an invincible reversal dragon punch by my opponent.

Basically, people only care about CP for getting on the replay list. Everybody’s CP gets wiped clean when you start a new tournament (from losing or getting to the finals and winning). The only thing CP is used for is determining whether you get to upload your match of the finals of the tournament granted 2 things.

1.) You won the finals
2.) The CP you have at the end of the tournament breaks the top 5,000 CP players (this is typically 120,000+ CP, so don’t expect to ever get enough CP to get on the replay list until at least G2)

You accumulate CP in a tournament based on the GP of the opponents you beat. You gain GP based on how high you place in each tournament- you don’t get any GP until you either lose or win the finals of the tournament.

Here’s a guide to let you know how many points you need to advance in rank/grade: http://www.eventhubs.com/guides/2009/aug/03/grade-point-rank-guide-street-fighter-4-championship-mode/

no there isn’t. as long as you don’t break the combo link, you can’t reverse for crap. I Can do, with ryu, the C.mk - hadouken - FADC - C.mk - hadouken - FADC - C.mk - hadouken and although it looks like enough time, you can’t shoryuken out of it unless you break the combo from not timing it correctly.

Actually depends on whether or not the first hit is blocked. You can reverse/backdash/FA between the links of most blocked strings, even if the link timing is perfect.

Okay I’ve finally bit the bullet and bought myself a stick (a HRAP EX, or 2 to be exact!)

Any suggestions on how i should start training to translate my pad skills over?

Most Jabs and Shorts are chainable, meaning you can cancel the recovery frames of the move with another chainable move. You can find the “Chain Cancel Property” on the right of the frame data, after the “Super Meter Gain”. The frame advantage on block changes as a result.

Gouken’s c.lp is chainable. However, after your last c.lp, you will be +0 on block.

what is double tapping? i fully understand plinking but i don’t really fully understand double tapping…i want to learn it for some c lp links

Hi,

In Holland we have 3 types of sf4 controllers for the ps3.

Street Fighter IV Arcade Fighting Stick (65 euro)
http://www.onelastcontinue.com/wp-co...fightstick.jpg

Street Fighter IV Arcade Stick Tournament Edition (140 euro)
http://www.consoleshop.be/images/pro...urnament-e.jpg

Street Fighter IV Wirless Fight Pad (45 euro)
http://www.muizenshop.nl/layout/medi...71_1_image.jpg

Can someone tell me the difference between these controllers(exept the price ) and wich one is better ??

Thx

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I assume these are the madcatz products, your links don’t appear to be working. Of the two fightsticks the Tournament Edition has higher quality parts and is sturdier/heaving and as such less likely to move during use. You can upgrade the parts on the standard edition if you’d prefer a smaller joystick but with good parts. I’ve heard some horror stories about how quickly the Standard Edition fightstick breaks down but I haven’t owned one. I’m very pleased with my Tournament Edition stick personally.

The fightpad is a very nice joypad for fighting games. Imo far better than the normal 360 controller and slightly better than the PS3 pad.

Plenty of people win with a whole variety of controllers, but the Tournament Edition stick is really the benchmark.

I know several people who own the SE Madcatz stick, that still has it working with stock parts. I guess we only hear about the ones that break since that gives people a reason to post about it on forums.

The Madcatz TE is definately one of the best of sticks out there (and most expensive). Features stock Sanwa stick and buttons, the same parts that are in japanese arcade cabinets. Top quality. And the stick itself is like a tank, weighs 10 lbs (5kg) so it doesn’t slip and slide around your lap or table. I love mine to bits. You saw alot of TE’s at the evo stream this year.

It’s pressuring your opponent into making errors.

For example, if you pressure someone with a dragon punch move, you might want to deliberately stop your blockstring to let the opponent get out of blockstun and let their dragon punch whiff completely so that you can punish it.

Continuously blocking low and eating overheads/throws will in the end put you in a life disadvantage, which will force you to take more risks to regain it, which is exactly what the one pressuring wants.

Good pressuring techniques mean using safe meaty attacks on opponent’s wake up and attacking with true (non-interruptibility by opponent) block string combos that end in safe attacks, correct?

So am I correct with saying that the primary purpose of pressuring someone is to get your opponent to attempt a reversal (i.e. mashing) in the middle of your block string and having them whiff it?

When my opponent wants to initiate pressure, I see 3 logical courses of action:

1.) down block w/ no attempted reversal = pressure

i say about equal, the pressurer needs to take a risk to initiate the pressure… if the the pressurer gets in, the blocker will face a little chip damage and minimal damage from overheads, occasional tick throws

2.) down block w/ successful attempted reversal > pressure

3.) down block w/ unsuccessful or whiffed reversal < pressure

I generally stick with #1… I always stay calm when “under pressure” and I don’t ever “feel pressured into making errors.”

Gotta keep in mind that people don’t aim to perform blockstrings on their opponent. They are trying to hit-confirm a damaging combo but if nothing gets through they’ll perform the block string to bring themselves back to a safe range.

Perhaps its best to think of pressure as constantly exposing your opponent to mix-ups (high, low, jump in, crossup, overhead, throw) and going into safe block strings if they guess right (where applicable).

Also keep in mind block strings generate super bar and press the opponent into a corner. Quite a few characters are absolutely lethal when they’ve got you cornered.

OK, I understand building bar is good and getting cornered (especially with characters with no real invincible reversal like Vega) sucks because you lose the ability to back dash, teleport, or jump away from attacks…

But, when you say conducting pressure means doing mix-ups “high, low, jump in, crossup, overhead, throw” I see this as a weak, high risk, low reward tactic… Your opponent can easily block air attacks/crossups on reaction with high block, then they just low block everything, and tech the occasional throw… I don’t really see the difficulty in that…

if in the air, high block > crossup, jump in

after they land…

low block > high, low

and tech the occasional throws (even if they mess up the tech, throws do an average of what? 130 damage?)

yes, you may get a little damage from weak overheads, but they practically don’t ever lead to big combos

Take this with a pinch of salt because I’m not the most leet person.

First off teching throws isn’t that easy when the opponent is mixing up attacks and throws. Throws come out in three frames, thats 3/60ths of a second or what, 50ms? Average human response time to visual stimuli is what, 180ms? So its not really done on reaction. We all get a feel for teching to be able to actually do it, and the opponent can use this to mess with us.

They can tick throw, block stun you with a jab and throw out a throw that becomes active just as the blockstun wears off in case you were still blocking or throwing out a move of your own that wont break the throw.

Once you’ve come to terms with that and try to tech rythmically along with their block strings (option select when crouching) they can frame trap you which is roughly the same as above except they give you a frame out of block stun to shoot yourself in the foot option selecting and hit your throw startup or light kick depending on what happens with a nice heavy move.

Aside from that rushdown characters usually have tools to break down your defence like extremely ambiguous crossups (bison,viper) nasty overheads that lead to big damage (abel, balrog) etc.

Ahh yes, this was the answer I was looking for… I’ve been trying to understand the frame trap thing- I have shot myself in the foot many times trying to option select.

And yes, the ambiguous crossups… I’ve fallen to viper’s, and akuma/rufus’s dive kick many times… bison’s not so much.

Judging strictly on available tools for each character, I find these good rushers:
honda, fei long, abel, zangief, rufus, viper, akuma, abel, balrog

honda, fei long, abel, zangief, seth has command throw to beat crouch block

rufus, viper, akuma has ambiguous cross up to big combo

abel, balrog has special overhead into big combo

Am I missing anything else? Ken, Cammy, Chun-li don’t have a command throw, ambiguous cross up, or special overhead attack, so why are they considered good rushers?

Ken’s fireball comes out only 1 frame slower than Ryu’s does… is that enough of a difference to prevent him from zoning with his fireball the same way Ryu does?