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

Ken has a kara-throw (f+mk then almost at the same time throw, the startup frames of the f+mk move him forward and are cancelled into throw, think iv heard vega has one but iv never touched him) which increases the range of his throw considerably to some of his more distant pokes. And yeah his fireballs and slower-startup srk’s mean he’s not quite so suited to zoning.

Cammy is extremely fast so she can dash in and throw quite well. She can zoom under fireballs with EX spikes, ultra etc. She can trip you up with safe cannon spikes. I think someone said the button pressed can make cannon strike cross up? Sadly its pretty easy to soak up her pressure with downback.

I’d say chun is more zoning but she can do hasanshu overhead to super(I think?). She has that irritating df roundhouse ready made crossup that can be ambiguous at the right ranges. She has a jump in that allows her to choose to do one or two aerial (and thus ‘overhead’) attacks on the way down followed by low attacks. So when to stop blocking high is a headache. And again, she is fast, so dash throw is pretty badass.

He also recovers two frames slower. Ryu’s much, much better at zoning with fireballs.

ilitirit & Glasgowkiss: ahh yes, I didn’t realize Ken’s srk comes out slower and that his fireball recovers two frames slower.

Glasgowkiss: I can’t believe I forgot about ken’s kara-throw… I use it all the time haha and yes, now that I think about it Chun-li and Cammy’s dash throws are indeed deadly. Chun-li’s hit overhead/aerial target combo owns…

However, I’ve never seen Chun-li’s overhead special comboed into anything, much less super since most chunners I’ve seen use EX for EX bird. Her df HK, a move that starts from off the ground, doesn’t seem very ambiguous to me, although this could just be from me playing her a lot and knowing the exact range/spacing of it.

Chun-li can combo into super from her overhead special (hazanshu). Using her super is becoming a little more common, from videos I’ve seen. It’s 2-frame start-up makes it useful to counter lots of different attacks after block.

I believe her df HK doesn’t have to cross-up at the right ranges (on wake-up?), but I can never get it to work right. I recall seeing videos of it (but my memory sucks).

Tiger Knee Cannon Strike is arguably the best anti-throw/tech in the game - Since she has such a high footspeed and excellent hitconfirms (c.LP/c.LK can be linked/chained easily into knockdowns), she will be tick throwing you. Once you start teching or trying to throw back, Cammy’s set you up to land TK CS and get 300-400 damage easily.

So yeah, fast meter building, a quick walk, TKCS, and high damage is what makes Cammy scary when she’s in your face.

Don’t forget to complete the trials. It helps your game a lot and gives you a better understanding of the game.

Either that or it teaches you how to pound your head against the wall in frustration over not getting “Normal 4, part 3” right for the 200th time in a row :smile:

I have a question about armor breaking.

Sorry if it has been asked before and answered but okay… When a character is charging a focus attack, sometimes I am able to break through it with a rising move (Cannon Spike, SRK) but sometimes I am unable to. What are the factors and properties that determine whether the armor will break or not if the move is not the character’s “official” armor break special move?

^Moves gain armor-breaking properties if they’re done as a reversal. So if you do a wake-up special on the earliest possible frame when recovering, it will beat FAs.

does that include other special moves? Or are they specific to rising moves?

Like Spiral Arrow for example? (I main Cammy)

Yeah, any special move done as a reversal will armor-break, not just the dragon punches. So if you do Spiral Arrow immediately as you get up and get that “reversal” text, it will go through FAs.

Mind you, wakeup isn’t the only situation that you can reversal, though it’s the most common one. You can also do it after recovering from blockstun and getting hit in the air with a move that doesn’t knock down.

(cool, I main Cammy too =D)

Does anyone have a video shows exactly how to double tap link? Like if I want to do c.lp > c.lp > c.hp with a 1 frame link c.hp. How do I double tap to make it easier to link?

training mode. ps3. te stick

when i set it to record it always ends up doing random things i did not do during the recording period. sometimes it just skips an entire ultra.

why is this

It’s because of things like hit pause, cancelling, getting knocked down, and switching directions. The record feature records your inputs, not your moves. So if you do a move that immediately follows another one (or is buffered from it), it might come out differently if the previous move hit because hit pause adds a bit of delay so the moves go slightly out of sync.

i dont know where else to put thsi but does anyone know where i can pick up one of those “no you cannot” shirts that sherryjenix was wearing or one of the “lets go justin” shirts?

Not sure if the OP is still around but alot of the blogs he posted haven’t been posted on in a very long time. Still good info, but could be noted by the links?

I’m not a nub but I have dumb question. Why if I’m doing a block string combo on Balrog and he mashes a cr jab, I don’t get CH like the rest of the cast?

A normal has startup frames, active frames and recovery frames. Active frames are when the attack will hit someone, and the frames that you’re opponent can get a counterhit on.

[media=youtube]HFTvXXoDNRA[/media]
[media=youtube]Wx6Z5VGsBw4[/media]
[media=youtube]aXB8xHLA0To[/media]

These videos should be required watching for all new players.

I understand that there is no such thing as priority in SFIV, and it’s all about when/where active frames of attacks are, when/where vulnerable hitboxes are, plus whether or not someone had invincibility frames.

With that said, why am I able to randomly, CLEANLY poke (i.e not a trade) a boxer spamming crouching light punches with…say… Claw’s crouching medium punch some times, but get beat or traded by Boxer most of the other times?

I assume that Boxer’s vulnerable hit box is where it should logically be throughout his attack (i.e. anywhere but his fist) and I assume Claw’s active hit box during the active frames of his attack are where it logically should be too (just his claw).

Boxer’s crouching jab has 2 frames of startup, 2 active frames, and 5 recovery frames.
So a Boxer’s spamming jab looks like this:

frame 1: startup
frame 2: startup
frame 3: hit
frame 4: hit
frame 5: recovery
frame 6: recovery
frame 7: recovery
frame 8: recovery
frame 9: recovery
frame 10: startup
frame 11: startup
frame 12: hit
frame 13: hit
frame 14: recovery
frame 15: recovery
frame 16: recovery
frame 17: recovery
frame 18: recovery
frame 19: startup
etc. etc.

Claw’s crouching medium punch becomes active on frame 4. So am I simply getting lucky and starting up Claw’s crouching medium punch out of Boxer’s reach and/or during Boxer’s recovery frames and hitting Boxer during the Boxer’s startup/recovery frames?

If Claw is OUTSIDE the boxer’s range, then Claw is safe on the startup and recovery frames of his cr. medium punch and Claw is able to hit him on 7 out of 9 frames (Boxer’s 2 + 5 frames of startup and recovery).

So looking at a repeatedly jabbing Boxer, let’s look at just two jabs back-to-back which is 18 frames. If Claw is JUST INSIDE Boxer’s hitting range (i.e. if Claw is close enough so that he would be vulnerable to a hit during his startup animation) I can only start up Claw’s jab on frames 5, 6, 7, 8 to cleanly hit boxer with it. So I only have a 4/18 chance of beating him. So can I say that Claw’s cr. medium punch only has a 2/9 chance of cleanly beating Boxer’s jab spamming if Claw is JUST WITHIN the Boxer’s hitting range?

If Boxer and Claw are RIGHT NEXT to each other, any repeated non-comboing, non-knockdown attack pushes two players away from each other on hit or block so we don’t look at repeated jabbing, we look at just a single usage of each attack… Boxer’s cr. light punch always beats Claw’s cr. medium punch, since Boxer’s attack comes out at 3 frames, while Claw’s comes out in 4.