Sounds backwards right? Ive played 2d for years, but by the time I really started getting competitive I was into 3d.
To make a long story short, I need not just tips but literal links to guides from 2d play. And im not kidding.
For starters, this shit is so FAST. If I blink its a wrap, but ill blame that on my being a 2d virgin.
What Im not understanding is the angles to come in for crossups and fireball fakes etc etc. And not being able to guard in the air is some crazy shit.:wonder:
The biggest mind-blow is how some moves. . such as a standing fierce, act as anti-airs. Im so use to “big looking” moves being effective, where as the small jabs and the little shorts are what its all about. It think thats another thing that I have to get rid of from my 3d gaming.
Ive decided to “learn” 2d primarily through SSF2THD, since its new, its classic at the same time, and easy on my eyes. But im really over here struggling.
To make matters worse, I think I really like M. Bison, and it seems like an eternity while I trying to charge. Even when Im spamming moves between charges.
I just really dont know the first or the last part about really getting in tune with 2d. And ive been looking at match videos since yesterday. At this rate, I might be half-crap by the time SF4 and Blazeblu come out?
EDIT: Also . .it wouldnt rock my brain to lean 2d and 3d both would it? I hear that quite a few high level 2d players are crap in games like Tekken and VF.
It looks very combo friendly, is that why you guys suggested it to me?
I like SSF2HD but I can tell already if I dont actually LEARN something quick Im going to give up completely, and then get SF4 when it comes out only to give up on that too, because I never learned how to play.
I kinda want to stick with Bison. I dont like much of the SSF2 cast. I liked the Alpha series and Darkstalkers growing up.
Thirding the Real Bout 2 recommendation, because it’s an excellent game. I guess people recommended it to you because it somewhat blends 3D mechanics (plane shifting) with traditional 2D gameplay. If you want to get competitive at 2D fighters it’s not a good choice though since not many people play it, even online.
There was a thread started by Perfect Legend some time ago that was about the same topic, perhaps there’s something useful for you there
As for charge characters, you’ll have to learn how to do “charge buffering”: doing charge moves such as b, f + P as b, f, b + P. That way you’ll start charging as soon as your move comes out.
If you do, for example, a Sonic Boom as charge b, f, b + P, you start charging your next Boom faster than doing charge b, f + P and then going to back to start another charge (because you start charging sooner). You can also go do down-back instead to have a Flash Kick and a Sonic Boom ready faster.
my advice would be to learn how to play bison without charging. if you’re dead set on using him, i think it’d be better to learn the rest of his game before you dive into knee press/headstop/tornado pressure, because if you focus on those to much, you miss out on the rest of his game wating for charges.
i’d say go and play a bunch of matches using normals only. bison can manage. you might lose a bunch of matches, but it’ll make you better. when you get comfortable at that, when you add in specials and learn when to charge, you’ll be much better off than where you’d be learning it the other way around.
There’s a little bit too much TRUTH within these quotes. RBS is excellent as well, but I recommend RB2 to begin with, as the plane mechanic is much different. There is also air guarding! If your main problem is getting used to messing with peoples’ heads, then RB2 is good because its pace generally allows for you to work through your mindgames and punish (and I mean punish) accordingly. Learning chains in this game are a blast as well and I have a feeling that if you pick up a character, read a combo FAQ, and get the execution down, you’ll be having a lot of fun and be wanting to dig more into the realm of 2D.
No. This principle is actually really simple. Say you wanted to do two Sonic Booms one after the other. They can only come out as fast as you can charge them, any little tricks you can do to make them come out one after the other faster is worth doing for sure.
If you hold back and go to forward with punch, you can only start charging again after the Sonic Boom has been started. However, if you hold back, go to forward and return to back before you press punch, you’re already charging for another Sonic Boom before the first on has even left.
The trick is in the leniency of the controls. There’s a small amount of time that you have after entering the stick command (back, forward) to press punch and activate the move. It’s just enough time for you to return to back and still get the first Sonic Boom, before you throw out the second one.
A - b, f+p = first Sonic Boom leaves before additional charging for second
B - b, f, b+p = first Sonic Boom leaves after aditional charging for second
It’s conclusive that method B is more efficiant than method A.