Arcade stick help

I just recently made the switch from a 360 pad to a Fight Stick and I keep having trouble with doing combos (normals into specials) (ex: cr.lp,cr,lp,st.lk,ex green hand) I occasionally will pull it off 2 or 3 times in a row in the Lab but when i try to break the combo down to work on my timing, i can’t do the normals into green hand.
Any tips would be greatly appreciated :slight_smile:

just practice moar m8
u will get it eventualy

Make sure you doing a full Z motion when doing a SRK on stick to ensure it comes out 100% of the time(forward, downback, forward) I also went through something similar as I also just picked up stick a couple months ago.

Really just takes practice and repetition. Only takes about a week or so of playing to generally be able to use it fairly well (using myself as a example) but simple stuff like SRKS/fireball motions take time to get them completely consistant, especially when using them in combos as it takes more of a “throw” of the stick compared to a pad.

I’m a zangief main, and for the love of “Mother Russia”. Can’t perform the 2 frame link, of Crouching LP, link, Stand far LK. It requires you to wait 2 frames and input the far LK after the crounching LP recovery finishes. Any earlier and it chains, not allowing my far LK to cancel into EX Greenhand, any later, and my far LK doesn’t combo off your crouching LP.

So I can’t perform Zangief’s Bread and Butter: cr.LP xx cr.LP xx cr. LP xx cr.LP link far LK xx EX Greenhand. The EX Greend hand cancel is super easy, tap F + LK, roll D to F + 2 punches. The 2 frame link is hard.

So to get around the problem I have to use a weaker Bread and Butter combo: cr. LP xx cr. LP xx cr.LP xx far stand LK link far stand LK xx EX Greenhand. I use 2 or 3 cr.LP depending on my position, to allow myself to get the far stand LK, and not the close stand LK. Far LK itself is non chainable, but can be chained into from crouching or standing LP. The far standing LK can be linked into another far standing LK, with the second far standing LK being cancellable into EX Greenhand. This is also a 2 frame link, but I use double tapping to perform the link.

Basically, I hold my index and second finger about 2 mm height difference (similar concept for kara throws), and tap the edge of the button at two difference places quickly, often twice each. The 2 mm heigh difference allows one finger to hit the button quicker than the other, hopefully within 1 or 2 frames. Using that method I’m able to consisently perform these combos:

cr.LP, cr.LP, cr.LP, far LK, far LK, EX Greenhand
far MP, far LK, EX Greenhand

I’m amazed how, people can land those 2 frame links, probably spend hours in training. Sadly, I have alot of work commitments and don’t have the time.

First of all you are only supposed to do 3 jabs(light punches) OF ANY TYPE into a link of (cr. or st.short(light kick) xx Banishing Flat) for the most damage. And secondly I dont know why you guys are making this combo sound so difficult and intimidating. Cammy’s (cr.jab link cr.strong) is the exact same thing. and so is Seth’s (st.far.jab link cr.forward). If you master those timings you’ll have this down-pat. Also if you try to time the entire thing like a 2 frame link then that’ll make it easier too. And your also supposed to instantly do the Banishing Flat after the short.

MGief, hope your still hanging in there.

I’m also a Gief in training and yup, still learning how to do that combo.

You have to break it down into two parts:
Part 1: cr. lp xx cr. lp xx cr. lp - 2 or 3 depending on distance. Sometimes 2 cr.lp doesn’t push you far enough to get far standing lk and close standing lk comes out. Close standing lk is retarded and can’t combo. Basically hold the stick in the Down-Back corner, and mash on LP. Easy

Part 2: stand far lk xx EXGH. (or variant cr. lk xx EXGH)
Hold Forward and press LK, then move stick to Down, then to Forward and press 2 punches (recommended MP and HP). Perform this motion quickly. Basically a forward and then a quarter circle forward motion.

You can perform the EXGH using SSFIV shortcuts: Down-Forward, Down, Down-Forward + PP or Forward, Down, Down-Forward + PP, or Down-Forward, Down-Forward + PP.

Now to link it together, you have to pause after your final cr.lp and your lk. There’s no tricks to it, just have to “learn” or “memorize” this pause time. If you didn’t pause, you end up chaining the lk - and due to SF rules, lose the ability to cancel into EXGH. If you paused too long, your cr.lp and lk xx EXGH won’t combo. In a match, that means, your opponent, would be able to block the EXGH and punish its recovery. The pause time is about 13 frames or 13/60th of a second or 0.217 seconds. Probably slightly longer due to the game’s animation pausing on hit contact. Basically, in order to link, you have to start up the lk, after the COMPLETE animation of the cr.lp finishes. You have a window of 2 frames or 1/30th of a second to complete the link. It’s a 2 frame link.

So you have to clock in many hours in training mode, just to learn this timing. Same here. I’ll post back once I’ve mastered it completely. The steep learning curve potentially puts many people off the game, especially if they have other time commitments. School, Work, Social Life.

More advanced theory about the link:

At first I thought it was a pure 2 frame link. Can’t plink it, due to standing lk + standing lp giving you throw. But I think you could double tap it to make it come out. On the theory that, cr.lp has 3 frames of active hit animation, which is also the amount of time, the game allows you to cancel it into another move. If you wait, over 3 frames, so that your cr.lp goes into the 6 recovery frames. You can start your double tap process in this time, and cancel your first lk into EXGH. Well, that’s my theory. I’ll post back if I get it to work.

Update. I’ve FINALLY figured out how to land the combo consistently.

Instead of the constant frustration of “just keep practicing” etc.

cr.lp xx cr.lp. st.lk xx EGH

  1. mash the cr.lp twice
  2. do the F, D, F command AS FAST AS YOU CAN - this execution part naturally delays your link to give you the correct pause time, to link st.lk
  3. tap lk then PP (using the o/s exgh method)
  • you can use DF, D, DF for cr.lk xx EXGH instead

Here are the many variants;

  • cr.lp cr.lp. cr.lk xx EXGH
  • cr.lp. cr.lp. cr.lp. cr.lk xx EXGH
  • cr.lp. cr.lp. cr.lp. st.lk xx EXGH
  • cr.lp. cr.lp. cr.lp. cr.lp. st.lk xx EXGH

In terms of which one to use, that’s an interesting question. The risk depends on the matchup, whether they have good answers to your whiffed SPD. But the less hits you use, the more damage I believe, as your EXGH damage is scaled less.

Hope this helps. Now to move onto to some higher stuff.

Edit: It’s also the way, I can consistently land this combo: far mp, st.lk xx EXGH

I think replacing that last cr.LP with st.LP makes that combo so much easier.

cr.LP, cr,LP, st.LP, st.LK xx EXGH

After you input the st.LP, you don’t have to worry about returning to neutral to do the DP motion for EXGH since you do that anyway when you press st.LP. So all you have to do then is F,D,F st.LK, PP. Try it out. But be careful; it doesn’t work well against crouching opponents since st.LP hits so high. In that case, you’ll have to use your combo.

hey chiefy, Sure, st.lp you get like 3 to 4 more frames to link, but half (not sure exactly) the cast can duck it? Thus its not usable in many match-ups.

Also I don’t go back to neutral. On the square gate arcade stick, its either F, DF, F (middle right, down to, bottom right corner, up to, middle right) for st.lk, or DF, D, DF (bottom right corner, to, middle bottom, to, bottom right corner) for cr.lk

I got far st.mp. lk xx EXGH - such a nice effective combo. Only problem is strict on spacing. Too close you get close mp which gaps the link, and too far, the lk doesn’t touch to link.

I wanna figure out how to do, cr.lp, cr.lp, far st.mp, st.lk xx EXGH - but seems character dependent from the video tutorials i’ve seen.

It’s usable in all matchups. Most full combos that Gief gets comes from landing splash/knees and j.FP/MK. If you land splash/knees, most of the time the opponent is standing (since they can’t be crouch blocked) and if they are crouched, it’s not hard to convert to a slightly different combo ender. You’ll have more opportunities to use it than you think, and besides it’s good to know as many combos for as many situations as possible, especially if it does good damage and is mad easy.