Yo, I was hoping for some executional advice on DP motions that don’t come from neutral stick postions.

I have no real problem doing any DP move from stand, the thing that doesn’t really work out for me is comboing into them, especially from crouching normals. Basically I either don’t get the motion out fast enough or it’s not clean.
For example when I try to do cr.lp, cr.lp x DP, I have to go from d/db/df to f, d, db which just takes me too long and feels pretty awkward mechanically too. If I try to do it fast I either screw up the clean inputs so that it doesn’t work or overdo it and get a 2xqcf instead.

Is there any advice that can be given for my problem? I know of the shorter inputs like df, df and such but I don’t really want to get used to them, since I feel it will cripple me for games or characters where they don’t work.

I also know that the most basic answer for this would be to just slowly do it over and over again until it works properly. My issue is that I’m not sure where to start and don’t want to pick up bad execution by brainlessly doing inefficient motions over and over.

Thanks in advance.

For the SFIV series it’s best to incorporate the DP motion and the crouching normal together

cr.LP > Press Forward then Down and then press cr.LP > Finish with DF and the punch

Or you can use the shortcut DF DF + P

Doing cr.LP and then trying to do a DP motion really quick it’s possible, of course, but it’s harder than the two methods above

Doing it from crouch it’s probably better to do the DF DF shortcut, but not literally like that.

You should treat it like an alternative SRK motion, for example, DF D DF or DF F DF. I prefer DF D DF personally but I don’t see why either would work.

As long as you don’t rely on doing those motions outside of comboing from crouch I don’t see why it would cripple your play.

The name of the game is adaptation, isn’t it? Don’t be scared of “cultivating bad habits”, use what works now and grind it out later if you have to.

As said, the shortcut is DF, D, DF. (DF, N, DF, when done perfectly, will give you… nothing!)

http://www.eventhubs.com/guides/2010/jan/11/understanding-input-leniency-street-fighter-4/

So, cr. LP, cr. LP xx DP would be:

cr. LP, DF+cr. LP, D, DF+punch.

Keep in mind that the DF, D, DF shortcut prevents you from having to stand to do a Shoryuken and thus keeps your hitbox lower to the ground.

Isn’t cr.lp, cr.lp, DP a link combo? So you don’t cancel the cr.lp, but rather you do it after you land the cr.lp.

As far as landing it in combos, I don’t try to use the shortcuts at all. It just seems to be a matter of practice in doing the DP motions quickly and accurately from a crouching position.

It’s important to learn to do the DP motion not JUST from a standing position, but also doing it while you’re the down-back, down, and down-forward position as well.

The thing you can do about avoiding the 2xqcf input is indeed the shortcut, however a better way is to focus on ending the dp input to df and hold it there. Perform a regular dp motion from crouch and end it in df and hold it there. This way you won’t get a super of some kind. Don’t think about trying to do alternative methods for different situations, it makes it unnecessary complex. Having 1 motion for a special regarless if you are holding neutral db or df is key.

Might be (don’t really know), but it should be cancellable as long as you link the two cr.lps rather than chain them.

I find it far easier to chain the jabs and then link it into an uppercut. You gain the benefit of neg edging the uppercut inputs. Plus, it’s easier on the hands since you don’t have to move it as quickly, and buffering a normal into the uppercut motion feels more unnatural and difficult to me as opposed to connecting one move after another.

If your playing Ryu you can link the DP after a cr.LP, since it’s +5 on hit and his DP has 3f startup

But if your doing cr.LP with Sagat you can’t link it into DP, you have to cancel (his DP has 5f startup and his cr.LP is +3 on hit)