I’ve seen QCF players do that all the time but I didn’t know it could be done with Guile. I’m assuming this can be done while autoblocking to mash out reversals?
no, it’s superior if you’re fond of efficiency. theres a high probability you’re browsing this forum with a keyboard of some sort, and once your familiar with numpad notation you wont need to reference the numpad
Numpad notation is mostly referenced in 3D fighters aka Tekken 6 and their frame data.
EDIT:
BlitzJS,
Um…I’m not sure. I was just being sarcastic to Warahk’s description of spinning stick in circles and piano’ing kicks.
numpad is better because you dont have to actually type the entire word.
How is it more efficient? You’re adding an extra step to the process. You have to take the numbers and convert them to directions on the joystick. That’s less efficient.
Also, my laptop keyboard doesn’t have any numpad on it. It just has numbers along the top row of buttons.
That’s the problem with numpad notation, you assume too much. You assume people will have a numpad, and understand the numbers that correspond to the directions on the joystick. With joystick notation you assume nothing. Everyone already understands the concept of up, down, etc. unless they’re a complete idiot.
Take someone who’s never played SF or used a joystick. If you tell them “push the joystick forward to move your character forward” they’ll probably understand what you are talking about. If you tell them “push the joystick 6 to move your character forward” they’ll probably have a confused look on their face. Numpad notation usually doesn’t help the newer people to the game, case in point, the guy a couple of posts above.
point gilley
b, f, u, d, omg
For me, it’s merely a question of established standards. You use directional notation for SF/Tekken, you use Numpad notation for the likes of Guilty Gear, Blazblue, and Melty Blood.
:db::r::db:+:lp::ub:+any kick button.
Personally, for me, the visual directional arrows like the above provided by the forum are the best notation and the easiest way to see how to execute something. It’s easier to remember and understand quickly for me cos what I see are directional arrows and I don’t have to mentally ‘convert’ alphabets or numbers in my head. It’s a lot quicker realising :hcf: is a semicircle motion than b,db,d,df,f or 41236.
Honestly, I used to get confused if the combo I see consists of many directional inputs which is represented by alphabet or number notation cos I’m used to seeing move lists on arcade machines which is using the visual directional arrows.
The only downside is that you have to always let others know which side of the screen you’re on. But all the move lists(no matter what fighting game) I’ve seen are all based on the left character side of the screen and so I think this more or less gets rid of the which side of the screen you’re on problem.
However, different individuals often have different ways of understanding different things. This is just my personal preference.
it’s more efficient because it’s several times faster. if you’re using the arrow emoticons then it’s not even comparable.
you’re right though, for someone who’s never seen it before it will take a minute or two to figure out. arrows and spelled out directions are a lot more intuitive. but if everyone took 1-2 minutes of their time to learn numpad notation typing up inputs would be much easier.
632147K is a lot cleaner than f, df, d, db, b, ub + K
im up for warahk, if you use the internet you should have a mental picture of the damn numbers and the icons suck to remmember how to type them properly, if you cant figure out the numpad , quit guile. LOL just having fun guys
Playing some theory fighter in my head the other day and started wondering if anyone else has thought of / tried jump back hk/hp linked into U2 in the corner. I was looking at the frame data (Yes, I know that there’s no 100% accurate frame data for SSF4 yet) and it should be possible, technically. Jump towards hp/hk has 18 frames of hit stun and U2 supposedly has an 8 frame start up, so even with the couple frames for the landing animation, the link should be possible right?
I’ll test it as soon as I can and post if I’m able to make it work.
I think nj.hp has more hit stun so if jf/jb doesn’t work, you might wanna try nj.hp. I think it’s possible for the nj.
I don’t think nj or jf hk or hp will work cause there’s not enough time to build a back charge before the hit stun is over. Only way I see it working in my mind is Guile is in the corner, has a back charge, and does a jump back hk/hp linked into U2.
I think it’s possible cos I’m able to combo j.f hk, FK in Vanilla when practising jf.hk, s.hp > FK. For this combo, the main factor to gain enough is to pull back the stick as fast as you can after jumping. The other factor is to press s.hp/FK a bit slower. I find in SSF4, it feels easier to pull off a db charge rather than Vanilla too so I think that it can be done.
3 or 4 frames of difference here between U2 and s.hp/FK. I think if the jb.hk is deep enough, you will definitely be able to combo U2. Jf might be a bit more impossible/harder, but I think nj.hp has more hit stun and should be able to pull off enough charge if you do it just a little bit late. The time taken to go to b from nj is lesser than jf too.
I have tried jf.hk, U1 but I can’t execute the ultra fast enough. If I do it slower, U1 is blocked. If I do it faster, the inputs are messed up and FK comes out and combos. I’m using df as the f input for super/U1.
Just tried it, jb.HK to U2 does connect fully (7 hit combo).
The Hk has to be late and not too deep, else it won’t combo.
But it does indeed work, if Guile’s back is to the corner anyway. I’ll go and try the combo at mid screen.
Edit: can’t get it to work mid-screen. I did get the combo on vid (showing where it does and doesn’t work), will upload it v soon.
Got a Q,
Both j.lk>c.lp xx c.mp>hk fk and j.lk>c.mp>hk fk do the same damage (228), so is there really any reason why I should use the first one. To me, using the first combo is more dangerous because of the 1 frame window between c.lp and c.mp, and I’ve gotten punished for missing it pretty bad. Is there a reason to learn perfectly the timing for it since the other combo does the same damage and is much easier to do?
…good luck hit-confirming cr.mp xx FK off a crossup.
Not sure what you mean… could you explain? I know what hit confirming is but not sure what your context is.
Do you mean if the person blocks the cross up? Then don’t follow up with c.lp or c.mp. If they get hit by the cross up follow up with the combo. The only difference between them is one hit!
Maybe try it on boxer’s regular dash punch and see if it’ll work? I think it’ll be a good tool against boxer’s ex/normal dash punch.