Help a noob day

happy new year’s eve everybody, I’m new to the forums and street fighter as a whole, I’ve recently baught SSF2HDR and beat the arcade on easy and then medium, I went online and was getting my ass kicked repeatedly, i used mainly shoto characters especially Akuma since he is now legal. Just wondering what you advise me to do for my game to get better. I’m planning on getting a hori stick soon too in time for SF4, so what you think i need to do?

Give us some more details. Why are you losing? Which characters do you have trouble with? Can you do some basic combos, or are you relying on randomly connecting with jab DP? Et cetera.

http://www.sirlin.net/blog/2006/11/15/street-fighter-tutorial-videos.html

Erm i’m mainly loosing against…everyone, seriously i knew this game had a steep learning curve but this is ridiculous, i can pull of qcf+ anything and HCF and all that, the charge moves cant do, and i find it very hard to do the shoryuken move, the forward, down, forwardown part. I’ve googled guides for Street fighter but their mostly for advance moves i.e. true kara on 3rd strike, i just need some sorta guide or like simple steps to point me in the right direction, i.e. should i get good at one character or be a jack of all?

  1. Pick a character you like. It’ll keep you interested in the game. Sure, some characters are better than others, but if you really hate your character you won’t go far.

  2. Stay with that character for now. Learn the basics of that character. Learn everything you can about them and their match ups. Head over to that character’s respective thread to pick up some strategies. PRACTICE THEIR MOVES UNTIL YOU CAN DO THEM WITHOUT A THOUGHT.

  3. Once you know the game well enough, start watching match videos on YouTube or whatever. You need to learn the basics first though, otherwise you won’t know what’s going on in the video.

  4. Play the hell out of the game, and read SRK.

Really, the formula for getting better is something like this:

  1. Start game/insert coin
  2. Get ass kicked
  3. Repeat until step 2 stops happening.

You’ll advance naturally just by playing. Coming on SRK is more like an accelerated program. However, you need to learn those basics and get your execution down, otherwise reading SRK won’t help you. It’s kind of like having access to a textbook in real life and not being able to read. So go learn how to read first :slight_smile:

Go into training mode and work on that execution. That’s the only thing training mode is good for: Getting your execution to be natural and without thought. When you get to that point, you will no longer go “I need to Hadouken, so down, down forward, forward, punch”. You will instead go “Hadouken” and just do it.

Step 1. Buy an arcade stick

Exactly. Pick up a Hori brand arcade stick for your console of choice.

Play arcade mode and training mode often.

Watch the tutorial videos posted here, and watch matches on YouTube of high level players.

Then once you think you know enough combos and setups and offense and defense start playing online.

If you start playing online against people from SRK immediately you won’t learn a thing, you’ll just lose 100% of the time to tactics you won’t understand how to beat.

When I face good competition that know ST mechanics I win 25%-50% of the time. But against novices I can easily win 95 of 100 matches. Last night I had a 55 game win streak against three people…I doubt they learned a thing from playing me.

i have a question that doesn’t fit any topic here… what are the startup frames for jumping, or is it instant?

this is not 100% accurate. i play with a hori ex2 turbo pad and hold my own. after playing sf2 on snes for so much it just got used to the joystick.

so it depends on your preference. you don’t NEED an arcade stick to be good at this game even though it is the norm.

no worries, i dont get most of whats going on in these threads yet i manage to beat 2/3 of my opponents on xbla with bison

you just need to be filled with the spirit of bashing your foes and not let them impress you with some cheesy tactics

Happy New Year to all. I am also new to ST and this forum. I am trying to learn Ryu and have read the wiki. However I am unclear on some of the combo timings on the wiki. For example one of Ryu’s “bread & butter” combos is j.hk, cr. mk xx fp hadoken. I understand that the “xx” means cancelling which essentially would mean the inputs are j.hk, cr.mk, st.mk, fp hadoken. However I cannot seem to get this to work. Does anyone have any suggestions on how to practicing timing on the cancelling? Additionally I have noticed that the j.hk to cr.mk doesn’t always result in a 2 hit combo on its own. Is there something I am missing? Thanks.

So getting a Hori EX is good even if unmodded?

It’s funny, I just watched the intermediate level SSF2T tutorial from Capcom Classics Collection Volume 2 yesterday. What you’re talking about is covered there. You would probably do well to look up that entire tutorial series on YouTube or David Sirlin’s website http://www.sirlin.net/

But, to help you immediately…if the cr.mk isn’t comboing off of the j.hk, then you’re either doing the j.hk too soon (and not hitting deep enough), or you’re doing the cr.mk too late (and your opponent recovers before the hit comes out. You’ll want to get your timing on comboing jumping attacks to ground attacks first before you try doing 2-in-1’s. Try practicing with j.hk, cr.hk until you can get that down 20/20 times in one session.

2-in-1’s are done by cancelling the recovery of the move you just did into a special move. So, do the cr.mk and then, when it hits, immediately input the command for the Hadouken. (It’s not a renda cancel or a kara cancel, so don’t press mk twice! Don’t start messing with stuff you’ll need to cancel into supers until you get the basics down first!) If you get confused by all of the different buttons you’re using, j.hp, cr.hp XX hp Hadouken is the first combo I learned with Ken since it only uses one button. It works for Ryu, too, so give that a try as well.

Don’t forget to check out the tutorials, though! Start with the beginner and intermediate ones for now. Master those techniques and then you’ll be ready for the advanced stuff.

Thanks, I’ll try practicing the timing in practice mode for the j.hk,cr. hk first and watch sirlin’s videos. However was I mistaken that “xx” means cancel? Does it actually mean 2-in-1? I got confused since on the wiki the “cancelling” example used showed “xx” at the point in which a cancel should be done.

“xx” always means cancel. Cancel usually means 2-in-1 into a special move. You only need to do special cancellation techniques in ST when you’re trying to combo into supers, not special moves. Like I said before, don’t bother with renda or kara cancelling if you can’t 2-in-1 consistently. Basics first, sir. The tutorials should explain it for you.

Great, thanks.

does anyone know the answr to my question?

I think it depends on the character, Syxx. For instance, I believe 'Gief jumps in 5 frames, and T. Hawk jumps in 3. That’s why it’s easier to do a standing SPD with 'Gief.

Emkayu and others: It may also be helpful to us for you to post any other experience in fighting games, since some skills are transferable.

For instance, I’ve been a dedicated Street Fighter player my whole life, but never spent much time on SNK fighters, or any 3D fighter, however some of my instincts have allowed me to hold my own and win a fair share of casual matches in CvS, SoulCaliber3, etc. Things like rhythm and blocking, staying unpredictable, baiting for punish, etc. are all basic instincts that could carry over.

I ask because I have some IRL friends who’ve never even played fighting games save for SF2 on SNES like 15 years ago, and I find myself having to explain to them what “cancelling” is as a concept to begin with. The funny thing is, without really looking at a community until now, I realized that I read some of these terms like “softening throws” and “meaty attack” and I’m thinking “what the heck is all this…” only to realize it’s stuff I’ve been doing since 5th grade and didn’t know there was a term.

Point of my story is, while you are playing and learning, don’t be afraid to experiment and “get cocky”. Getting cocky with Zangief for me meant trying to do 360 piledrivers when I thought I really “shouldn’t” be able to get them off when I did, lead to me realizing that it’s a viable counter and an idea to try even while being comboed because occasionally you can find the hole in the opponent’s combo to SPD out of it. Of course, good players will never have this hole, but it’s fun to escape noobs on the net, but just the same, good to learn what you can and can’t “get away with”. So try everything, get cocky. :slight_smile: