I Have Questions

…You have answers! Its that time again: I have some n00b questions I need help with. I’m pretty sure some of you are wondering how I’m able to survive in the game without knowing any of this, but that’s just the way the cookie crumbles. Anyway:

  1. I see many times people are able to st. jab VERY fast. I mash st. jab like a retard but it can never match the same speed. What am I doing wrong?

  2. What is negative edge?

  3. What is piano’ing and what is buffering?

Cheers.

(BTW - I’m really bored writing an essay so I figured this might make things easier on me.)

All but buffering inputs are explained at the [media=youtube]t8dD3K2_Pz4"[/media], by Sirlin.

Buffering means doing something that will get stored by the game (or anything else, for that matter). It can be pressing the same kick button 4 times in a row in VST with CHun, and if you choose to press it again, you will get lightning kicks. Or it can be doing a quarter circle forward move with Ken or Ryu, and if choose to do it again and use a punch button, you get a super. This not not much helpful alone, but if you use a crouching kick before or during the second quarter circle forward motion, you can cancle into a super. And it is one of the few ways one can cancel into a super in ST.

Totally understood, thanks! Now to find out about this negative edge.

Welcome! As for negative edge, it is explained in that video too. It means you can do a special by releasing a button by the time you finish the joystick motion, instead of pressing it.

That should also be in the tutorial. Negative edge is the ability to use a button release as an input (as oppose to a button press). If you’re still playing Cammy, press short and hold it down. YOu should get standing short. If you do a qcf and release the short button you should get spiral arrow. So when you do a qcf and press and release a kick button, you actually get two chances to execute the move correctly. When you piano 3 punchs or 3 kicks, you get 6 chances to execute whatever you’re doing correctly.

Some people are able to Jab REALLY damn fast because, instead of using one finger, they use two. And on Joysticks, since buttons are bigger, this is possible. Think of making a stick figure with your index and middle fingers, and make the stick figure run. If you take that motion, open up your other fingers, and really focus down on smaller “running” motions, you can get Jabs out helllllla fast with two fingers in a rhythm instead of mashing it with one finger.

  • james

You’re in SoCal, you’re not allowed to use “hella.” U__U

Yeah, but don’t forget the people that have official turbo pads/sticks. It’s madness.

Alternatively you can hold your hand over the button and vibrate your entire arm. This will result in a speed comparable to James method.

I always thought buffering was using the command for one move to complete another.

For example, cr. roundhouse xx fireball with Ryu in ST.

The motion would be:d:+:hk::df::r::hp:

or wait, I’ve also refered to buffering as inputting a move during the animation for another one and then waiting, and then the move will come out once the other has finished.

I’ve heard both definitions in a lot of places over the years. Which is it?

Also, some jabs are faster than others. Zangief’s crouching jab is more than twice as fast as Blanka’s standing jab.

I’ve always, always, always hated the term “Buffering” for this reason. It makes no damn sense with what it’s actually referring to.

In Street Fighter terms, Buffering refers to the canceling or Normal Moves into a Special Move. That’s it. Low Forward into Fireball is “Buffering Low Forward into the Fireball.” Other examples:

“Buffer Standing Fierce into a DP for a buff 2-Hit Combo!”
“I buffered the low Short into a Hurricane Kick, but it didn’t Combo!”
“I keep buffering the Low Forward into a Fireball to avoid the Alpha Counter.”
“Crouching Fierce for Shotos is Bufferable.”

I still hate the term. In the end, it has nothing to do with what the word buffering actually means.

  • James

Wait, what? What about charge buffering? That doesn’t involve any canceling. I think when you cancel buffer cr. forward into fireball, the buffer doesn’t refer to the act of canceling, but rather, buffering refers to the act of inputting in a quarter circle during the sweep animation.

Examples I know of are:

Charge Buffering for Urien tackle juggles
Buffering two qcfs while doing j. roundhouse with Dudley that way you can super if you confirm the hit.
For Ken’s short short super in HDR, you have to buffer the two QCFs into his second short, otherwise you might get funky kick.

That’s my preferred method. I first started doing this when playing Strider.

But, really, the key is to remember that you can only interrupt the recovery frames of rapid fire normals. Get that rhythm, mon! :slight_smile:

This is buffering to me. Although I mainly use it to describe another method of doing super combos. IMO you can only do super combos by 2 methods: kara cancelling or buffering. Example: cr Short x 2, kara cancel 3rd Short, Super. Or :d::df::r::d:+:hp::df::r::hp: Super. That to me is buffering because the cr Fierce is being done during the motion of the super, and there is no kara cancelling involved. While this can also just be called cancelling, esp when cancelling specials not supers, the definition of cancelling IMO is doing the attack before the motion, and not during. Such as close :hp::d::df::r::hp:.

Pianoing-pressing and immediately releasing buttons for more than one possible input, each input counts for 1 frame I believe.

1 button press=1 input
1 button press+a quick release of the same button =two inputs
etc.

Excellent for reversals, there is only a 1 frame window for a reversal so reversals are difficult as hell imo. If you wanted a reversal srk, the easiest way to get it would be

:r::d::df::3p:and release as soon as you press them

Pressing all 3 punch buttons and releasing them quickly six possible frames to get a reversal instead of just one or two. Also useful for escaping ticks. Downside is you cant choose which version of the reversal you get but better than eating a big combo should you fail trying to do in with a 1/60th of a second window.

Use safe reversals after you have the hang of reversal timing by inputting your reversal via piano method then immediately moving into a block position just in case your reversal attempt is a failure.

Also why buffer the super into ryu’s into crouching :hk:, instead of crouching :mk:

Seems easier to just do it this way
:d::df::r::d:+:mk:and hold to avoid negative edging into fake fireball:df::r:+any punch button

as far a fast jabbing goes, the quality of good joystick buttons allows them to be pressed very fast. A button on a pad can only be pressed so fast; the button has to come back up before you can press it again. on a good stick the buttons have almost no resistance and very little vertical travel. ie you can jab the heck out of them with no trouble at all, even using one finger.