This would work too but getting used to hit-confirming with your eyes will make lag a problem. It’s better to have it down without audio or visual cues so it doesn’t matter what the delay is, your hands have the memory settled. This is why I can do Tsumuji Loops where ever, I practice with no sound and without my glasses.
Why didn’t i think of this
Jus a quick question while im in work being bored. How do you practice the timing and execution of the kunai vortex in training mode against the dummy? Because on auto block, dont they always block meaties?
Please note i haven’t tried this yet, so am not certain, and of course if I was at home I would have tried myself before asking.
Remove autoblock.
Put him down with neckbreaker/Tsumuji and jump kunai, then try to follow with st.LP or cr.LP.
If it’s a combo, you won. Otherwise, try it again.
heh, thanks, sorry for being dumb, was just bored and wanted to know how its practiced properly, im sure i would have figured this out with ten minutes in the game. (god I wish I could get away with playing it in the office :p)
“Hitconfirming” the cl.st.HK isn’t my point. My point is that if you input SJC cd early, you’re more likely to get a regular jump cancel, which only allows about 2 frames for your SJC cd input to take priority. If you SJC cd later, you’re more likely to get a super jump cancel, which allows 4 frames to cancel that into whatever.
It’s kind of tricky to explain, but you can test it out yourself like I did.
You have to be quick to try this out because it won’t work in ver.2012
Q: “How do you master the High Jump cross-up Kunai?”
A: Most of the cast have similar wake-up times, and the common one is shared by Ryu. What you want to do is practice in Training Mode against Ryu that is repeatedly doing HP Shoryuken, until you can make him juggle with the Kunai.
Elaboration:
[RIGHT](Toggle Spoiler)[/RIGHT]
SPOILER WARNING
- Go into Training Mode
- Choose Ibuki, and then Choose Ryu
- Press Start, and change the CPU to Record
- Mash HP Shoryuken over and over (preferably you should turn off the Super Combo meter do you don’t get Shinkuu Hadouken)
- Press Start, and change the CPU to Playback
- With Ibuki, perform a Neckbreaker on Ryu (it doesn’t matter which one)
- Practice waiting a short moment, then doing the sj.Kunai
–. If Ryu hits Ibuki, or he flies past the Kunai, you’re doing it wrong. You want to get Ryu to juggle, like he bounces off the ground.
Yeah I remember what you were saying. I can’t really practice this due to my muscle memory, but with a regular jump cancel, can you can you not still cancel into Kasumi Gake? Perhaps this is why it feels like the HJC is much later than I imagined.
To be fair, I NEVER practised this before I started doing it online. I saw a match of littlesushi play and copied the sound, and then with a little practice (about a few hours), I got it down consistently. What took me a while to figure out was the anti-air st.Roundhouse HJC, which took as long as me realising the timing was actually the same.
I dunno. To be specific though, I mean inputting the SJC cd during the blockstop animation to get that 4f leniency. If you input it before that you only get 2f I believe.
Ah by me inputting it as soon as I press the st.Roundhouse, I mean that you can actually do the whole movement very slowly. The :uf: happens at the same time I press the :lk:, so maybe it makes no difference. I think though we should take your findings into consideration though.
I want to find a way that easier for people to adopt so I can put that in the guide.
thanks so much, actually getting this down pretty well, great tips too. doing it off sweep too. safe jump only option after throw? because the spacing seems off.
You can Vortex after a f.throw (I do it all the time), but I don’t know how to practice for it. I usually walk back for doing it though, and apparently it crosses up from the feedback I get from my opponents.
The only issue is that the Kunai you throw after a throw will leave you at frame-disadvantage, so it’s a gamble.
If you time it right, it should just be almost the same as regular neckbreaker vortex.
So i’ve been practicing for a week or 2 now since i last posted a video and sadly i havent improved. I fail at the simple aspects of this game and i think ibuki is probly not the best character to be trying to learn the game with. Can anyone recommend someone easier because sadly i lack the motivation to keep learning when I’m not winning as I see winning as showing improvement. I realise i’m months behind in experience to most people i paly against, but losing to people with lower pp than me (and i only have 350) is just sad, particuarly when i can tell they dont really know what they’re doing either and its my mashing or random shit that gets me killed.
So yeah, i need someone simple that i can learn this game with. Easy combo’s, easy punishes etc… something that I stand a good chance at winning with once i learn a combo or 2, that way once i stop mashing and learn some patience i can come back to ibuki later on.
If you guys feel that it’s not gonna matter and i should just stick with ibuki then i will, but its gonna be a loooooooooooooong road to the end
You should spend a lot of time here http://shoryuken.com/forum/index.php?forums/newbie-saikyo-dojo.52/ and watching everything here Basic Video Tutorial/Guide for Total Beginners for SSF4
As for characters, I tell everyone to start with a very very basic character: either Ryu or Ken.
Don’t go by winning or losing as improvement, nor an increase or decrease in points. If you do that, you’ll never get motivation or you’ll always be down because you will eventually play better and better opponents. Unless you’re Daigo, the skill ladder is almost infinite. Instead what you should do is take stock of what you have learned, and what you have improved on. Just recently I got into learning Seth. And I felt pretty motivated when I saw myself learning combos and setups and other Seth execution. I didn’t care whether I won or lost. In fact, I would purposely do fancy combos every chance I had to practice execution, ignoring the fact that I could have won the game with a simple combo, or dropping the combo will probably mean death.
And lastly, learn from your mistakes. It doesn’t matter if you lose to Daigo or some random scrub. You always need to be analytical about your game, and losses are the best at exemplifying any mistakes, so that hopefully, you can fix them later on.
Anyways, going back to the two most basic characters in the game:
cr.LP , cr.LP xx dp is pretty easy combo. cr.HP xx dp is a pretty easy punish combo. You don’t really need to get fancy with combos or punishing. Even a basic sweep is fine when you’re first starting out. What’s most important is that you learn how to watch your opponent, spacing, zoning, the mechanics of the game, etc. Most if not all of that is explained in the Saikyo dojo forum.
I suggest learning the game first, then deciding what character you want to main later on, when you have a better idea of the mechanics of the game and how each character is generally played. Or you can just main/sub all characters, because every character is fun in their own right.
Hey Mingo, I’ve watched those videos before - just watched them again. In particular the zoning, blocking and applying pressure videos as that’s where i have my biggest issues i feel. Quite often after a knock down i let them get back up without any sort of pressure (except when i play ibuki unless my vortex was punished once or twice before that - it makes me hesitant to try again).
I’ve been playing dhalsim to get used to zoning, trying not to use any specials just reacting with his various normals to create space and then teleporting after a throw to get back to full screen. It has helped me alot.
My biggest problem i think is im a noob and i panic when someone is attacking me and i end up mashing crouch tech rather than doing it smartly and this always gets me counter hit and opened up (noticed this after watching some replays from earlier). Is there anyway to pratice panicing less? Or is it just experience. I’ve tried going in training and sticking the cpu on expert or whatever hardest is and then just blocking and trying to counter. It was useful but as there was no pressure it was fairly easy.
Also lastly, though no one can help with this, alot of my problem is match up knowledge. I know what all the specials are, but i dont know which moves combo, which ones link, which can be punished, which are a frame trap etc and half the time im just eating hits and not knowing why. I’ve known this for awhile and it doesn’t bother me because i know that part will come later.
On a side note, i’ve been thinking of taking a look at guy. I’ve never played him before, but from videos it looks like he has alot of pressure and mix-ups without incredibly hard combos. Anything to offer on this? I understand this isn’t the Guy forums lol, just figured you guys would know if certain characters i should stay away from. (e.g. from what i have gathered, Viper and Gen are extremely execution heavy so I wouldn’t touch them ever )
Thanks again, you guys are great! <3 Lovin this ibuki community, which is why it’s a shame if i end up maining someone else
Playing a basic character will help simplify your game. You can do something as simple as walk up cr.LP on your opponent’s wakeup to apply very basic pressure. Watch videos of top players playing rushdown characters, like Kazunoko’s Yun and look at what he does on his opponent’s wakeup.
Playing Dsim is an excellent way to get an idea of zoning.
Pick Dudley, get a friend if you can or go online and just try to block everything. You want a character who everyone knows has a crap reversal game and also has relatively high health so that you can purposely take a beating, and Dudley fits both those requirements. If your opponent doesn’t want to rush you down, feel free to taunt him to death or something. Like throwing that rose at him lol.
I’d say it’s half experience (knowing what to expect) and half getting used to pressure. Even in Ryu mirror where both players know their character in and out and are making excellent reads, you can still panic.
Matchup knowledge is what depends on experience. To speed this up, I would highly recommend trying to play as every character, such as going for the C to shining C achievement. Maybe not now, but definitely after you have learned the mechanics. By trying out each character, not only will you be learning tons and tons of character information, but you will also get to see which character suits your style best, which may or may not be Ibuki.
Unless you have all the time in the world however, you’ll never know every character better than character specialists. So this is where your brain comes in. When you play matchups, you should constantly be on the lookout for things and add this information into your data bank. It could be something as simple as figuring out that Ryu’s cr.MK is special cancellable or that Cody’s f+MP combos into ultra on counterhit. After you see it or notice it, you should take note of that and adjust your gameplan accordingly. This is basically an aspect of adapting, and a very useful skill to have.
To learn the game, I really suggest using either Ryu or Ken, and nobody else. If you want to main Guy later on, then okay, but first just focus on learning the game and game mechanics.
Guy is kind of a special character. I’d say he has some execution, definitely not as much as CViper or Gen, but that you really need to be comfortable with Run Stop pressure, as most of his pressure is based on his run move and frame traps. Speaking of frame traps, you’re going to have to study them, a lot. Knowing exactly how much of a gap you’re leaving, what stuff you can do on counterhit, etc.
His jump is probably the worst jump in the game due to floatyness, and you probably won’t (shouldn’t) be using it to get in. On top of this, all of his pokes are situational, making them counterpokes at best. My friend used to play Guy and I can assure you he’s not a very easy character to pick up. Probably why the only (semi) successful Guy player is that japanese Kiryu guy, and maybe Combofiend.
You don’t have to be a character specialist, unless you’re aiming to go pro or something. I enjoy this game by playing with every character, and I used to frequent other subforums alot like the Sakura and Juri forums. Not so much now since I’ve been moving more toward SC2.
I played ken as my first character but i was extremely flowcharty and i knew it lol. Fireball spam - DP - occasional st.forward as a poke. Jumping mk cross-over into cr.lp spam into hp.dp lol. I went about 50/50 but didnt feel like i was ‘improving’, just being gimmicky.
That’s when i switched over to balrog as i knew he was a charge character which is typically a bit more defensive in my mind, had some good combo’s and links and required me to play smart. I went about 30/70 with him and found i was too focused on keeping a charge and it didnt allow me to react to abilities the way i wanted to. I then mucked around with various characters and did ok with ibuki for awhile beating what must have been noobs. I was doing full screen neckbreakers and they were hitting and thus developed that bad habbit. I then stopped palying for about 2 months and have just recently picked it up again.
So i’m very rusty, but as i had the most success (however bad it was lol) with ibuki that’s where i decided to stay. I’ll give ken another go now though, seems it’s a few months on and i know mroe than i used to. Hopefully i can stop being a flowchart and play smart lol.
Try and find your local scene, if you have one. If not, then I guess you can use PP as a general barometer, but considering the random nature of online play, I suggest you always take it with a grain of salt.
I want to disagree with you Mingo, but because of my background of VF, I guess I can’t really lead by example here.
Even though SF is based around shotos, I don’t think it’s better to go with a simpler character. In fact, I learnt VF very quickly because my character required me to use advanced techniques to win (Akira). I think that by sticking with Ibuki, Evil_Scrag has to learn more in order to reach his smaller goals which is generally winning/acquiring PP etc.
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Here’s my suggestion: I believe that having decent execution is important to deal with first. Go into Challenge Mode, try to complete some of it, and get your BnBs and specials execution down as you play Online or Arcade Mode. Having sharper reactions is something you can’t really train, but gets better as you have more experience.
Obviously being generally good at other fighting games helps you learn SF faster. So with that, I don’t think that picking Ryu will make a considerable difference. It took me nearly 800 Hours of playing SF4 to get where I am at now, and I’m going to assume that because Mingo was around for Vanilla, he’s put probably ~30% more time into it than I have. With that, he’s considerably better with other characters, but without much different in playing with Ibuki. (I’m not going to get into who’s Ibuki is better).
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It’s important to have the ability to recognise your own failures and not blame things like lag, being tired, or whatever inside excuses you make for yourself. [S]Unless it’s a laggy Blanka lol
[/S]If you’re not willing or able to criticise yourself, you won’t know what to focus on improving. Really try to think of specific aspects you need to learn.
For example: I am bad at reacting to Gouki’s teleport after the Vortex.[S][/S]
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Your motivation for playing should classically be to win.
It shouldn’t be Desk’s motivation which is to pull off the hardest combos, or to win with as little as possible ([S]Kuroda[/S]).
In which case, choosing a character which requires you to hit-confirm 2-frame links and perfectly time set-ups in order to win should make you learn these things faster. It does eventually turn you into an auto-pilot Ibuki though, but it’s better to learn the execution stuff first as you’ll be able to feel rewarded when you correctly figure your opponent out find an opening.
Uuh they are no where near as good as that Kuwaiti guy, who did well at SBO.