Damn latency⌠From where I am (Ireland), there is no helping having a crappy connection and playing with remote other usersâŚ
But thanks, I did get loads of precious advices today 
Sugami
6
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To follow up on this point, cross-up j.MK > s.MP xx LK Dankuu should be a staple in your arsenal if it isnât already (might I have said that to you already? :P) You can use HK Dankuu as well, gives you less options on block but against the scrubs thereâs a good chance they wonât block the cross-up. Know that the combo doesnât work against crouching Chun and Akuma, best just to use c.MK xx Gadouken or maybe a string of light attacks.
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Iâll certainly give it thought, I do enjoy making tutorial videos :bgrin: The options are almost limitless off a back throw, some are more advantageous than others depending on character and player youâre facing (i.e. MK Dankuu cross-up against SRK spam-happy Ryu is not advised where cross-up j.MK combo would probably work a lot better :P).
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Fierce? I donât know about that, I just like to arm myself with as much knowledge as possible but sadly not able to apply it all that well in practice
Pfft no one plays ranked anymore
Iâm just not interested in Internet numbers so the only time Iâm in Championship is for recording videos (which is once every week or two). Iâd rather play player matches with friends, I derive little satisfaction playing random scrubfests against strangers. âSadlyâ Iâm not on PSN, which is a shame since itâs hard to find a Dan who lives so close to me (England) 
Yah very true, especially since Dankuu leave you right in throwing range a lot of the time so if youâre 0 to -3 on block your only offensive options throw or Kouryuken (also vertical/neutral jumping and back dashing too).
Id say in G1 most players are pretty good.
G3 I could win champs with Dan easy
G2 i could win champs with Gief easy, Dan not so much
G1 I rarley make it to champs with gief, and even less with Dan. I lose first round the most with Dan, but it seems if I win that first one i ussually get a good streak.
Sugami
8
Thereâs no real difference between G2 and G3 currently, G3 might actually have better players since itâd have quite a few people who rarely play it (online) or started a new account.
The only ârealâ reason why itâs harder to win is you need 4 wins in a row rather than 3 
Here I come with a new question!
I get all the time beaten in the air by Ryu and Kenâs j-hk. We jump pretty much at the same time and they release the hk, and then whatever I do I just eat it.
Is there any move among Danâs air moves that can beat this damn shoto j-hk?? No need to mention the j-lk danku, which either I am too slow to do in these circumstances or it takes too many frames to come outâŚ
Sugami
10
Predict it and do Air Knee sooner 
Saying that j.LK or j.LP might do the trick.
Mhh, I thought I had tried that but itâs worth a retry 
Of course I know I should simply avoid jumping, but I suck too much at dashs and FDC- and I love cross upâŚ
kikito
12
I usually âwinâ about 80% of the âjumping encountersâ with Ryus and Kens, just using Jumping LK Danku.
This has made me rely on it a bit too much - I ended up doing a LK-Danku every time I jumped. And was hard-punished by a couple akumas for this - they can make good use of the recovery. So now I donât do it on every jump, but I still do it a lot.
But then youâve got to enter the QCB lk right after jumping, or jump slightly before they do? I mean, it is very hard for me to be quick in entering the jlk danku command. My Dan would always release the danku when he is already on the descending part of his jump, not befor⌠And thatâs why I get stuffed by the shotoâs jhk, which take almost no time to enter and activateâŚ
Sugami
14
Do it in one smooth motion, UF F DF D DB B+LK, if you do it fast then you get what looks like a regular grounded LK Dankuu but with a higher arc, slow it down a bit more and you can do it at the peak or near the peak of your jump before you start descending.
Cool. Btw, do you recommend stick or pad for smooth motions like that?
I actually just received the Madcatz SF4 pad and will try it tonight, but I am still wondering if depending on the character you play you would need rather a stick or a pad.
Sugami
16
Madcatz pad didnât work out for me, Iâve heard varying reports on them so donât know if the problem was just the way I use pads or the pad was kinda shitty but I had issues getting even simple quarter circle motions down. I use a modded Madcatz Fight Stick (standard edition) with Sanwa parts including an octagonal gate instead of the standard square gate.
The majority of SRK will tell you to use a stick, in the end it comes down to what youâre comfortable with most. If you have a stick or know someone with one Iâd recommend trying it out if you havenât done already. There might be some arcades near you to try it out (have a friend who lives in Dublin too).
Never seen an arcade in Dublin, just got the game cause I liked it on SNES 
And I do already have the madcatz tournament edtion stick, but i donât like it. The square gate is crap, and the top ball that is not stuck in place and keeps turning in my hand is a real pain in the arse for me.
On top of that, the stick and buttons are extremely noisy when mashed, and I woke my wife and my baby up a few times at night already - itâs not the best option in my situation 
Sugami
18
Hehe, the ball is meant to turn
I could probably find out where some of the arcades are for you but if you donât like the stick then you donât like the stick. Believe it or not I have a Hori EX2 stick thatâs noisier than the Madcatz ones
All parts are quite clicky, think it depends on the body that determines how much of the clicking noises are âabsorbedâ ^^
Incidentally a new gate is pretty cheap, I modded all my buttons, stick and got a new gate for around 20 methinks so not too bad.
Well, I could try to mod mine as well. Where do you get the parts, and what skills do you need to make the modding? Is screw/unscrew enough? 
Donât understand why the ball needs to turn though. Ages ago I had two arcade sticks, one for Megadrive and one for SNES, and the ball on those wasnât turning. I was much happier this way.
Actually, after trying the Madcatz pad for two hours, I must say this might be the most comfortable controler for me. Two things though : the buttons are way to close for people with big thumbs, well, for guys⌠When I try to FA I end up taunting or throwing cause I push four buttons instead of two⌠And my left hand is going to suffer for a while before its muscles and skin get strong enoughâŚ
Sugami
20
http://www.gremlinsolutions.co.uk/products/sanwa-gt-y.htm this is where I got my parts from, 4.25 + VAT for the octagonal gate so not bad. Opening the stick up voids the warantee, itâs mostly easy but can be very stubborn. The biggest trouble I had was with replacing the buttons (broke one in the process of removing it) but youâd only be replacing the gate which isnât too bad. I donât really think changing the gate will make all your troubles go away though, I still have issues with whatever gate Iâm using 
If the pad works for you then stick with it (pun not intended :P), have you tried resting it in your lap and hovering your fingers over the buttons rather than using your thumb?
No I havenât tried that, I am not much of a pianist so I think Iâll keep using me thumb 
kikito
22
I use my laptopâs keyboard.
Serious? Isnât it tough for the super and ultra (not to mention giefâsâŚ) ?
kikito
24
Serious.
I find the âdigitalâ nature of the keyboard more pleasant than the âanalogicâ sticks. With a keyboard, I know exactly when Iâm touching âdown-backwardsâ. With a stick i can âfeelâ it, but thereâs certain imprecision that I donât like.
The other advantage is that I donât fail on âtwo-buttons thingsâ. Iâve got âeâ binded to grabs, space to focus attacks and âqâ for taunts. I could not stand trying to taunt and making a random kick or punch instead. I donât even remember what where the button combinations for those. To me, SF4 just has 9 buttons instead of 6. I also have âfâ and âvâ are binded to âall punchesâ and âall kicksâ but I never use them, since I rarely use Danâs Super.
Dankus and Gadoukens are surprisingly easy to do. You press down, keep pressing it while you press forward, and then release down while keep pressing forward. Super/Ultra just requires the same movement twice. It feels like playing overlapping notes on a piano with two fingers. Doesnât take more than 1 hour to get used to it. Koryukens are just a little bit more difficult (like with a stick, I guess).
Since I use the same finger for âupâ and âdownâ keys, movements that combine both are kind of complicated. But I usually donât like characters that require âupâ on a movement anyway- failing to enter the move and ending up jumping on a key moment is a too big risk for me.
Well, to be honest, I donât like playing characters different from Dan. They lack Saikyo. And I feel like cheating.