Ridiculous SRK Motions (Training Mode Input Display Pics & Video)

You can complain all you like, it’s in the game and that’s where it stays I suppose. Get used to it instead of bitching in new threads.

By the same token, knowing the extent of what does and doesn’t produce an accidental DP is helpful. The OP wasn’t ranting and raving, he was providing some useful info, taking what it is in the game, and exploring how far it goes. Furthermore, something “being in the game” does not absolve it from being the target of criticism. Ono was saying that they were looking to the forums for some indication of what could be done to improve the game in future iterations, so finding how far this sort of problem reaches so that the more absurd extremes of it are identified and easily referenced is a big step toward fixing it in a realistic way in the future, as opposed to a bunch of folks simply saying “take that shit out,” which is more likely to be ignored.

So please, don’t take the soap-box approach to this. It isn’t constructive at all.

:d::r::hp:

:rofl:

That’s too much, it had me laughing it’s so ridiculous.

I’ve also done a cannon spike while trying to do an instant dive kick after walking forward (input was almost a 360).

are you bitching about bitching??

i found this thread very helpful, specially for new players.

This games input reading is so fucked up, ive tried and tried to get used to it, but its just to weird for my playstyle, i get the wrong move to come out atleast 1-2 times a round.
I usually buffer the motion of a move multiple times without executing them, and then execute on reaction, but that causes me to get the wrong move ALL THE TIME.

And it seems that the abusive side of it is even worse, reversals and turtle-play is to got damn easy.

TBH im more often than not pissed of at the game when i exit it, rather than i feel glad that i played.
I never felt like that with 3s, it was always fun and you felt like you progressed when you played.
Feels like SFIV is a shallow game with moon-gravity and 1-frame links as added dificulty.

:r: :r: :lame:

I hate this … When you play online and you Dash forward , you simple can’t do a hadoken … Because :r: will keep registred and youwill perform a shoryuken and leaving you wide open to be punished.SO now when i play ryu(Very rare anyway , my main now being blanka) i make sure there’a delay between me moving forward and my Hadoken.

Also sometime with blanka i’m not doing charge flip head attack and not the charge forward … whom leave me open to be punished.

That when those thing happens that i rage quit or throw my keyboard …

Also doing a 360 with Zangief you can do this
:l: :r: :d: :u: :lol:

you should see some of the imputs ive done and gotten SPD:xeye:

i got a wierd one for you.

fei long flamekick FADC dash foward HK CW

:bdp:+:mk:,:mp:+:mk::r::r:,:db::qcf::uf:+:hk:

i end up getting a flamekick dash foward, command grab, which would be

:bdp:+:mk:,:mp:+:mk:,:r::hcb:+:hk:

i have no idea, nor explanation for why it happens. the command grab shortcut is either df,qcb+k, or f, db, b+k. but niether explains why it comes out

Well, maybe, if we keep bitching about it, Capcom will fix it in a patch.

Capcom we need a option to turn off short cuts…please

I get this too. Fucking sucks, especially when it’s one of the more impressive looking ‘easy’ combos in the game. Noone expects an FADC combo from Fei!

I couldn’t agree more. It would especially help for characters with alot of overlapping motions.

my mind = blown

I really, really thought it was me doing it wrong all this time because I use a pad. I always end up jumping in the wrong direction when I attempt a safe jump after inching backwards a bit to get in the right range.

What is the most efficient way to pull off a shoryuken? And helicopter kick?

Btw I’m speaking of these with using a TE stick (Square gate)

Keep in mind that it is tricky to balance from an input perspective to decipher what the player intended to do. Making the input windows/commands more strict would improve the recognition, but it would also make the learning curve a lot steeper. A casual gamer is not going to stick with the game very long if he has to practice for months just to do an SRK on both P1 and P2 sides.

Capcom is a business, and while it does cater to the hardcore community, they need the support from newbies as well. The first thing a player encounters should not be difficult inputs.

Are people still confused by this? Really?

Look, the dragon punch motion in SF4 is NOT: :r::d::df:

It is: any forwards direction, any downwards direction, any forwards direction. :df: can count as either direction, but it’s only 1 of the 3 inputs, it can’t cover both a downwards and forwards input for a DP simultaneously.

Examples:
:df::d::df: is a valid input. Down-forward, down, down-forward.

:r::df::r: is a valid input. Forward, down-forward, forward.

Even :uf::db::uf: is a valid input. Up-forward, down-back, up-forward.

:df::r::df: is invalid. Down-forward, forward, down-forward.

:df::df: is invalid. It’s just down-forward, down-forward. If you get a DP trying this, you hit an extra direction at some point. Hitting 2 diagonals in a row is harder than it sounds, especially in a real match - if you really think it works, try turning on input display and see the extra directions you’re hitting.

As for this:
http://img403.imageshack.us/img403/1442/25634413.jpg
In the video, you show you did these right after fight appeared. You probably hit a direction before the round started. Inputs being accepted before a round starts is old in SF, just like walking fireballs turning into dragon punches is old.

Edit: Awesome, I just noticed I got neg-repped for this. That says so much about people.

This is known fact already, sf4 is scrub friendly.

thanks, that helped, as for a helicopter kick what motion is most efficient?