Really? Huh. Pretty technicality-invalid though, since it seems to always work with sf4’s lenient ass inputs.
I was going to post in another thread but it’s already closed. I have a 2P Pstick (details in the tech thread somewhere) so had a look at this problem
Using cammy (as she’s my main)
f on F1 you can then start qcf+K on F9 or later, it will give her spiral arrow.
Addit- tested with Ryu, same limit. F9 for fireball after 1F f motion. Also you can hold F for over a second, and you still need the same 7 frame neutral.
The funny thing is that while I admit that the inputs need some work, and you clearly posted evidence of how messed up they appear to be.
…I pretty much NEVER have a problem with this…its VERY VERY rare that I get a move I didn’t intend…srk/hadoken or otherwise.
The exception is Viper’s seismo cancel and Abel’s Falling Sky…those moves seem to come out at random even when I’m pretty sure I did the inputs correctly.
And I have success with walking forward but using a HCF to get the walking fireball instead of a DP.
Strange.
i have zero problems at all with the inputs at all. and honestly dont call the tatsumaki( hurricane kick) a helicopter kick ever again… thats like calling zangeif ZANGY
This thread is excellent support for a super smash bros style control scheme
Shoryuken?
Shoryuken.
Oh hey, shoryuken.
. . .
Shoryuken?
Ok, I’ll take it. No, not now. Oh shit, goddammit.
Shoryuken.
It is definitely annoying. Especially with ken’s, cr. mk. Cause I always walk forward then do it, then hadoken, but sometimes a shoryuken shows up.
The walking backwards and arrow down, to right, that you jump backwards instead of front, is logical though lol. I find that perfectly normal. Since you walk backwards, and you kinda make a motion upwards, so the dude follows what you imput.
aye it looked like he was using the restart feature to clear his inputs… protip: just bringing up the start menu resets your inputs, and that doesn’t allow for inputs to be phantomed or whatever during the fight! screen before input displays are started.
Holy shit. And this whole time i thought it was my f’ing stick. You gotta be kidding. This game is retarded. x_x
yeah i always get random falling skys for no reason and sometimes i get a super for no reason when i do a tiger knee its so stupid
Lawl.
http://i71.photobucket.com/albums/i152/OnePlusTuque/SaikyoShortcut.jpg
On the PC version. Holding down and back, tapping forward twice then punching. Quick, dirty, and block only let’s go during the instances that the forward key is depressed.
ok am i missing something here?? i read this went to practice mode and tried it…and i can walk back and jump forward all day!..am i just not understanding the problem or something? cuz this does not seem to be an issue to me.
No, that’s ridiculous. He’s bringing to light a flaw in SF4’s design, with video evidence to back up his claims and reasons why this design decision is flawed. Don’t be a zealot; SF4 is far from perfect, and there’s nothing wrong with talking about one of its less than ideal features.
Dr. B’s DPs don’t come out without the proper motion.
:hcb::ub::u::uf::hp:
lol DP
okay, cool, interesting, insightful etc. So using your superior knowledge, how do I change the way I walk forward Hadouken (or even walk forward cr.mk Hadouken) so that I never, ever get a Shoryuken instead?
I don’t know if this has been mentioned elsewhere in this thread, but the easy DPs of SF4 remind me of the EX series.
One of those EX games was so bad that you could be super sloppy, with horrible timing and still manage to beat the whole game on hard with Ken using only DP.
Same here…I don’t know what the hell this guy is talking about.
Walk forward fireball: You have to slightly delay the fireball in some way, there’s no trick to get around it. Going to back or down-back first helps, since that will help clear the dragon punch input a little earlier. You really want to avoid going across down-forward on your way to straight down.
c.mk -> fireball: The timing’s much more lenient with cancels, so there’s no need to rush in the first place. Again, just delay it and avoid going across down-forward until you’re actually doing the fireball motion. You can have quite a gap between hitting MK and finishing the fireball motion, so just slow down.
On a side note, I have no idea what people are talking about with the jumping either. I can only assume they’re going across up-back on their way to up-forward?
You’re right about everything except this, SF4 has “shortcuts” built into the game for some moves, df,df,Punch for a DP is one of those. It is considered valid DP input in SF4. Some guides briefly touch upon the shortcut’s available in the game.
Secondly there is no “you hit an extra direction” when the show input setting is on. If no “extra directions” appear on screen when that setting is on, then it was not hit as far as the game is concerned.
BZZT.
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Most people and guides are wrong. Shortcuts are the easy way to explain it, but they’re not correct. :df::df: is not sufficient - if it was, then :df::r::df: would also work, but it doesn’t. :df::d::df: does work, because it hits that necessary third input.
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People thought the “shortcut” was :df::df: before the console version was even out. Their lack of an input display back then is exactly why :df::df: should be forgotten.