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

thats why when sf4 nubs try to play other sf games, they get owned.

this shit doesnt work in ST

lololol

I had a look at this for interests sake. It appears that following forward for 1 frame you then can d on frame 9, df on frame 17 and punch on f28. This is the slowest possible timing that still gives srk (except for extending the initial forward, which can be done indefinitely, obviously).

28 frames? that’s absolutely ridiculous. the slowest timing in ST is 15 or 16 frames, and even then it’s not guaranteed.

you guys are crazy, I prefer to input :db::uf::ub::ub::df::hp: … it’s the mark of true skill :smokin:

fuck, just take it out. SRKs were easy as pie in third strike, and specials coming out when they shouldn’t be under any circumstances hurts new players too.

Did you even look at the kinds of inputs he’s getting? Cause not only are you wrong, but this does nothing to explain the fucked up inputs resulting in shoryus.

Tell me which part you don’t understand and I’ll explain it to you. Slowly.

It mainly “comes as a surprise” in IV because IV is way more lenient on this than other Street Fighter games.

lol, that down forward one is a doosy

:d::r::hp: doesn’t work, op is obviously buffering a :r: input on the get ready screen (before it shows up on input display), doing this I could ‘prove’ :hp: by itself gives srk. And yes I even tested with macro’s.

I agree, when I play SFIII or HDR I never seem to have input issues, if I do, I simply did not execute them properly. In SFIV it seems to hurt my game more then aid it, random falling skies from Able, or adding pressure with walking forward and instead of a hadoken I get a DP even after I reset to neutral.

I hope this isn’t the future of SF, or pretty soon it will be Smash Brothers.

:confused:

I was wondering if there was some way to turn the shortcts off lol. They get me killed, since I’m new to the world of shortcut inputs. Never having really played SF3 of too many of the games after Alpha 3.

I’m still really not sure this is a problem…if you do the correct inputs, you get the desired moves.

Personally, the only time I get the wrong move coming out (yes even for a walking hadoken) is when I get sloppy and mash.

Slight exceptions are Abel’s Falling Sky and Vipers Seismo Cancel/fake…but I’m sure if I put any real time into these characters, that would not be much of a problem.

I just hopped back into HDR, and SF4 hasn’t really made my execution in that game worse at all.

:df: pressed in right side with rose, i see a jump, i do a slide for change side, then i press :db: and c.Lp several times, result? sometimes i do a soul throw, when i say sometimes, i say 40%

That never happened to me in other SFs

truth. thats why when i practice special move execution, i fire up hyper fighting, or HDR switched to classic

thats cuz HDR is kinda easy on inputs as well. switch it to classic ST instead of remixed. you’ll see a difference

There’s a world of difference between ‘being easy on inputs’ and ‘if you press :r:, then :d:, then :df: sometime within the span of 5 seconds, next time you press :p:, you’ll go flying through the air with your fist extended and on fire’, which is where SF4 takes it.

I understood everything. You offered NO explanation as to why such ludicrous inputs result in SRKs. You offered no explanation as to why :d::r: gives an srk.

Its not about wanting a shoryu and not getting one. Its about shoryu’s happening when they shouldn’t be, at all.

The input shortcuts for an SRK were detailed earlier in the thread.

Here’s another bit of obvious info: the “new” input system isn’t even that new to the game. It’s the same technique they’ve always used for charge characters (any downwards direction followed by any upwards direction etc).

It doesn’t. The initial forward motion was buffered before the start. Street Fighter stores inputs between rounds. That’s why you can charge TAP before the round begins. The game has always worked like this.

Read the thread properly before posting.