I five this especially true in terms of feeling that someone with way more points than you is “unbeatable”.
In this game especially, and with Ryu being such a great momentum and damage character, you should really approach every match with the hope of winning. This was a major weakness of mine in past games and something I’m just getting over now.
Any tips on how I can avoid getting a super by mistake? I’m on pad and I unintentionally get super when I try comboing into DP or even when I try to AA with a DP. Super seems to come out way too easy
I get this too, especially when I’m trying to DP anti air from down-back. What helps is letting it go to neutral before inputting the DP. Also try not to hit pure forward when ending the DP motion. I’ve been practicing more precise and controlled inputs and I’ve been getting less accidental CAs
I am having a huge problem figuring out my wake up options when I am knocked down. I know a MP Shoryuken is an option if they aren’t expecting that, however, I can’t just rely on that. I generally panic and go into a crouching block, and I know this is not always an option.
What are some wake up options I should be mixing up? It’s literally the worst part of my game.
In general, you have 5 options after being knocked down.
**Block. ** This should be what you do most often. It incurs the lowest risk, and gives you the most options. This option loses to meaty throws.
Tech. This option loses if your opponent is doing any sort of meaty attack, neutralises throws, and wins if the opponent blocks (e.g. to bait a DP)
Jump. This option usually loses to throws, but wins against command grabs. It will also sometimes beat poorly timed meaty normals. In general, it’s not a good option unless you specifically are reading a command grab.
Jab/other normals. Waking up with a normal will sometimes beat meaty throws, will put you at advantage if your opponent blocks, and will sometimes beat poorly timed meaty attacks. However, against an opponent with correct execution, this option will lose to meaty attacks, and will only avoid meaty throws with difficulty. Against good players, this option should usually be used if you think you think the opponent is going to block.
DP (or very rarely, wakeup Critical Art). This is your riskiest option, but it will beat any option the opponent chooses except for blocking (or backdashing). You should use MP Shoryu here, but think carefully about the risk/reward. If you guess correctly, you get 120 damage and a neutral situation. If you guess incorrectly, you will eat a Crush Counter combo, take between 350 and 550 damage, and either be stunned or put at risk of being stunned on the next exchange.
Your wakeup game will improve if you remember what your options are when knocked down, and simply guess (“read”) what your opponent will do based on your intuition and what your opponent’s patterns have been so far. Has he been pressing buttons on your wakeup every single time he’s knocked you down this game? If so, it might be appropriate to DP.
However, remember that most players are very accustomed to inexperienced players DPing out of desperation towards the end of the round, when they’re low on life, or simply when they’re under scary pressure. If you think your opponent thinks you’re panicking, then choose the other option. Block. Or even throw on your wakeup, or use cr.MK xx Hado if you think he’ll walk backwards while baiting the DP. This is the essence of yomi, and there’s no easy guide to it.
P.S. There’s one option you should be aware of - while in Denjin mode, you have the possibility to DP on wakeup and cancel it into Critical Art. The CA will guard break if the opponent blocks and you may even have the chance to follow up with a combo. However, this will spend all of your resources. And the opponent could backdash and make you whiff the DP.
Welp screw this game, dropped down to the 700’s in LP so much for wanting to be a competitive fighting game player. Doesn’t help that my parents and friends aren’t supportive of me playing all the time. Oh well just another hobby. I’ll still keep up with the game but feeling really discouraged right now.
How long you been playing? Because I’ve been playing fighters for 25 years. That’s pretty insane when you think of it like that.
Get your fundamentals down, forget about parrys and V triggers and even meatys. Get good at AA, get good at mixing up fireball speeds. Get good at knowing how far your normal buttons reach.
What highland fireball said. Last night I was cursing this game. I was mad my current gameplan wasn’t working.
A tough pill to swallow.
Went to casual mode. Said to myself: this match is not about winning. I want you to only AA stuff.
A tough pill to swallow.
Truthfully, it wasn’t till the 7th casual match I let my guard down and focused on a small aspect of my game.
Truth be told, I saw improvement. I saw hope.
I started playing fighting games with an ounce of seriousness maybe 3-4 years ago. I didn’t play in my first tournament until a month or two ago. I was late to the SFIV party so with SFV being new I had hopes of becoming a great player.
It’s like I can’t really analyze what I’m supposed to be doing in real time in a match. I kinda just react to my opponent or throw out buttons but I always seem to be making the wrong choices. In any case, the SFV servers are gonna be down all day. 10AM-5PM PST according the the SFV Server Twitter page. Hopefully that means We’ll be getting that update. Capcom kinda dropped the ball. Next week is the last week of March and we still don’t have a confirmed date for this update.
So with the server being down it gives me time to practice tech and combos in training mode. I’ll also do some basic exercises like trying to anti air the dummy and practicing hit confirms I guess.
I’ve been practicing the combo that gives everyone trouble (st. MP cr. HP xx DP) and I’m getting better at it but my question is: how do I get close enough to use it? I seem to do most of my damage with cr. MK xx fireballs and sweeps because everyone is constantly smashing buttons. Is this combo more of an optimal punish/corner combo and not really a BnB?
The majority of the time you get this combo off jump-ins. This can be cross-ups that work, jumping over a fireball or unsafe poke, or just every once in a while they’ll screw up their anti-air. You’ll also get it in specific parry situations (e.g. parrying R.Mika’s drop kick), and in quite a few punish situations (it’s part of the optimal crush counter DP punish, and it’s also useful in some situations where you need a fast, close punish, like against Necalli’s dash claw).
Because you use it in all these different situations, it ends up being a pretty important combo to have on lock. Overall though, it’s probably less useful than Axe Kick, st.LK xx Shoryu/Tatsu. I would still say it’s his most frequently used combo, but that’s just for me. Ryu in this game seems to be able to accommodate a huge number of playstyles.
I went through a phase of not looking at the points of a player when the screen was loading up so i didnt pysche myself out before the game even started.
So what combos should I be landing in other scenarios? I use axe kick as a meaty but not that often in footsies. Am I stuck using medium buttons cancelled into fireballs? I rarely get to land a tatsu combo because everyone crouches I can’t get close enough to force-stand them with cr. HP most of the time.
In this game, you need to be able to confirm whether the opponent is standing mid combo, especially with Ryu. From slightly outside point blank range, axe kick, St.LK xx LK Tatsu is an important combo.
Otherwise, yes you’re leaning a lot on St.MP, cr.MP xx Hado or xx Tatsu if you confirmed the stand. Remember to cancel into a special first if you’re going to use Critical otherwise you’re leaving damage on the table.
Tokido does j.LK, St.LP, cr.LP xx Shoryu a lot as an offensive strategy, and I think it works well and is worth learning. The advantage here is that this sequence leaves you close enough on block to threaten a tick throw, whereas j.MK into St.MP does not.
There’s a combo thread with a pretty exhaustive list of practical Ryu combos.
Having a REAL tough time in DP execution when it follows any move where I must go from a standing, to crouching, to DP. If you are confused, I’ll give an example.
Let’s say I perform f.HP xx HP Shoryuken. No problem, as it’s all standing. Now let’s say I am already crouching, and I execute c.HP xx HP Shoryuken. Again, no problem because I am in a comfortable crouching position to start, and there is no standing move preceding the c.HP. I also use the “shortcut” DP motion which starting from just holding d., I move to a df. position, back to a d. position, and finish with a df. + P. Simple enough.
The problem is when I try to execute a combo such as MP > c.HP xx HP Shoryuken. That fast d. motion requiring me to cancel into a Shoryuken motion is just too frustrating. How do you guys do it so flawlessly?
If I were to just practice going from a standing position into a c.HP xx HP Shoryuken very very slowly, (to build up muscle memory), over and over again making sure to execute every movement involved, then get faster and faster, would this work? Is this how you guys do it?