Just got through that trial through random mashing lol
Most of the trial mode combos are quite impractical though. You’d wish they’ll put something like crossup mk, down lk, down lp, shoryu sadc ultra.
Just got through that trial through random mashing lol
Most of the trial mode combos are quite impractical though. You’d wish they’ll put something like crossup mk, down lk, down lp, shoryu sadc ultra.
Hey guys, sorry for not looking through the WHOLE thread but…
What is Ryu’s far anti air in this game? Is it still a trip guard sweep? Or low forward hadou this time? Isn’t low forward hadou unsafe against certain characters (boxer headbutt through).
Thanks in advance, trying to brush up my zoning cuz it isn’t exactly ST
Standing roundhouse
Boxer is generally a really bad match
Thanks, but are you sure it’s fast enough? During fireballs I mean, sorry I didn’t specify the first time. If I throw a fireball and they jump just outside of shoryu range, can I punish them in some way? Or is trip guard nulled by empty jump ins?
Ah lol. I figured that might be the case. Don’t mine me then, just a noob going through the early stages of learning the game.
Is j.hp, s.hp xx hp srk practical in SFIV (or any sf for that matter)? Because I don’t hear about it at all.
oh that ryus fb trap aint that great against boxers
and if hes already jumping in with j.hk/j.hp just block its gonna beat out anything you’ll throw out. the hitbox on it is huge
and yea trip guard is only broken if they jump in attack
i dunno about the boxers you play but wc boxers turtle
uhhh fb from full screen, mix up speeds to fuck up their timing. uhhh if hes closer that 3/4s of a screen and you fb he can headbutt through the fb and hit you.
dont chk/chp unless your sure it’ll hit he can punish it on block/whiff
um yea get a knockdown and stay on him he’ll try to headbutt outta shit and punish accordingly
Good shit Gasp. Yeah, I only fireball to uppercut fools if they jump wrong haha.
So I guess far anti air while zoning is out of the question in this game for the most part.
again though try s.HK
i know hondas j.hp and boxers j.hp can beat it but otherwise its good and beats out alot
i wouldn’t recommend standing HK… fails a lot and slightly slow. Sagat’s one is better.
if you are going to play zone, if they jump in out of DP range, just c.mk hadou to push back or just jump back urself, much safer. But the trick is force them to jump in DP range and punish.
for Boxer i’ll DP anything that comes jumping in lol, EX DP if I have to. Boxer is a hard match and so is Blanka.
I’m having the hardest time doing simple 2in1s in this game. I can do combos in my sleep, but when I try to do something like j. fierce, s. fierce, fireball, the fireball won’t come out. Sometimes if I do it slow, it will. Other times if I do it really fast, it will. Separately, the moves come out every time. What gives??
uhh do c.fierce fireball
down+punch (hold)
downforward
forward+punch (release)
well yea
everything ryu has sagat has and its way more effective
but s.hk works use it
Hmm…I don’t like that negative edge stuff. It’s weird that I’ve never had a problem doing combos in any other sf.
Ryu’s trial mode is challenging for the most part and I’ve managed to get through most of it, but how exactly do you cancel SRK into super without FADC? This is my first SF since ST and I’m having problems with that one. There’s probably some secret tech that I’m missing.
if you do an srk and it trades with someone (i.e they go flying up and you reel back in hitstun)
ultra
oh wait super?
hit dp+p and mash out qcf+p until super comes out, it should hit them before they fly up
it works for both super and ultra…
if you trade a DP when they jump in to atk, ultra as you land, if your going to super make sure u use the LP super as teh HP super is too fast and it will miss.
also u can do this without trade with LP DP if you hit them clean, then just ultra/ super as mention above as you land.
Combo is all about timing answer of of teh guys above questions and takes practice. and obviously ur timing is off with teh heavy>> heavy hadouken
I am having trouble doing Crouch High Punch -> SRK. Is there any particular way I’m supposed to cancel into this or am I just not precise enough?
Actually, I’m suprised by how easy this is. Maybe because I’m completely new, I don’t have the muscle memory from other games messing me up, but I’m able to get it off pretty often (not 100% though). I usually do :dp::hp::qcf::hp: and it comes out. Its probably possible to get the second :hp: off negative edge.
I’m suprised by how lenient the input system is, sometimes its a little too lenient though and a slight messup of one execution will cause an entirely different move to come out.
Try :df::hp::df::hp: (or negative edge the second :hp:). You could do it with the standard dp motion but from crouching that’s a lot faster and easier. You might just have to do it quicker.
Ah, thanks.
I have no idea what negative edge is, but I’ll definitely try DF HP -> DF HP
I had a quick question about ryu’s Shoryuken FADC Super Combo. I’ve seen most people list the input as:
Shoryuken, hold mp+mk, f,f,release mp+mk,qcf,qcf, punch
But couldn’t you use:
Shoryuken, hold mp+mk, f,f,qcf,qcf, release mp+mk
When you FADC you won’t have the meter to super. Therefore, the negative edge won’t work for you. Ultra is 3 punches, the main one you combo from an FADC.
So just do it the normal way.