What exactly are you trying to do? Act like you are throwing a fireball but not really do one?
No, faking the input to get a fireball instead of a shoryuken ( since you’re moving forward the game belives you input a shoryuken )
you guys should also consider getting your combos rights. i think it’s key to use the right combo in the right situation. most damage isn’t always the best as an untechable knockdown, cornering etc. can just be as important.
try this: solar plexus… wait until the other guy mashes a reversal, delayed option select throw cr.mp.
btw, if you can’t AA consistently, just start using cr.hp. It’s great for beginners who don’t have bruce lee fingers! and it allows you to chip and push the opponent away by throwing a fireball after.
If someone has the right answer for me, would be perfect, thx
I do like you sad for reset buffer
Yeah if you are moving forward and want to c.MK xx Hado you should start from down-back for the Hado input
ZOMBIEGUTS TZA do you know answer on my question that i posted earlier?
No one else i can ask here
umm I’m not sure honestly it is hard to figure something like that out to the exact numbers because I don’t have frames for his dash or how long you are holding the focus attack.I did try to test some yesterday and see if he was at -2 or more but he is not so my guess is he would be at around even or at a slight advantage.I think he is at enough advantage to counter-hit them if they try anything though,but only if you attack right after the dash.
Oh i forgot that hold FA can change timing.
But i calculate an ideal situation(dash first frame possible out of FA):
F. Dash 18 frames. DP 3-4 frames cancellable.
And we need know how long is a hitstun:
we know that lp.dp on block is -17
block stun = move duration(startup+active+recovery) - startup - adv on block
block stun lp.dp = (3+2+12+14+10)-3-17 = 21 frames
mp and hp.dp block stun are the same
3+2+12+25+18-3-36 = 21
3+2+12+28+18-3-39 = 21
Then advantage after dp fadc equal 21 - 18 = +3 frames
But i cant predict in game how much frames i would hold FA and dash out it in game. Thats the problem.
Wow nice job figuring that out though
Should I always anti-air with df, db, df srk? (crouching srk)
You should anti-air with it as much as you can,it makes SRK a more reliable anti-air and lowers your hit box.
Ok thanks. I’ll just stick to using the original motion for combo’s only.
I use df, down, df when I am on the left side, its a very natural motion on a stick.
On the right side I use regular motion since its much more natural.
For c.mp, c.hp xx srk it useful to be able to go directly to df, down, df and never go to foward.
Its give you less error possibility with your stick movement since youre actually never standing up.
With the regular motion you need your stick firmly in down back while you input c.mp, c.hp and then do
a fast srk motion. Its more strick but with the short cut after c.mp your stick has the possibily of already
starting srk motion while imputing c.hp.
For c.lp x 2 xx srk , I find the regular srk motion is the best
In the end I think its good to be flexible about using or not the short cut motion depending
on the situation, witch side your on etc. No need to be a purist, Even Daigo use short cut.
What the reason of doing cr.lk cr.lk cr.lk on block instead of cr.lp? Why pros do it? Thx
I think it is safer to use c.LK as a block string,I am not entirely sure on the reasoning but I do remember hearing that it is a safer block string with no gaps for reversal.
I think its designed to catch oponent trying to stand tech.
I just started playing SF
What exactly am I supposed to practice in terms of combos and block strings? I started practicing some of the combos in the Ryu General Thread and some of my friends (that play SF) have told me that I can just do some simpler, easier combos instead. And aside from combos, how do I go about learning block strings?
do cr.lp cr.lp cr.mp hado. It’s easy combo and it’s blockstring.
When i start playing i did only this combo(I didnt play any fighting game before sf4 so i was no skill at all).
This combo will teach you hitconfirm. After you start to see hitconfirm you will start react to do different combo after cr.lp cr.lp.
cr.lk is used to catch standing tech. The most common form is cr.lk xx cr.lk xx cr.lp. What many players do is to stand and tech after blocking the first low, because most characters don’t have block strings will a low move after the first hit. Standing and teching is also better at beating close up frame traps.
The disadvantage is that even if you confirm the second hit, you’ll have to use another cr.lp into order to combo into something bigger, so your combo scales more and you have fewer options. If on the other hand your second attack is a cr.lp, you can combo directly into anything else.
If you want to catch standing tech but need a faster startup then do cr.lp xx cr.lk xx cr.lp. There’s also a slight spacing difference on hit, but in most cases you don’t need to worry about that.