What did you think it would evolve into? who can do the biggest combo?
All fighting games are about 1 thing and 1 thing only: WINNING.
There is no “way to play the game”. Sure there are some strategies that are more successful then others like the ones you listed but that’s part of the beauty of the game there is no “you must do exactly this to win” it’s all about doing whatever gets you the W at that moment.
You can be a god at execution and be able to do all the fancy 9000 hit combos you want but if you’re not able to use your head and strategically plan then all your technical skill means NOTHING. First and foremost street fighter is a mind game or a mashup of several mind games and although technical dexterity is essential it takes a back seat to the mental part of the game. I started playing STHD on stick a few days ago so my execution sucks but I’m still able to beat players who never miss combos because I can mentally process everything I need to win and utilize it which is the point of the game.
I’m more impressed with a player who can beat me doing the same thing over and over again rather then someone who can beat me with a big combo. Why? well if someone can beat me repeating the same thing that means he knows I know to expect it yet he still tricks me enough to fall for whatever it is and thus beating me in the game of yomi…THAT is true skill.
I don’t care how cheap or skill less you think your opponent was because if he beat you that means at least for that 1 match he was the smarter, faster, and better player.
:china:
Combos in general are super important because of how obviously powerful and game ending they can be but they’re more like something to keep on hand just in case rather then something to consistently use.
Justin wong said it best: The most important thing in fighting games is being able to capitalize on your opponents openings and combo them because you want to get as much damage as possible since you usually don’t get many openings.
So they’re something to keep on hand just in case but unless you’re taira don’t expect to rely om them as your main way of getting dat W.
I’ll end this rant with a great quite from S-kill: I play fighting games to make the other guy look bad.
Rose summed this up the best when she said this in Street Fighter Alpha 1…
Power without skill is nothing.
Your post is well said, sir. Big ups to shinblanka, too. Your post made me kinda glad I didn’t get over there to the ATL for college like I planned. I can remember hearing about fights over here in the 619, but I never saw a punch thrown, much less heard about someone getting shot.
It’s a sad thing when a society gets lazy enough in their thinking to the point of cursing the things they don’t understand…instead of seeing it as an opportunity to learn something. It’s like we think we’ll use up too much energy if we do.
Since one of the main points of the thread is about tick throws and how to counter them, I figure this is worth asking:
How do you guys practice tick throw counters?
Do you just practice reversal throwing during normal matches until you get it down pact? Do you have a friend go with you in training mode and constantly try to tick throw you until you get it down? It would help a lot of the beginners (like myself) and whiners that come running to this thread.
One reason is because great players can mash out of dizzy in under a second, so even the time to jump in and land a combo can be dangerous. Throwing is assured and does great damage if not teched.
First, you have to have a feel for hit stun and block stun. You have to know how long hit stun and block stun last depending on whether you were hit or you blocked a light, medium, or hard attack. That’s something that can only come from playing the game. Obviously, it’s much easier to counter-throw a tick following a hard attack than it is from a light attack due to the amount of stun you’re dealing with, so you can use that as a starting point.
Once you have a feel for the different types of stun, you can time your counter-throw attempts with the ending of hit/block stun more consistently. For an extra edge, you can use the “piano” method (highlighted in the CCC2 Tutorial by Sirlin). Basically, when you try to counter-throw, quickly hit the buttons you want to throw with in rapid succession, like doing scales on a piano. (Much easier to practice with two buttons on the same row, so start there.)
When you get a reasonable feel for counter-throwing, you’re ready to practice special/super move reversal timing. Remember that you can do reversal special/super moves on the last frame of hit/block stun. Same practicing principles apply. The piano method helps with execution here, as well.
But, before you go rushing out thinking that the above is all you need…remember the SFA1 Rose quote I posted earlier. In a match, none of the above matters if you can’t out-think your opponent (especially when they’re ticking with light attacks). You need to be able to recognize set-ups. When you recognize them, you can do something about them…whether it be counter them…set them up yourself or…best defense no be there!
It all comes together with practice…so get out there and practice!
I appreciate the response. I’ve already been practicing the piano method of reversal throwing with strong and fierce (since I use Dictator). I just wish I had a chance to play expert players a bit more. I feel like I’m growing bad habits from constantly fighting people that fall for the same stuff. I need to fight against more variety and adaptation. ;_;
You should go over to the Online Matching forums and make some friends. I can’t wait to actually get a 360, download this game, and do the same. I know my skills are slippin’ from not having had decent comp in YEARS.
Actually, I remember that! we used to do that in the arcades in Sacramento waay back, or if someone threw you more than twice, you’d “throw” the match, cause it was looked down on badly. Yeah whatever happened to the unsaid rules? Hypercombos and million hit combos happened, nothing against those type of games, but its pretty much a mashfest outside of commands.
Well if anybody wants a good match with an old schooler like me, add Soulcerer :wonder:
People who complain about the rules in any game have one thing in common:They think they are better than they are and want to keep thinking that.
I cannot emphasize that enough. This is truely the root of the anti-throw mentality.
See, when someone loses to someone, thay must either admit they found yet another person in their league, found their better, or simply played badly.
But if they find themselves losing more often, then one needs an explanation, a rationale as to why they, who in thier own mind is uber l33t, would lose so many matches.
Or they think combo’s are the be-all and can do some, but they lose to a thrower or a zoner. Now they are so proud of their combo skill that they want to think that makes them the best at the game. So if another game within the game beats them they rationalize that either the game is flawed, or that the person they are playing “broke” the game with their “unfair” tactics.
They truely think that if someone beats them without using combo’s then something must be wrong. Also note that the combo-player always has an excuse when they lose to another combo-player. They say “aargh, I messed up my combo, I would have had you” Or “If only I wouldn’t have messed up that block”.
If someone tick throws me with lagg there’s bound to be lagg at their end too. So I just tick throw them back. no biggy. They are using a tactic to their advantage good for them.
I used to get frustrated with my bison vs honda. Especially when it was laggy and they spammed slaps. So I had to learn a way around it.
If someone spams something and you can find a way around it you there game falls apart 80% of the time. Because they have to think.
What I think is cool is being beaten by a someone with no skill but just outsmarts me. I can see he can’t combo or pull of dragon punches I think I can own the match since I’ve measured his skill. And then out of nowhere he reads me like a book baits moves and throws me.
It just shows that there are alot of new people in this game coming up with new ways of doing things. That’s whats so cool about the reboot of the series is seeing new ways to play this 20 year old game.
Does anyone know where\why the “chump” thing started or why everyone thinks that tic throwing is bad? :sad:
I remember when I was first starting out and someone whould throw the other guy sometimes a fight would break out in the arcade or 7-11 we played at. People where pissed that they got thrown I never understood it. (It’s like hey your smarter than me I wanna hurt you now) If you got thrown you where out smarted plain and simple not cheated I think people need to step up their game if they cant reverse a simple throw. I dare someone to try and tick throw me please try I beg you to throw me oh and just try and spam fireballs at me I love that stuff.
You see throwing is PART OF THE GAME!!! It gives you options.
Example: you get a safe jump on someone with say roundhouse they block you get a couple of options here 1. either follow up with your combo and see if something gets through or they take a little chip damage. 2. You can try for a throw and go for big damage. This is what most people fail to understand 3. they can tech your throw for only a fraction of the damage or God forbid they reverse throw you and you take the damage. Either way it’s a gamble. People seem to think a throw is non reversable but I do it all the time. Here’s my little secret for those who don’t get it.
Block the first attack hold the stick away from the attacker and tap your throw button if they keep attacking you will keep blocking if they try and throw, then you where ready for it and will probably get it. The Timeing takes practice but it’s a basic skill every scrub should learn.
If you find yourself losing to these throwing scrubs than what does that make you???:looney:
It seems to me the better players don’t complain about being throw because they understand how to use it and why it’s in the game.
i think the only time tick throw was considered cheap was in the original sf2. Where no reversals existed. So realistically once u get swept its gg for u. That is cheap. But since then reversals were introduced but people still held on to the believe that throwing was cheap. Hence y theres been such a stigma behind the tick throw shit.
where is this online match making thread u speak of?
Look up to the thread path near the top of this page and click on “Shoryuken”. You’ll see “Discussion Groups” and then (Play “discovery” tune from The Legend Of Zelda)…“Online Forums”. Given that you’re scrolling past it to get to the “Strategy Zone”, I’m surprised you didn’t notice it.
While you’re at it, you may want to look at how many different forums exist on this website…like at the bottom of the main page, there’s a section for “Regional Matchmaking”…so you could possibly get your arcade real-life versus skills tested.
It seemed that SSFII for the Snes didn’t have throw reversals. If Im correct, then any players coming from the console version > HDR shouldn’t be complaining at all. Seeing that there are reversals actually made me like it even more.
I played against someone who was playing Akuma, and I was playing good ol’ Zangief. Well, the first round ended tragically in that I got a good corner game in on him, with a flying splash crossup into SPD, then tick throwed him when he got up and then hit him with the Super when he got out of that. Kid raged so hard and said “Fight me without throws.”
So I spinning lariated him down. Everyone in the lobby was dying of laughter whenever he realized he couldn’t fireball me during that.
Of course, he left the game before he could die of the kick lariat.
I played that version a lot (made a FAQ from it) and…yes…it did have throw reversals…as in being able to counter a throw with a throw in the same window you could do a reversal special move.