SRK Newbie Saikyo Dojo Execution Guide (read me!)

Great stuff. Going to pass this to a friend who’s just starting.

This is from a similar thread that I think would be more appropriate here:

His thoughts…

Spoiler

My thoughts…

[details=Spoiler]I disagree. However I do agree with your point that for “most” people who “figure it out for themselves” that by the time they figure it out, they stop asking how to figure it out.

However, if we want the fighting game community to grow, the idea is to elevate the “newbie” level players as FAST and BEST as possible. That means the “veterans” helping the new players figure this stuff out via the path of least resistance.

There’s something deeper psychologically at play here however; most of the people who have spent years growing up in the arcades, or practicing the complex combos for hours on end in training mode, subconsciously don’t “want” to help… not in a malicious way, but in a “I don’t think it’s necessary because no one really helped me and now I’m winning tournaments,” kind of way. It’s not a “bad” thing, and is completely natural… especially in a competitive environment.

The benefits of some of the things were discussing here and why we’re “over thinking” it, is that rather figure everything out through trial and error, and error, and error, and error (and so on), is that if someone can “teach” us the right way to do things the first time, even as a “newbie,” then we can work on practicing the right way, we can get over that initial complexity gap that keeps people OUT of the fighting game genre in general.

Imagine trying to learn baseball on your own? Sure, eventually, if you have a ball thrown at you 100’s of times, you learn “a way” to hit it, maybe even an effective way… if nothing else out of self-defense; but how long and how much effort would this take, versus someone showing you a good way to hold the bat, a good way to pivot into your swing, etc. etc.

The concepts translate, and I think a lot of us who are interested in bringing our game up to the level of competition, who are watching these combo videos that just seem to flow like a perfect dance, get discouraged because we don’t even know physically how it’s possible.

I saw an article here on “chunking” a while back, and it was incredibly helpful… but what would have made it even more helpful is having someone sit down with a webcam and a capture device going, “okay, here’s how we develop a good ‘chunk’, for this combo, first the trick is linking the launcher to the air jump, and here’s the timing for the light light medium; if you do it too late, this is what will happen, if you do it too early, you’ll miss the link entirely and it will look like this… so you want to make sure you time the hits between here, and here.”

/2cents[/details]

Hi! I’m a beginner and I’m very new to even quarter circles and SRK motions, and I’m hoping to change that. Sorry if it’s stupid (it probably is), but I would greatly appreciate any and all help.

The thing that I’m definitely having the most trouble on is quarter circles (told you it was stupid)… instead of :qcf::atk:, I always do :d::df::atk::f:.

I understand that this can easily be solved through repetition, but is there anyone who has specific advice on how to overcome this problem? Repetition seems to just cause… more of the same problem. I can do the quarter circle motion out of a neutral stance, but if I’m canceling a special and I have to do it fast, I always get the problem mentioned above.

Thank you for the help! :slight_smile: And I apologize again if it was a stupid question or if there was a better place to ask.

I had this problem waaaaaaaaaaay in the past when I first got World Warrior, pressing the attack too early. It all came down to just repeatedly doing the motion without attack a bunch of times and then adding the attack while keeping a mental note that I must complete the motion first. My problem was that I had this notion in the back of my mind that I had to do the inputs fast no matter what, but you would be surprised how slowly you can actually do the motion and still get the move to come out.

In a nutshell, start slow and let your muscles get used to doing the moves one at a time. Most absolute beginners have a rough time doing these motions on the fly so it’s natural to have the problem at first. Hope this helped.

Thank you very much! I have the very same notion right now, and if I consciously think about completing the motion and then pressing the button, then I usually do it too slow, but I’m sure that really is just a matter of experience and repetition. I’ll definitely keep in mind what you said the next time I practice!

Thank you again! :slight_smile:

No problem. Since you are new to motions, your goal is to pretty much make them second nature so by starting off slow you allow yourself more potential to build the good habit of executing your motions cleanly.

Good luck and stick to it!

This guide made me go and give those high-execution characters a go again =D. I see my magneto has gotten better…

For those of you looking for videos of players hands and what not, check out this video desk posted:

Thank you, OP… New here, and came looking for exactly these kind of tips!

This is probably a common issue with new players, but I can’t seem to pull off 2 qcf motions for ultras and supers consistently on the player one side (stick). The threads i’ve went through regarding this all had replies saying its a matter of raw practice. However, I wan’t to find, if there exist, a way to approach this on a more fundamental level.

From my experience, the reason why I can’t pull off 2 qcf motions on the P1 side consistently compared to P2 side is because the latter only involves wrist movement while the former involves me moving my entire forearm. Sure, holding the stick between my middle and ring finger is quite comfortable for me, but I’m wondering now if there’s any other alternative ways to do qcfs on the P1 side without so much excess movement.

Attempt using other grips. I hold the ball between thumb, middle and fore finger and I find that gives me good control with minimal movement.

All there is, is practice really… try till you find your comfortable way of doing it.

I’m not exactly great in general, but execution drills are essential for all basic motions, as well as combos.
Personally P2 side is my weakest. I also use the same grip as you.
Try training, always choosing your weakest side, and try repeatedly pulling the move over and over. Your aim at first is to pull 3 moves perfectly in succession. Once your wrist starts to ache a little, or you just start zoning out a little, take a break for a couple of hours. Or a day.
Once you have this down, try and consistently pull 5 in a row. Then 10. Then 20.
By this time you should be pulling them pretty much consistently all the time.
Methodical practice like this can be applied to all moves and combos, and helps no end.
Hope this helps.

for people who are using the wine glass method or something similar, which fingers/areas of your hand are you using to push the stick towards the right side? I am currently just using the top portion of my palm to roll it towards the bottom end of my middle and ring finger. I rest my thumb somewhere on the tip of the stick, but i don’t use it to assisting in moving the stick.

I have no problems just doing 1 qcf in the P1 side. However when I need to do 2, i feel the need to pull the stick back to the down position after finishing 1 qcf as letting itself reset back to neutral then doing the 2nd qcf seems too slow. But when I do pull it back, it feels very awkward and seems that I’m doing too much excess movement (my whole arm is moving)

Well I have a vertical slant to my wineglass, so I use the inside knuckle of my forefinger and my thumb to move the stick.
Works for me. And that’s the most important thing. You’ve gotta find a grip that suits you best.
Also, don’t worry too much about excessive movement. Once you get a motion down pat practice will eliminate excessive movement as your wrist gets used to the motion.

What character doesn’t require that much execution practice. I already main yang and I want to mess around with a second character that doesn’t require all that practice.

You want to give Guile a shot. Excluding Supers and Ultras, he only has two special moves: Sonic Boom and Flash Kick. My personal execution is still rough as sandpaper (I’m brand new to fighting games) but Guile’s normals are fairly good and I’ve done well with them alone as I improve my charge move executions.

Guile and Dhalsim are fairly low execution at the most basic level. However if you want to be tournament viable with these characters, you’ll ALWAYS need practice. Nothing comes easy without hard work.

I find the DP/SRK motion hard to do consistently using an xbox ctrler , any tips???(Ironically I accidentally spam Deadpool teleport when I am trying to do QuickWork or something) ,I think when I try to repeat QCB/F soemtimes I accidentally input an SRK motion.Any ideas???thnks ^^

So Ive got a question about charge characters. I played SFII back in the day, been playin IV and SSIV, got into 3S here recently but I have never been good with charge characters. I always here people talking about how Balrog was so high tier and his buffalo head easily comboed to his Ultra but I can not pull it off. Its like I cant charge two moves in a row. I do use an arcade stick but dont find it any easier. Can anyone give me some tips or point to a thread where they touch on this more?