Alright, so combos shouldn’t be worried about. I just thought that if I want to do better, I’d probably want to maximize the damge that I get in.
I’ll keep practicing with links, although quite frankly, it’s not going the best.
street fighter isn’t as combo crazy as mvc3 so focus on the basics
Jesus.your playing with the brawl stick just straight out of the box?the stock stick is crap.so if your game is having a hard time reading movements like jumping backwards and forwards and such then thats why
Nothing wrong with maximizing damage, but if you’re new to the game, worry about fundamentals before you go nuts in training mode. You’re not losing due to lack of optimization of your combos, you’re losing because you’re getting hit too much. Worry about defense first, and you might live long enough to create an opportunity to land big damage. Marvel is a game that stresses optimization of combos much more, because you do quite a lot of comboing in that game, its a core part of its engine. However in SF, you are doing combos in a very small percentage of the time that you’re playing. SF rewards superior character knowledge, matchup knowledge, and fundamentals, as opposed to who can do the best combos. It’s the setup you want to learn, and not the best ways to beat up a static training dummy.
Practice, practice, practice. No shortcut, tricks, or tutorials for that.
just a lot of practice, hours and hours.
i know back in vanilla sf4 when i was playing bison i used do a cross up mk then combo into knee press, repeat when they stand up. i did it back and forth (every time you do it you’re doing it on the other side as you just had) over and over for 15-60 minutes a day. as a result in matches i never had a problem hitting it.
when you’re starting out you need to make sure your BnB is something you’ll NEVER drop. after you get that down then you can start going for more advanced combos. it’s worse to miss out on damage entirely than to not get max damage.
Alright, a lot of useful tips above. Thank you all. I’ll try practicing blocking more and my BnB stuff for when I do get in, thanks.
@Zwei
I do have some trouble jumping left/right, but not horribly bad. I’m kinda not in the budget to buy more parts, plus I’d probably break it if I tried.
Combos don’t matter dude, remember that. damage does
only if I can freeze time!
Execution is like 35% of Street Fighter.
You’ve got to learn your fundamentals as well. Justin Wong, for example, said that his knowledge of Marvel 3 is comparatively limited, but he wins because of his solid fundamentals, such as spacing – these are the things you need to work on learning.
You can master execution, but if you don’t know how to position yourself it doesn’t matter how effectively you can input a command.
Training mode, over and over and over again.
So I’m picking up Robo Ky in GGXX AC. Every day for the last two weeks I’ve been in training mode working on combos or setups.
His BnB is something like dash 5k 5s 2s 5hs FRC dash 5hs FRC dash j.s xx double jump j.s j.hs xx air missile. That’s a lot of buttons right? Hard to approach? But if you break it down into pieces it’s just a matter of conquering all of the individual pieces, and then putting the parts together.
So first I had to learn how to do 5hs FRC, which requires me to cancel the attack within a 4 frame window by pressing 3 buttons. The only tricky part here is that you have to hit the Force Roman Cancel from frames 5 to 8, which is pretty fast. So I sat in training mode practicing 5hs FRC to get the timing down. I sat in training mode doing this for thirty minutes practicing this.
Then once I had the cancel down I started with simply doing 2s 5hs FRC to get used to chaining from 2s to 5hs and still cancelling. Then I had to practice doing another dashing 5hs which you can’t hold forwards during because that will give you another normal attack. So you have to practice that.
Once I got to there then I had to do fiddle around with spacing on his air combos. I had to practice when to hit the first j.s, because how high up/far out you are changes the consistency of the combo. Then I had to practice the timing for the double jump. Even if you get j.s xx double jump j.s j.hs if your spacing was off the air missle won’t combo. Timing varies by character so I switched it up every 15 minutes or so with different characters.
The funny part is that in terms of character BnBs in GG, this is still one of the easier ones. And I still suck at it so I need to practice more.
The tl;dr is that you need to spend more time in training mode grinding it out. Use your brain to make your practice more efficient. Have the patience to practice every day, even if it’s only for a short bit. The more time you put in, as long as you do it intelligently and productively, the better you will be.
Links are all about timing and rhythym. If you’re doing cl.hp -> cr.mp or cr.lp -> cr.mp with Cody, there’s an easy way to tell whether you hit the button too fast. If your attack doesn’t come out at all, you hit the button too early. If your attack doesn’t combo, that means you hit the button too late. Adjust your timing appropriately.
Just want to rectify that statement. Combos are the least important aspect of all the mandatory aspects that you MUST master of SF play. (among footsies, grabs, AA, crossups, focus, and mindgame)
Merging with the sticky. This doesn’t really need it’s own thread.
All aspects of SF should be mastered, if you want to be the best. Is there any aspect that doesn’t need to be mastered?
Hi, I’m totally new to this site and I have little experience with fighting games in general. I’ve played some MvC3 but I was never really good at it, and the insane learning curve drove me away from fighting games for almost a year. I consider myself quite good at mobas and fps-games(unnecesarry info perhaps ;)), but I never really got the hang of Fighting games, even though I really want to get good at them.
Now I’m back to try again with the release of SFxTekken and I’ve actually really proud of my execution after having played for only two days. I know fighting games require alot more time and effort than most games, especially since they demand very much more dexterity wise, and I’m ready to put down some time to become really good at this game. The questions I have for now are:
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How important would you say it is for me to change the stock parts of the Mad Catz SE fightstick to sanwa parts? I dont expect to magically become pro if I upgrade it but people seem to deem the stock parts unplayable in comparsion.
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This is a specific question for Juri in SFxTekken - Trial 17 . How is the timing for landing the cr.mk - m.senpusha? I cant seem to connect that part of the combo… I’ve read about it and it seems to depend on how I link the St.lk - cr.m. Thing is, I can only link those two in one way, and that is a really fast tap between st.lk - cr.m, but as I said, I cant seem to link to the M.Senpusha after that. Help would be appreciated :). Hopefully hard work and this thread will make me able to get the muscle memory in so I finally can enjoy fighting games to the fullest.
EDIT: Also, which tag team would you recommend for me to begin playing to get a hang of the game? I’ve heard a grappler like Hugo or Marduk combined with a shoto like ryu or ken is pretty simple and good for beginners, should I got with a team like that? I really like Juri, but she seems a little too complicated for me.
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It’s not THAT important. It’s not going to make you any better of a player, but it will make the parts feel a lot nicer, as well as last for a long time. The stock parts are pretty bad, but if they feel good to you, then I say keep on using it. If one day they should break down, then you can spring for some new Sanwa/Seimitsu parts. Personally I’m a fan of Sanwa JLF sticks, with Seimitsu buttons.
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The reason why it works when you fast tap, is because you’re chaning into it, due to the fact that you can chain light, medium, heavy attacks in succession, regardless of whether or not they’re punches. You have to link the st.lk into cr.m, which means doing it slower. Once you land that link, then you have to cancel cr.m xx m.senpusha, which requires you to do the m.senpusha as soon as possible after you land the cr.mk. Aint no trick to it, practice, practice, practice.
As far as tag teams, go with the regular teams. A lot of characters in the story have a tag team partner, and they generally work well together. If you’re new to the game, it can’t hurt using Ryu/Ken. They work well together, have a lot of moves and specials that overlap with one another, and will teach you the basic fundamentals of the game. I also recommend continuing to work on Juri, since you seem to enjoy using her, keep on practicing with her. You’re going to go a LOT further using characters you enjoy, as opposed to characters that you don’t like.
Combining grapplers with zoning characters is a great idea, but you might find it difficult learning how to use grapplers to great effect if you don’t know how to use them properly.
Can someone explain to me please how ST is very strict about DP’s for instance but they are so easy when it comes to HDR? I am trying to train to play ST more but ive having a very hard time with most of moves execution wise. Everything just seems way more strict. Even charge characters are harder like charge super.
For years this is how I did DP’s :f:,:qcf: + :p: . I taught myself that on a SNES pad way back in the day and now I think that was a bad idea. It didnt help that when I started taking fighting games more as a hobby recently that the inputs in SF4 are so easy!. Playing older games are way harder or even KOFXIII because from what I can tell there are no shortcuts in that game. Feels like I gotta learn all over again.
Input leniency is wider on HDR than it is on ST. Both games are still strict in comparison to newer games though. Honestly, unless you start learning advanced combos, you won’t feel the difference THAT much. The timing for bnb combos are still similar.
In a game like ST, it’s super important to learn how to dp properly. Learning how to do it sloppy in modern game isn’t too bad, thanks to input shortcuts and leniency, along with the fact that game speed is slower. ST is a pretty damn fast game, and it’s important to learn how to do a DP as quickly as possible, as cleanly as possible, in reaction to jump-ins. It’s not easy, but it’s all about practice.
Thanks alot! The m.p button can act up sometimes, but these parts will work for now. Regarding the ST.l - C.m, The link is haaard, havent been able to land it once yet :/.
EDIT: Make that one time :). st.l - c.m into m.senpusha. Now to get the hang of it so I can finish the trial :). It’s all about muscle memory, just like twitch-aiming in an fps :P.
It’s probably a difficult 1-frame link. Not sure how practical it is, but it can be a pain, especially with this ‘target chain combo’ system SFxT has. Normally, you could just plink the buttons to make it easier, with the chain system, you might accidentally chain into it…which is a buzz kill for link combos like this. Be sure to check out the Juri SFxT forums to see how practical it is. Odds are, you might not even need to use this in a real match, and that there’s far easier and more practical combos that you should be learning. Capcom does a really shitty job of teaching players how to play their games properly, as well as which combos are best to use.
It’s a simliar concept to FPS twitch-firing. You have to practice it enough to the point where your body just automatically reacts to a hit. The less you have to think about your combos, the better, because it allows you to place more of your focus on the external aspects of a match, such as what your opponent is going to do.
Yeah, theres so much more important things to keep in mind in a fight, so combos must come out without thinking, which is the hardest part for a newbie like me. Regarding the combo, maybe I should check for her recommended BnB’s instead, but I feel links is something that must come naturally aswell so I guess this trial is as good as any for learning those.