SRK Newbie Saikyo Dojo Execution Guide (read me!)

Hey, if anyones interested, I’m working on a basic execution training program type thing. Nothing to serious, just who’s good to practise what with and why… Anyone want to help, feel free to pm me.

You hold, then dash, then release. (You can release while the dash is happening). Or at least, that’s how it’s working for me, but I’m still sortof bad at it, so maybe I’m doing it wrong.

Hi there, I’m new here and have a question regarding proper input for a challenge. I’m having extremelly hard time pulling off those trials that are like
-> stand punch
-> crouch kick

Or

-> crouch punch
-> crouch kick

They are around trials 8 or 9 for characters if I’m not mistaken (I’m not at home right now to check). My question is, do you guys have any idea what I may be doing wrong? Right after I input for example, crouch puch and the text turns red meaning I completed that input, I press crouch kick but then it doesn’t “count”. I did a few based on “luck” but I really want to properly do it and not relly on luck…

dablemont, your timing is just off. if your second attack doesnt come out, you’ve done it too early. if it comes out but it’s blocked, you’ve done it too late.

they’re called links. you have to time them. basically wait until the first move finishes its animation before pressing the button. it’s like what jeemer says, if dan blocks you were too slow. if the move doesn’t come out you were too fast. don’t sweat it if you’re new at these cause the hardest are 1/60 second timing.

Thank you jeemer and SSblanka.

I was going to ask you guys whether this is the famous “link” you guys talk about but you just answered it. English is my second language so I didn’t assume link would be something “ordinary” so to speak. So to be able to get those two working together, I have to find the right timing huh. Thank you. Yesterday I finally got to fire Sonic Booms, which I thought was very weird because I remember playing older Street Fighters when I was young and I don’t remember that being so hard to pull off. I couldn’t even get it on “luck” in training mode lol. But I watched a youtube video and the guy showed exactly how to do it, waiting the 2 secs and all that…

Thanks a lot Offcell and SSblanka for your replies; this has been a huge help for me. For combos such as cr.lk, cr.lp, cr.mk xx Hado/Tatsu (I know it wouldn’t connect with a crouching opponent but sometimes I punish fireballs with this as a jump-in combo starting with j.mk/j.hk/j.hp and end in a Tatsu to push them to the corner) I can practice this now knowing I can chain the first to light attacks and work on the timing exclusively for the link.

One thing I would say to those having trouble timing combos with ‘links’ in them is that although the principle of a link is for the animation of one move to complete before starting the next one for most links the ‘finishing of the first move’s animation’ as a visual cue for pressing the next input isn’t viable in a match situation for most link combos. With linking off of Ryu’s cr.mp as a combo it would be viable to watch the animation of the move end first since this move seems to recover almost in slow motion and I believe a lot of people (as did I) will most likely be pressing the next move too soon and getting nothing come out rather than pushing it too late and not comboing. However I challenge anyone to tell me that when linking from a cr.lp - ie cr.lk, cr.lp > cr.mk - they actually watch the animation of the crouching light kick end before inputting the crouching MK (which I plink BTW). I’ve found that if I judge the timing of the next button press based on when I pressed the last one regardless of what stage of the animation it was in I can link moves with much greater consistency; building true muscle memory - at this point I must stress that the timing for links differ and that what I’m referring to are those links with the strictest timing and how visual cues aren’t necessarily viable for these.

One other tip that’s helped facilitate my training mode drills is playing your own music off of your hard drive during drills. I cant stress this enough; If you’ve been practicing since SF4 and find yourself in the training room for barely a few minutes before tedium sets in you’d be surprised how much the dreaded training room music is contributing to this. I wouldn’t recommend muting all sound as the effects of hitting the dummy with successful combos helps to get the rythym down but I had no idea how much the music was slowly getting under my skin. Another thing about the music which isn’t helpful is that it changes slightly given certain cues in the training environment (eg when you’ve built maximum Revenge/Super meter, the opponents health is near zero). Listening to music I like with a constant tempo and lyrics has allowed me to lose literally hours in training mode when before just a few minutes had me walking away from my stick slightly annoyed.

Just my 2 cents and anything I can think of to help others at this frustrating stage in the game.

Frank

I just got the game a few days ago and I hope this is the appropriate place to ask my question. Also, this is my first fighting game and SF game.

Regarding execution of inputs, how do you translate that from the training ground to an actual match?

I’m having a hard time going from one to the other without completely not being to input the most basic commands. Is it mostly just mental and something that will go away with continual practice? It has been a bit frustrating trying to put what I’m trying to learn to actual use.

I end up choking and getting perfected just trying to do one move.

Same here^, I can execute a couple combo moves in training, but when I actually get in a match I end up spamming buttons.

So what are the top 5 most execution difficult characters?
What are the top 5 least difficult?

Thanks for the good read for a newb.

this is awesome start. thx.:woot:

Thank you for this thread, very informative. I just bought a SSF4 arcade stick tournament edition; I was very excited until I tried it out. I read this

  1. Slow, then fast. When learning stick movements, start slow, then work your way to faster. Motions should be fluid, not jerky. Also, if you?re using a Japanese stick with a square gate, there is no need to follow the gate on circular motions. It?s best that you don?t.

The square lay out on the stick may be the cause of not being able to do the “chicken wing” or “Ten” for Fei Long. I?ll try moving in a square motion instead of a circular motion

Update: Thank you very much. Moving the stick in a circular motion was effecting my inputs. Thanks again

yeah, that’s a really good tip!

I see that’s interesting

This noob thanks you for this great info.

Having problems doing DQC motion on the LEFT SIDE!

Hey everyone,

I’ve been playing SF4 with a stick since February, so I’ve gotten pretty accustomed to playing on the stick after switching from the pad.

My MAIN problem is executing the :qcf::qcf: when on the LEFT side of the screen. I can do :qcb::qcb: when on the right side NO PROBLEM. So when I’m on the Left side of the screen, I’m at a major disadvantage because I cannot rely on myself to be able to pull off a Super/Ultra when I want to. So I’m always trying to get myself on the right side. If my opponent knows this weakness of mine, I’m screwed :stuck_out_tongue:

I find that when I’m on the right side, the motion is so much easier to do because when I’m doing it, im simply just bending my wrist back and forth on the stick so the motion comes out really quickly and easily (I don’t really know any other way to describe it). But when I’m on the left side, i guess the way the hand is positioned on the stick, the way I’m doing it on the right side isn’t possible because the wrist doesn’t bend that way. I hope this makes sense to you when reading this, I wish there was an easier way to describe it.

So my question is, does anyone else have this problem, or how do you guys pull off your :qcf::qcf: should I be holding the stick a certain way?

same here!

i using the mad catz sf4 TE stick, i can perform moves from the right side, but once my ryu is on the left, i cant execute ultra, it always comes out as ex-dp. Should I change the gate to a square one instead? would that be better?

^ hmm from what I know, all TE sticks come standard with the square gate.