I was having these problems with my stick. I couldn’t do the QCB motions for Viper’s Ultra II several times in a row without feeling discomfort. I just experimented with different grips until I found one that allowed me to do all motions comfortably. Even if it doesn’t hurt you, you should still find a grip that allows you to make every motion easily. After that, the only issue’s execution, and that takes time. ALOT of time.
is it an execution problem if my opponent always seems to hit me but I can never hit him. Its like every character in the game (3s) has priority over my character (makoto) even if I hit a strong they can hit me with a round house, WHY?? This majorly sucks. I try my best to tech throws, 80% of the time it doesnt happen. I knock them down and try to attack on their wake up- they jump away. I get knocked down and try to jump away and get hit. 50% of the time I cant seem to block low on wake even if I dont try to jump away. Then the opponent grabs my same character and “shows me how its done” and just runs blitzkrieg through me. Granted I am playing exclusively online but if lag were a problem, why dont hey suffer from it as well. Im tired of this. I know the guys on GGPO have been playing for decades (!) but its not even like I get out played through mind games, they juts hit me when I try to hit them. Even the standard jump kick, low whatever combos dont work because as soon as I land whether they got hit OR blocked, they just throw me. I dont get it. Exceution problem? i need to memorize every moves frame data? I just dont have the reaction speed in my old age?
A lot of what you’re complaining about isn’t execution. You are clearly playing against people who understand the matchup better than you. As a result, they know what normals will snuff your normals at what ranges.
If people are jumping out of your meaties, you are timing your meaties too late. As far as you not blocking on wake up, being lag or you just not holding down back, I can’t really tell you.
If people are throwing you after they get hit or block a jump in, you are doing the jump in too early.
“complaining” is definitely the right term : )
but thanks starcade- I’ll look into the match ups more
Yeah i’ve been thinking of changing my grip but that would be the third time lol. My hand pretty much locks into the grip i’m using now though so i think i’m going to try to make it work. @both you and Starcade - then the last issue will be execution. it’s like today when i was attempting Blanka’s trial 21 - i got the timing for the combo more or less down but pressing focus after the roll is the most unnatural thing. oh well, back to the training room.
Thanks for the responses guys.
I get ya. I tried several different grips looking for the right one, but nothing was completely right for me. My hand naturally locked into grip two, as shown here:
Tips on switching from a pad to a joystick : EventHubs.com
but after just experimenting, I randomly realized that grip one worked for me (which happens to be a popular grip). I saw that article long before I discovered what worked for me, but my stubborn self had to discover on my own time what was best for me.
Please stop linking that guide here. That guide is the exact scrubby advice I suggest people avoid in the arcade stick FAQ.
Oh. I was only posting for the images, but I won’t do that again.
Well, I’m new to fighters and to this forum, and I’m glad I read this post. THANK YOU!
SSFIV newb here as well, and am glad for all the info in this thread. Thanks a bunch!
Need Help with execution
Ok. So this is my first shoryuken post. I consider myself to be a seasoned player in fighting games however ive been killing myself trying to learn adon Instant air jaguar and finally im getting it out, however I don’t have the 100% execution success i have down with my combos, ultras and specials. Ive done a lot of thinking, and practicing but still no good. I would really like some help here.
The way i perform it is shown below where D=down, D/F=down forward, F=forward ect
1…2…3…4…5…
D D/F F U/F K
the time it takes from 1 to point 5 is approximately 2 sec since im doing it slowly. That’s 120 frames. Some of the times i miss so im wondering how long does SSF4 store a special motion? basically i believe that some times i press k just a few frames late and that results in me loosing the tatsu motion.
Also i can but do not want to settle for the jump then tatsu motion. I want to do tatsu jump then kick. Ive read up on it so yes i know adon has a area just after he jumps where he cannot do it. No i dont want to use negative edge. Im aware that ducking before gives you some additional frames. Nb. I use a Pad.
Very good read! Learned a couple new things from this.
So I’m trying to beat the Hard Trials on SSFIV, are these even possible on a 360 controller? I’ve been at this for hours and I just can’t get the execution right past Trial 9:sad:
Possible, yes. 360 pads are definitely terrible for fighting games though.
I have a question: Right now I’ve been practicing solely with Ryu to get a grasp of the basics before I start learning Viper and things have been going pretty well so far. But now the next thing I wanna start working on is combos. Should I just work on that with Ryu then switch over to Viper or should I go straight to Viper? I’m kinda paranoid that the skills won’t transfer over to her in this department for some reason.
Better execution is better execution. If you gain comfort with one character, generally it helps you pick up another one quicker.
That being said, Viper has a number of things are are either totally unique in SF4 or semi unique. So don’t be surprised if you move to viper and find FFF and sj cancels hard.
If you really want to play viper, you can always just start with her. She isn’t newbie friendly, however.
It was for this reason I considered sticking with Ryu for a longer while.
It’s for this reason I’m considering moving on to Viper now.
I’ve come to grips with the fact that I’ll be spending months practicing before I get decent with her, so I can deal with that. But, I think I’ll stick with Ryu so I have some foundation if I end up choosing another main in a future SF or something. Thanks for the help.
Edit: I changed my mind-- I’m just going to go straight to Viper.
Question in general (with a specific example):
I’m wondering about when I do things like Dudley’s Trial 11. I get the punch landed, but when I do the half circle/punch it is always blocked by Dan.
Is this a case of not cancelling the initial punch early enough, or improper linking? I guess I get linking/cancelling confused still.
I’m using a TE stick.
Link and Cancel: Think of it like this
*If you cancel a fireball from a Hp; you are performing the fireball input during the animation of the Hp, and if it is done correctly; the fireball will cancel they animation of the Hp. (even this doesnt garrentee a combo; i.e. max trange cr.m xx Fireball; will not combo for Ken but it will still cancel)
*Where as, a link will not cancel the animation of one move into another. A link implys that you must wait for the first moves animation to completly recover and then you input your next move.
Cancels are specific to the moves that the game developers make cancelable.
Links are dependent on frame data. (first move must recover and the next move must start up before the opp recovers from being hit by the first move)
IDK specifically what dudleys trail 11 is but Ill take a look and edit this with a tip for that in a min.
Dudley’s Trial 11:
-> [ Stand ] Medium Punch
-> Medium Machinegun Blow