Hello, trying to take SF serious. Not new to fighting games; played Melee at a semi-pro level. Recently bought my first stick and trying to learn this game.
Need help with a few things in particular. For instance: Light hit confirms to special moves: Rashid MP > L Whirlwind Shot, or Dhalsim LK > Yoga Flame, or Akuma MK > L Tatsumaki, etc, etc.
I can’t seem to get these type of moves off regularly on all characters that have similar effects (the opponent is capable of blocking). From my understanding, do I light hit, hold down while in the animation, then finish the move off in sequence. Or do I light hit then input the special move commands. I can’t seem to get the timing for these scenarios. I’m either not knowledgeable on command shortcuts or I’m simply not doing the commands fast enough because I’m a stick novice, etc.
Also, Dhalsims ground teleport aerial. I looked at some videos and it seems like you pop the command then hold the up direction facing towards the opponent. Can do it sometimes but not regularly. Do I need to also be moving forward when trying this technique?
You can and sometimes have to actually buffer the qcf/hcf/DP/etc motions before your normal hits the enemy. Like instead of doing MP > qcf > LK you do MP+qcf and press LK only if you see it hitting. If the move is safe on block (like Rashid’s mixer) or if it leaves you far enough from the opponent to be punished (like Rashid’s projectile) than you can just mash the combo straight away.
If you’re having issues with cancels, try putting them in longer strings or hit confirms. Like with Rashid, instead of trying to do st. LP xx L Mixer raw press st. LP twice and if the first one hits you can cancel the second one more easily into mixer.
If it’s your first stick every expect anyway a few months before getting all the muscular memory you need.
About Dhalsim’s instant teleport, you just do the DP motion for the teleport but end with up forward instead (something like 632369) and then press PPP. If you did it right you will be able to use an air normal after it. The buffer charge is pretty generous in SFV so you have quite a bit of time before pressing the buttons.
Wow, didn’t know you could buffer moves like that. I have a lot to learn. I imagine it’s the same for every character as long as they don’t have conflicting moves in that direction and input.
The charge buffer is the same for all characters, the only thing that changes is the startup as well as the hitstun after the normal hit - the longer the hitstun, the more time you’ll have to confirm the cancel. Light normals are harder to cancel than medium and hard normals because the time frame for cancelling is smaller.
If you want some braindead hit confirms to begin with, try something like Cammy’s cr. MP, cr. MP xx Spiral Arrow, Karin’s cr. MP, st. MP xx Mujinkyaku or Nash’s cr. MP, st. (or cr.) MP xx HK Scythe. When you feel comfortable with it you can do the same with light buttons into light specials.
And to practice hit confirming, the best way is to set your training dummy to block on random; you press your normal twice and if and only if the first normal hits you confirm into a special, while if they block you do nothing at all. This will prevent you from accidentally confirming into unsafe specials when they block.