Help! Its my main from alpha 2 for four years now, but the transition to ssf4 is hard!
I don’t get it, meaty attacks don’t work anymore? Every player that haves the game for 2 hours can spam out reversal shoryukens or ex out of it. If the enemy have super or ultra, there’s no wake up mind games? I don’t get it.
When should the MP and HP bushin grab should be used?
An obvious way to land U2 is off an empty jump in. If you’re so into the fight you know the opponent will block a J mk., you can land it off that too. So much mix-up potential with Guy. I don’t think you can empty cross-over into U2 though…
There is a lot of wake-up/mind games… I don’t really trust meaty attacks on enemy’s wake-ups though, you usually eat it that way. Try a cross up J. mk sometime. Run-stop mind games, wall shenanigans. Focus-baiting with backdashing. (maybe even into a ex. Hozantou afterwards)
u2 isn’t an instant grab, the only way u2 would connect off an empty jump in would be if the opponent tried to tech on your landing, because they would be in animation and the grab would catch them. I believe the grab is 1+1, 1 frame flash and 1 startup, so the opponent should be able to jump out provided they were just blocking. I could be wrong though
All the ultra grabs in this game should be like Zangief’s or they shouldn’t bother adding them in. This goes for Honda and Boxer as well imo. Tone the damage down if they have to for balance reasons, but the inconsistency of these grab ultras annoy me.
Anyway, my noob question here is, and I know it’s hard to explain how people do inputs through written speech but I appreciate the effort. On a stick, what is the best way to do Bushin combo?
Now I’m having a hell of a time with this dial-a-combo thing. It’s not braindead cancels like I thought, that’s for sure. I can do a standing Bushin pretty easily by doing LP, then *Pianoing *MP-HP x2, HK and it comes out pretty easily. However I don’t know if this is a bad habit to get into, as trying to do this after a crouching LP feels impossible. I know practice makes perfect, but PROPER practice makes awesome perfect, so how should I be doing this target combo?
I have a question a friend of my plays Guy (I play Cammy) and he has a hard time dealing with my rush down and wake up pressure.
I was wondering if you got give some tip on how to deal with this so that I can tell him? (he’s not on SRK). I play again him a lot but its no fun winning most of time.
i’m having problems with adon’s j.tooth mixup… > rising jaguar / > sweeps / > grabs…
is there a viable way to punish it on block?
i know you can s.rh it but the timing is strict if you don’t wanna trade… on block i haven’t found a good constant cause he lands crouched and c.mp doesn’t beat a rising jaguar on block after j.tooth…
I noticed that I had trouble doing it at first because street fighter 4 was all about links so you would typically wait for your attack to finish before doing the next one, and this probably messed you up the same way it did me.
To do the chain just do it to a beat. Its’ 4/4 if you’re familiar with music. No button press is gonna be faster than another. Just make sure that when you do it from a jump in that guy is flat footed before you start the combo otherwise you will not get the jab at all and get a medium punch or something you don’t want.
Also I have a noob question. Does the opponent always get a free throw after flip > elbow is blocked or do I just suck balls.
seems that way… the window is small but yea i’ve been thrown alot by people that know there is a significant amount of recovery to say the move is so fast… thrown or dp’d or flash kicked etc…
Like Jubeh mentioned, just try to do the chain as a rhythm (1-2-3-4). I definitely feel your pain, as performing a combo that involves links and target combos can be quite difficult at first.
@Inverse: Nobody could ever explain the bushin combo timming perfectly on the alpha series, but try this: you gotta press the next button just before the hit animation connects. For the first time guy connects the bushin combo starting with cr. lp., that’s what i’m aimming next on my training section.
@Ett: Ex horenzo. Lk or MK if he’s really desperate and have no super, but i’m not 100% sure.
@jubeh: Ex bushin grab canceled into elbow is safe.
Yeah I can nail it pretty decently off a standing animation. Like I said I piano the mp-hp part twice. Never fails, but trying off a crouching jab, into bushin didn’t work. Now I realize it’s not because I’m retarded, but because it… well it doesn’t work. The spacing is off.
There is a trial where you can do crouching jab x3 into bushin, but I think the only reason that works is because of the spacing at the end of the third crouching jab. Am I wrong? I’d like to be able to hit confirm this combo, but it seems more and more than it’s a bad idea.
If I can do it off a crouching strong, then I’ll just do that instead.
I’ve actually never had anyone jump out of it. But you could be right, perhaps everybody I’ve played were scrubs. In anycase, even if they can react to it, its still a mindgame option, one that opponents never seem to catch on to.
The J. mk was never a surefire. But if they block a jump-in attack, they naturally expect a block-string to follow… Just J. mk with an early hit rather than deep. No problem.
To be honest, I’ve landed this far more than I’ve landed Guiles U2. Then again, chalk it up to Guy’s mix-up potential…