The Outrageous Newbie Thread (ASK YOUR QUESTIONS HERE)

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Just a vid of me playing against some guy online. Was wondering if you guys could give me some constructive criticism and help me level up.

Spoiler Alert: I lose.

That really depends on each character, so check their combo forums. Most the time, you can just do LMHH->Juggle. There are also the trials for each character to learn their individual links and combos.

Pretty sure they have the same frame advantage/disadvantage, regardless. The only thing they lose are special move canceling, jump canceling, different spacing, and damage scaling on hit.

Nothing says you can’t use both, lol. Play around with both and figure out which one you prefer. I’d almost lean towards Asuka for the fact that she has reversals that Chun does not, lol, but that’s just me.

  1. You continually cornered yourself: So much walking back and jump backs put you into the corner more often than your opponent. Even when the opponent was cornered, you’d roll yourself into the corner over back dashing (and you had perfect space to just wake up without fear).
  2. You failed to AA: Pretty sure you only landed 2 AA’s the entire match (an air to air juggle with Asuka, and a ground poke that happen to juggle their jump). Both those times were pretty much based on luck.
  3. You got predictable with your jump ins: After Kazyua did his tatsu on you, you’d jump towards him (he hit you several times for it). You also jumped in while they were cornered ALOT. You’re already winning the offensive game when they’re cornered, that’s when you need to calm down and let them make mistakes trying to get out, not giving them high risk moves to use against you and escape.
  4. Failed to punish: You baited like half a dozen unsafe moves and never punished. Really, those should have been a free 50% combo for you. Not only did you fail to do damage, you gave your opponent the mindset that you cannot punish (hence why Ryu continued to srk and even random cross super on wakeup).
  5. Your ground pressure game was pretty weak: You were in their face poking with mediums (which are better at medium range or when you know your opponent is respecting you). Meanwhile, both his characters were hitting lights when you were close, which interrupted you and gave them free combos.
  6. I would have liked to seen more crossups: Jumping may have killed you, but there were many times were your opponent was in the habit of just waiting for you to space yourself away and attempt a front jump in… the one time you stopped your ground nonsense and crossed up, you landed damage. Especially on Kazuya, he has no answers to crossups, I would have been all over him… even if he blocked, it’d continue to give me pressure to suddenly switch into an overhead, throw, or frame trap.
  7. Lastly, you gotta finish your combos and juggles. You can see how bad it was trying to land a hit or punish, and the few times you did, the combo completion for damage just wasn’t there.

i don’t know if this is an “Outrageously Newb question”, LoL
but I’ve noticed several Japanese players I follow hitting LMH (all three punches together) while blocking – similiar to tapping Lp and Lk for tech throws or like Valle as an example in SF4 tapping Lp, Lk, Mp, Mk all together to tech throws or FA
So what does tapping LMH–punches-- do for you? or what does it potential set up?

Also I’m trying to work on Alpha Counters, has anyone made a video that really explains the ins and out of it?

Incorrect. Boost combo normals have 7-10 frames added to recovery.

Sent from my LG MARQUEE using Tapatalk

Thanks for the help man. I’m going to try and play a couple online games with people without jumping at all to try to get myself to stop doing it so much.

So I really want to get street fighter x tekken but I’ve read that another edition will come out and also heard it will all be dlc for the original disc. Does anyone know really what it will be or just have to wait and find out?

Thanks for the correction :tup:

We just gotta wait and find out.

So, I’m trying to understand launchers better.

Do they beat out all lows, or all crouching attacks? Like say if Ryu threw out a c.MP. It’s a crouching attack, but it hits high, right? So would a launcher beat it out? Trying to figure this out, because Ryu’s in particular give me trouble with c.MPs.

Raw launchers will beat crouching attacks. Not sure about your ryu question.

what characters are best at mid range fighting? Are there any Tekken characters that are best at mid range? I like using Ryu and I also learned Kazuya but I realized Kazuya just doesn’t fit my style and am looking for another character and would prefer playing someone on the tekken side but I don’t see any of the tekken characters as being good mid range or playing a good footsie game

Jesus christ. I stopped jumping like a maniac and paying more attention and I got my BP back to the 1000s in like half an hour. Crazy stuff. Thanks man.

I have a question however, I’ve been messing with Law quite a bit and I can’t see to find a very consistent anti air, is there anything else I can do on a jumpin?

Don’t know for sure, but I think that’s one of Law’s faults.

I have a question about the people who use tekken characters. Do you guys just learn their chains or do you also learn their combos? I ask this because i hardly see ppl doing combos with those characters.

What are option selects and crouch tech?

Option Selects and Crouch Teching or essentially putting in 2+ inputs and allow the game to pick the best option. When you hit db+LP+LK, you’re crouch teching and option selecting, it’s three moves in one. It will block, tech a throw, or cr.LK, depending on what your opponent does.

Sometimes you may wanna jump in on a character waking up and do something like j.HKxxSRK while in the air. If your jump kick whiffs for some reason, the shoryuken will come out, if the jump kick hits, the srk won’t come out. Even a j.HKxxSuper input in midair will bring out a super if they back dash and caused your jump kick to whiff.

They were pretty big in SFIV, not sure how many are still viable in SFxT.

Don’t know the name of the move as i only rarely use Law, but there’s that upwards kick move that causes wallbounce on EX, and hits multiple times, can you not use that?

1000s? Hell I’d be he happy with 100 atm. With that being said, I have only won one online match. While that may not be bad if I had played say 2 or 3 matches I’ve played about 30-40 matches and only won one time. Need some help for sure but I’m so bad I don’t even really know where to start. A majority of my issues are probably with the Xbox 360 controller so I’ve ordered myself a Madcatz Fightpad but was wondering if that was worth my time/money I’ll be spending with it. I used to play a shit ton of tekken from 3-4 and tag so this is a pretty harsh transition for me considering the only other fighting game I’ve played in the past 3 years is UMVC3(actually decent at it) neither of which required me to delay combo inputs when the same button also cancels the previous input(ridiculous). IE Xiaoyu’s lp,d+hp,d+PPP. I’ve spent hours in the practice lap just trying to get that link down so I can cancel into phoenix or rain dance from a quick jab and start up some more strings but the whole idea is ridiculous when d+hp also cancells lp and links to it. I may hit it 1 out of 20 times(probably the rate I’m going to be winning matches at). F,n,d,df movement drives me crazy in this game, I could consistently EWFG in Tekken string it together 3 or 4 times no problem into hell sweeps. I can’t string 2 of them. I’m thinking there is some fundamental mechanics I’m over looking or maybe I just wasn’t meant to play SF games.

Really want to keep at this but not sure how much more torture I can take. Any characters that are Eddy easy to play? I hated using him with a passion in Tekken but would really like some easy characters to use while I get into this cancelling, delaying, linking, plinking nonsense down. Any advice on Xaioyu or Kaz for me? having a ton of trouble with Kaz d+hp link into f~n~d~df+____ should I just give this up and go for d,df,f+something? or are there any reasonable alternatives for comparable damage but ease of use as well in juggles?

I don’t think Shaolin kicks will work as an AA. He moves forward when he starts the kicks so if they do a move that crosses up I’m helping them more than helping myself. Somersault is also an option but the start-up is abysmally slow so it’s not really viable. His crouching HP also looks good but again, super slow startup.

The easiest solution I’ve found is jumping up with them and doing MP. But even then it’s risky if they do the right move.

A good way to train with Kaz is to practice launchers, just try juggling from a launch, then try launching them yourself, and juggle off that, after some practice, you can do it without thinking.
It’s just muscle memory.