The Outrageous Newbie Thread (ASK YOUR QUESTIONS HERE)

So passing along some advice, it’s very very very important to Anti Air. Focus only on AA game and you’ll be able to do better. This simple advice really helped my game. Still have a hate love this game.

Wazzup everyone I’ll get getting my new fightstick this week and I’ll be looking for some new SFxT friends…add me if you like

Xbox GT Major Lightning

Can’t stand it. Can’t stand it. I just slammed my stick down I just cannot stand it.

I’m new to “trying” in fighting games and I’m a terrible loser…Which makes my case particularly hard. I sat and practiced combos on Raven for about two hours only to get smashed by a Vega/Balrog team and then smashed by Ryu/Hachi. Then I smashed my stick to the ground. I realize I need more practice but I’m just confused as to why I’m getting blasted so bad. I just get a downhill sort of rage when I play when things don’t work…I get more upset and I play worse, etc etc. It’s childish and I think when I stop throwing fits I’ll get better, but I gotta figure out how to play consistently first…where I’m not standing up, assuming I’m blocking, and then suddenly getting pounded by some BS combo.

I’m more just bitching at this point because I am indeed a terrible loser. But I think my problem is blocking and then execution. Execution is indeed my fault but the blocking thing I feel like is a confusion as to when it’s “Okay” to stop.

What am I looking for? Do I have to learn every individual characters punishable moves to block effectively? Is blocking the best way to go if I just can’t seem to get in with what I’m doing? What is the best way to come out of a block? (Obviously some characters have to come out swinging because of no movement, but like…if I’m using Raven, should I drop back and zone?) How patient should I play?

About your raging when you lose. You should see losing as an important part of your learning process. IMO we learn more by losing than just mindlessly beating people that don’t stand a chance. If you are getting so angry that it’s affecting your play I would recommend you to get more realistic expectations. If you are losing a lot there’s probably a good reason for that and you have a lot to learn.

About blocking. It’s important to know which moves are advantegous on block and which aren’t. Let’s say your opponent jumped in on you and starts his jab pressure, in this case you can’t attack back unless he leaves a gap big enough for your own jab or if you have a reversal (In Raven’s case qcf+lk+hk). It would obviously be best if you check up on frame data yourself (https://docs.google.com/spreadsheet/ccc?key=0ApPlWhz-bEuHdDM2blEydzhDY1BJOC1Qdm9mZ09yRlE#gid=40) but generally light punches, light kicks, certain medium punches and jump attacks tend to have frame advantage on block. There’s little you can do if your opponent locks you down with frame traps, meaning strings with moves that are advantageous on block, besides using alpha counters, reversals or backdashing/teleporting. If an opponent’s move is neutral on block or slightly minus it’s ok to stop blocking and perhaps start your own offense with light punches. If you hope to punish an opponent after blocking it’s crucial your opponent has done a move that is so unsafe that your attacks could hit the opponent during the window he has made himself vulnerable. An example could be Raven’s wind cross which is -11 after the first hit if blocked, this you could punish with any move that has less start up than 11 frames and has enough reach to hit Raven.

I would recommend you to stop focusing so much on execution. Landing fancy combos is a small aspect of playing Street Fighter and you’ll probably never land any combos if you fail to space your attacks, anti air and open up your opponents. SInce you mentioned you play Raven (which btw is a really good character) I would recommend you learn this basic combo: st.lp, st.lp, cr.mp xx windcross (1 hit), cr.mp xx lk alter ego. The combo is a lot easier than doing his cr.hp loops so that you could instead focus on actually playing the character instead of just trying to land your training room combos. I play Raven myself and I would say that Raven is a very flexible characters with tools to both open up your opponents and keep them out. Use cr. mk and st.mp as your main pokes and anti air with cr.mp. Cancel your light shuriken with teleport to confuse your oppent and space yourself right. If you can shut down your opponent’s poking and jumping you could attempt to apply your own pressure. Ways to get in could be jumping (pretty bad option if your opponent can anti air), shuriken xx forward teleport(either p or kicks to mix up) and perhaps using your pokes buffered into ex shuriken or cross rush into launcher. If your opponent is scared of poking you could try to get in range to use st. lp and lock them down.

If you play on PSN (EU) we could play eachother. Add me on Neiburo.

either someone does it or the old fashion way, by playing a lot or doing it in the training room and seeing for yourself. someone will probably do it though.

Sorry if this has been asked a thousand times (because it probably has)…

Does anyone have a link with a good set of rules to run a tournament for this game? I’m looking for things like banned characters or game play modes. Any help would be appreciated (and met with generous amounts of free-loving).

I do not play many female characters, but I’d say that out of them, Nina is probably one of the most beginner friendly. Her advanced stuff (which I do not even know and I main her) is tricky, but most of her combos and the like involve using special moves, so they are much easier to do than most. Also has good tools and range and is a solid character.

Trying to find some of my own combos to fit into my game plan and skill level and I have to ask, Do EX attacks combo when their normal version cannot, or is it just a much smaller window to do the latter? For instance I can do with Marduk C.lk St.MK St.HK EX.Tackle with ease, but I cannot seem to do it with the non-ex variant at all in the case I do not want to spend meter. Possible or not possible?

I sincerely appreciate your advice and have taken it to heart. I still get kinda ragey but I’ve calmed down quite a bit because when I sit back and play “properly” AKA trying to block properly and focusing more on what my opponent is doing I’ve improved my play. Thats not to say my BP has improved, every time I seem to get to around 200 I hit a string of matches with folks that pull off 16 hit cross rush combos and then hit me with a crazy mix-up I didn’t expect…And I’m back down. But oh well. Still learning.

I DO have an insane want to play runaway though and it’s killing me on the inside since I HATE when people do it to me, so I try my best to get in and execute what I can instead of running away throwing ninja…stars…with Raven. (I play a bit of keepaway at the start of my matches though so meh. DONT JUDGE ME!)

In other news, is there some sort of list somewhere for the official partners? Or some indicator in game? I’d just like to dink around in arcade mode, see the movies for myself and try new characters and such. I know the obvious ones…Ryu/Ken, Kazu/Nina, Bison/Juri but not maybe some of the more obscure ones? Can anyone help with with that?

Yeah. The official partners are right beside each other in the character selection screen. For example, Balrog is beside Vega, Bison is beside Juri, etc.

I was checkin out the frame data and saw some stuff that I’m unfamiliar with. Could someone tell me what SM,EX,SA,CA, BC,LA mean? I’m guessing SM maybe special move, EX as obviously an EX special, SA being super art, CA being cross art, BC being the ABC combo I guess (this is the one I doubt the most), and LA meaning launcher? I’m not 100% on those and would like confirmation/correction if possible, thanks.

What best combo starter after launcher, beside cr mp, i try with hugo its still whiff
and how to connect tag cancel to super Art with charge, i see in video law and paul do some combo, Law do machine gun and launch opponent,and tag paul to charge Punch to Super
i try in Trainning room and still miss,what wrong ?
if i try to subsitute Paul charge super with Hugo Charge Super its possible to hit ?

thanks for help.

Hi, this is the second fighting game im getting into, the first being mortal kombat.
So I do know basics, but this game seems so different to MK in that is based around normals rather strings for pressure.
Anyways

  • Will link combos on block equate to block strings?
  • Are Link combos worth learning at a beginner level, or should I just learn basic string combos first before slowly building link combos into my muscle memory?
  • Do you guys see any synergy between Yoshimitsu and Xiaoyu? I know Yoshi is supposedly the worst character, but he’s my favourite character. From what i’ve read, Yoshimitsu builds a tonne of meter and has easy tag outs from his windmill. Coupled with Xiaoyu, he could deal huge damage right? I’m pretty much entirely new to this style of fighting game.
  • What do CADC and AOP cancel stand for? Because I saw it a lot in the Xiaoyu thread as methods to do her ‘breakdance’ combos.
    Sorry for asking so many noob questions.

-Generally no. Some characters have airtight block strings, but most link combos have tiny gaps that your opponent can reversal through.
-Yes Link combos are essential because they let you hit confirm your damage before continuing the combo with a more damaging move. Also, boost chains don’t deal much damage so anyone who knows how to do link combos properly will have an advantage against someone who doesn’t.

-I’ll let someone else answer your other questions as I don’t use either character.

Thanks for the reply
Alright, I will get to work on those damn link combos lol

-As rainscape said, link combos can sometimes be blockstrings, and so can chains. You really have to experiment with every character’s moves to see which are true blockstrings and which are not. Also remember that “blockstrings” are character specific. Ryu can bust out of a lot of blockstrings because he has a 3 frame invincible reversal. Characters who lack things like that won’t be able to. You need to go into training mode, have the dummy do your blockstring, and try to bust through it.

-Some link combos are much easier than others. For example, Ryu’s cr. :mp:, cr. :mp: link is really easy, whereas his Collarbone Breaker ( :f: + :mp: ) into cr. :hp: is very difficult. Some characters need links to really shine (like Steve), whereas others can get by on simple, short combos and tricky mixups (I believe Yoshimitsu might be one of these, but I’m not sure.) Whether you need to learn links or not really depends on your character.

-Yoshimitsu is known for having safe windmill pressure and the ability to set up damaging tag cancel combos since most of his specials keep your opponent locked in place for a long while. From what I’ve seen, he’s also got tricky overheads. He’s definitely a character that wants to save meter, though, as his only good defensive option is EX Gehosen ( :dp: :p:) I know almost nothing about Xiaoyu except for her sweep juggle. I suggest looking up FC Chris G videos of him playing her to get an idea.

-CADC stands for “Charge Attack Dash Cancel”. Every character has one move that they can charge by doing the input then keeping the button pressed. This will charge into an EX move and eventually into a super, but at any point you can dash out of the charge attack. This is useful because if you can cancel a normal into your charge attack, you can often continue the combo by using CADC.

-No idea what AOP means, it might be specific to Xiaoyu. I suggest asking on her specific boards.

Hope that helps!

Noobs, stay away from rank at the moment…too many try hards. Create a Endless lobby and chill out with friends.

Hi, I’m totally new to this site and I have little experience with fighting games in general. I’ve played some MvC3 but I was never really good at it, and the insane learning curve drove me away from fighting games for almost a year. I consider myself quite good at mobas and fps-games(unnecesarry info perhaps ;)), but I never really got the hang of Fighting games, even though I really want to get good at them.

Now I’m back to try again with the release of SFxTekken and I’ve actually really proud of my execution after having played for only two days. I know fighting games require alot more time and effort than most games, especially since they demand very much more dexterity wise, and I’m ready to put down some time to become really good at this game. The questions I have for now are:

  1. How important would you say it is for me to change the stock parts of the Mad Catz SE fightstick to sanwa parts? I dont expect to magically become pro if I upgrade it but people seem to deem the stock parts unplayable in comparsion.

  2. This is a specific question for Juri in SFxTekken - Trial 17 . How is the timing for landing the cr.mk - m.senpusha? I cant seem to connect that part of the combo… I’ve read about it and it seems to depend on how I link the St.lk - cr.m. Thing is, I can only link those two in one way, and that is a really fast tap between st.lk - cr.m, but as I said, I cant seem to link to the M.Senpusha after that. Help would be appreciated :). Hopefully hard work and this thread will make me able to get the muscle memory in so I finally can enjoy fighting games to the fullest.

EDIT: Also, which tag team would you recommend for me to begin playing to get a hang of the game? I’ve heard a grappler like Hugo or Marduk combined with a shoto like ryu or ken is pretty simple and good for beginners, should I got with a team like that? I really like Juri, but she seems a little too complicated for me.

  1. Do you have a problem with the stick or buttons getting stuck in place or being unresponsive? If not, I wouldnt worry about it until you’re sure you want to stick with fighting games for a while

  2. Doing a special move in a combo requires a “link” rather than a “chain” unless you perform an EX version of the move. Since the trial requires the medium version of the special move and not the EX, you have to “link” or time the cr.mk after the st.lk animation has finished completely. If you know how to “plink” this can be made easier, and there are tons of videos on youtube teaching how to “plink”. Plinking works the same way it did in SF4 so any video should tell you how.

  3. Really just about any team you pick requires the same skills to get familiarized with the game. Start with the basics like defense, good footsie tools, anti-airs, and punish combos, then work on what to do after a tag, mix ups, optimized combo damage, etc. Then it just becomes about learning matchups.

Juri’s a REALLY good character in this game, if you want to learn her, stick with her. Her anti-air normals really give her strength and allow for some good combos. I would probably team her up with someone like Ryu so you can get a feel for the basic combo styles in the game, or I guess Hugo since so many people pick him and do well just because of his damage.

Thanks awesome response
SfxT is so different to Mortal Kombat. Going to take a while to adjust lol.

Thanks for the awesome response!