to roll just hold forward during your recovery frames.
There aren’t really universal options for this besides jumping over fireballs when you can do it safely, and neutral jumping when your too far out. If you give me an idea of the characters you want to play I can tell you. ( I’m assuming your talking about getting zoned heavily )
Tick throws are just getting someone to block and anticipate a block string, then cutting the block string short and going for a throw. A good example is ryu cr. lp cr. lp cr. mp st. mk xx hadoken, this would be a block string. If you train your opponent to keep blocking your block strings you can not perform the cr. mp and walk and throw.
Plinking or priority linking is a way to make 1 frame links more manageable.
This thread is one of the best on srk and will help you out a ton, look for the plinking info in there because they will explain it far better than I can.
There isn’t anything that is out for sfxt that has covered basics very well that I have seen. When my friends pick up any of the sf4 series I have them watch this cause its very basic and isn’t the worst thing to watch.
[media=youtube]xgA51kQbcoU[/media]
Watch videos of good players playing rolento and ken, and learn your punishes and what is safe and what isn’t, practice your BNB’s and start trying to get a feel for when you should be blocking and not throwing out buttons… I know that sounds stupid but a lot of people who really struggle with SF games are hitting buttons and throwing out pokes at stupid as hell times instead of being patient.
If you ever get a chance upload a video of you playing and post it in here, getting to see someone play allows us to help you much more.
thanks. I guess I dont know where to start, I have a hard time visually recognizing things, like if the string to links im using arent interruptable. etc…
Its all character specific and matchup specific, some characters lack a reversal option to break even a sketchy block string. Look at frame data and figure out whats up for the most part. Sooner or later block strings will be posted in combo threads for all characters its just finding what works best and mulling over the
frame data.
Really good but very technical, does really good damage but is very weak defensively.
High risk high reward character for sure, if you can control the pace of the match and dictate positioning you can dominate with him. But once he starts getting pressured he kind of falls apart.
Jin has been one of my main characters thus far. He has a pretty strong rush as well as some zoning potential. The main problem I’m seeing is that Kazuya can fill the same role as Jin in a team much more effectively.
I know that the links are timed but i don’t get how to cancel into a special move. For example I was watching a video where Juri did cr. lp, s. lp, s.mp into qcf+k but when I try to do it I can’t get the qcf+k to come out but when i just do s. mp then it does is there some specific property to the game that when more than one hit connects you can’t cancel into a special just ex and supers?
rolentos biggest weakness is getting rushed down. if some how you can actually get in on him, he will have some trouble getting you off since he don’t have the best gtfo moves.
I know that the links are timed but i don’t get how to cancel into a special move. For example I was watching a video where Juri did cr. lp, s. lp, s.mp into qcf+k but when I try to do it I can’t get the qcf+k to come out but when i just do s. mp then it does is there some specific property to the game that when more than one hit connects you can’t cancel into a special just ex and supers?