Been playing this for the past 3-5 days and I don’t know to to tag mid-combo and what other ways can I bring in my other character safely?
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<div class=“QuoteAuthor”><a href="/profile/21243/MetalNeverDies">MetalNeverDies</a> said:</div>
<div class=“QuoteText”>Been playing this for the past 3-5 days and I don’t know to to tag mid-combo and what other ways can I bring in my other character safely?</div>
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Well, you can bring in your partner either through a well-placed launcher. Doing a tag cancel requires you to press mp + mk the moment your attack is hit or blocked.<br>
Hey guys. So I’m trying to learn how to play SFxT and of course, where I started was picking characters.<div><br></div><div>I know I want to use Ibuki for sure. She’s my favourite SF character and character in this game overall. When it comes to partners, I’m interested in the following 3: Elena, Yoshimitsu and Xiaoyu.</div><div><br></div><div>Which of these characters do you think works best with Ibuki? From what I’ve read on the Ibuki boards, she seems to make a better anchor but I still can’t decide who would be best with her out of these three.</div>
Liking the look of the game, trying to jump back in, no idea what im doing!<br><br>Some questions:<br><br>Whats the best way to use the boost combos now - should I be trying to confirm into the boost combos? <br>What are the true block strings in this game, stuff that I can be uppercutted out of? Is it still stuff like jab jab etc? I know thats char dependent but lets use Ryu for arguements sake. <br><br>Ill post so more as I think of 'em. I was decent at this when It first came out, Ill play and get back on it, just been a minute!<br><br>
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<div class=“QuoteAuthor”><a href="/profile/28342/Skywalkin">Skywalkin</a> said:</div>
<div class=“QuoteText”>Liking the look of the game, trying to jump back in, no idea what im doing!<br><br>Some questions:<br><br>Whats the best way to use the boost combos now - should I be trying to confirm into the boost combos? <br>What are the true block strings in this game, stuff that I can be uppercutted out of? Is it still stuff like jab jab etc? I know thats char dependent but lets use Ryu for arguements sake. <br><br>Ill post so more as I think of 'em. I was decent at this when It first came out, Ill play and get back on it, just been a minute!<br><br></div>
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If you’re using Ryu, instead of hit-confirming to his boost combo you may instead hit confirm to his BnB. Poke the opponent with crouching/standing jabs and then when it hits link it to his BnB (cr.mp, cr.mp, cr.mk xx Joudan/Tatsu/Hadouken/Launcher). According to the frame data, linking cr.lp/st.lp (close or far) to his cr.mp are 2-frame links. As much as possible, avoid using jabs as it worsens the damage scaling.<br>
Hi guys, I really have no clue how to deal with characters like Bison and Vega using chains on block. I know that they are unsafe and stuff, but the push back is still ridiculous. So I read that Bison’s s.mk~shk is -12 on block. Lars’s cr. mk for example, has 8 frames start up… seems easy to do but the mk won’t even reach Bison. Is it even punishable with a normal? I mean Lars’ cr. mk has a decent range already.
Elena is a great point character, so if you want to use Ibuki as an anchor, she’s one to consider. She controls space very well with her long-reaching limbs and has annoying overheads and lows, making her a pain for many other characters to deal with. She also does well without meter and can easily confirm into a boost combo, making her good as a point character.
I don’t know much about Yoshimitsu, but what I do know is that counters a lot of conventional projectile zoners well, and foes cannot jump at him. He also tags into combos well using his windmill. Overall, his synergy with other characters is what makes him shine.
Xiaoyu, in my experience, has a bit of trouble in the neutral game without meter, so she seems better as an anchor. However, I don’t want to give you any bad info, so I’ll just say this: she’s a great anchor since she does good damage from launchers/tag cancels and benefits greatly from having the momentum. With Ibuki, I’m not sure she’s the optimal partner, but they definitely have some synergy. I think I would put Ibuki first.
Hello there! I’m trying out Ibuki for some execution practice and to improve my general mobility. Regarding her basic BnB’s, what’s the timing to the Ibuki cl.HK xx J.HK combo? Is there some sort of technique to make the J.HK connect reliably, because I can hardly get the J.HK to connect at all without spamming. I read somewhere that you can buffer moves so that when you jump the action will come out immediately. Actually, it was in that hour long Makoto guide that was posted up on the main page, but I can’t really make heads or tails of the input necessary.
Who are the most combo heavy characters in this game?
I have decent enough execution so far I’ve only struggled with doing EWGF but I never played tekken seriously or practiced much.
I’d like to play Jin he was my first character in vanilla and I liked him in earlier tekkens when I was a kid so hopefully someone who can work with him. I don’t need some crazy synergy just don’t want them to work poorly together.
Gems…
I’m wondering if it’s worth it/necessary to buy a great deal of gems? In regards to the tournament scene, and just overall, I’m uncertain how many gems I need.
In one perspective, having as man gems to use with different characters/teams to enhance their gameplay seems like a boon.
A second perspective is, damn, buying gems in SFxT is like buying them in RL; Expensive!
There are other FGs that I still have to add MS Points to, so I’m debating whether to buy gems or to buy extra characters, or even other FGs? (There are 1200 MSP saved for DS! NO way I’m missing that one! “MONSTER!!!”)
I’d stay away from buying gems at all. The tournament standard is to use the “preset” gem load outs. (the v2013 ones, not the vanilla ones). If you just want to play online, just pick the best out of the free ones - and stay away from assist gems, they are frowned upon.
Is Raven still decent in ver. 2013? I heard his jabs and CADC combos were nerfed, but that doesn’t seem too big of an issue and hopefully can be worked around. I’m looking for a new main point person to pair up with Steve.
He sits just under top tier.
According to Dieminion, Raven is top tier. He’s plus on his fireballs, does decent damage and has a really good teleport. He is frame trap heavy, though, so if you’re accustomed to that playstyle, it will help you a lot.
Hello,
I have a problem understanding something: i can chain for example a FP with a DP, but if i do WP, MP, FP and then try a DP, it doesn’t come out. Instead, every single time, the launcher comes out.
I tried that with every character other than Ryu, and i just can’t seem to link a super with a string of 2 or 3 combos. I can only chain 1 normal move with a super.
Could you explain me why?
Or maybe it has something to do with my version of the game? I play on Vita.
what is “FP” and “WP”? Fierce and Weak? I can only guess. If you’re unsure about the notation, then write it out to make it clear what you mean.
LP = Light Punch
MP = Medium Punch
HP = Heavy Punch
The chain mechanism works like this:
You can chain from any light into a medium or heavy attack and from any medium into a heavy attack. So LP~HK, or LK~MP~HK etc This is a universal mechanism. (~ = chain)
Now, each normal has additionally different “cancel property”. Some moves can be cancled by a special, ex special, super or cross art. For instance, Ryu’s c.MP and c.HP (and many other moves) can be canceled by all of the above. So c.HP xx Shoryuken (xx = cancel) works a does c.MP xx Super, c.MK xx Cross Art etc.
c. = crouching
s.= far standing
cl. = close standing
Now, that is only true if you use that normal **without chaining **into it. So you need to “link” into it. e.g: c.LP, c.MP xx Shoryuken
(, = link, means you have to wait a bit and “time” the following move). Now if you “chain” into it: c.LP~c.MP you CAN’T cancel it by a special or cross art. This is why you can’t cancel LP~MP~HP by a special move at the end. However, you can cancel it by his Super and EX Special Moves. So c.LP~c.MP xx EX Hadoken works for instance as does c.MP~c.HP xx Super.
That is why you get a launcher when you try to use a normal shoryuken. But be aware, not every move is cancelable to begin with, so you won’t be abel to cancel them by super or ex moves, if you chain them or not. Ryu’s s.HK is NOT cancelable under any circumstances other then by a launcher.
You can look here to see which move is cancelable by what:
If you need to know what these figures mean, click on the Glossary.
If you click on some other characters, you will see that some can cancel their s.HP / s.HK, so a chain of LP~MP~HP xx Super works for them.
Thanks for the very detailed answer. It really helps.
However, i have a hard time understanding what’s the difference between chaining and linking.
Also, is it possible with Ryu to do something simple like: (standing) MP, HP, (cancel) Shoryuken. ? And if possible, how to do it?
How would you transcribe that? [s.MP~s.HP xx Shoryuken] or [s.MP, s.HP xx Shoryuken]
c.LP, small pause, c.MP is a “link”. You just wait until c.LP’s animation is complete.
c.LP NO PAUSE ~ c.MP is a “chain”. You basically “cancel” c.LP by a c.MP.
s.MP, s.HP doesn’t connect as a link. Here the general “frame data” comes into play. There are many tutorials on how to read frame data. e.g:
http://www.eventhubs.com/guides/2009/feb/17/how-read-frame-data-street-fighter-4/
Just a very brief answer:
Most fighting game run in 60FPS (so 60 Frames per second). 1 frame = 1/60 of a second.
Look at the link I posted in my previous post. When a move has “5 frames start up”, then that means it’ll attack on the 5th frame.
Now when you look at “hit/block advantage” you see it’s either positive or negative. If it’s negative, it means your opponent will recover before you by XX frames. If it’s positive it means you recover before him, while he is still in “hit / block stun”. If you look at close LP for instance, you’ll see that it’s +6 on hit. That means, any move with a start up of 6 or less can be comboed (witht he proper timing) after it. For instance, c.MP with 5F start up. That is then a “2 frame” link. You need to hit “c.MP” within a 2F window to combo it after s.LP.
c.MK has 6F start up, meaning it’s a “1 frame link” after a s.LP (and way tougher to hit).
This is how combos work. But remember, that is only the case when you LINK the moves, if you CANCEL them, it works differently.
cl.MP~cl.HP xx EX Shoryuken / Super Art
s.MP~s.HP can’t be cancled except by going into Launcher
This works as a link:
c.MP, c.HP xx Shoryuken / Super Art / Cross Art / EX Shoryuken
c.MP is +7 and c.HP has 4F start up, meaning it’s an easy 4F link. Now you could also chain c.MP~c.HP, but it deals less damage and you can’t cancel it by a normal special move.
Thanks again for the detailed explaination. That “kinda” helps.
But honestly, all that stuff gives me a headache.
I want to enjoy a simple brawler and now it makes me feel like i need to have a PhD in astrophysics to play it correctly.
Anyway, let’s see if i understand this. To know if 2 moves can be linked, i need to check 2 things: the hit advantage, and the start up, correct? I substract the start up of the 2nd move from the hit advantage of the 1st move and it gives me how many frames i have to actually link them, to then be able to cancel after that into a super. Also correct?
So, as an example, we could say that (if it is possible at all), i could link a Far LK (+4 hit adv) into a Close MP (3 start up), and to do so, i would have only 1 frame. (which is near impossible to do on a regular basis, at least on a vita). Correct?
Well, this is already advanced fighting game knowledge, so I don’t blame you for not understanding it. It’s not too hard tho, it just takes a little time getting used to. Once you get the idea behind it, it’s a tremendous help.
Normally you’d just hit the training room and try to combo it. Frame data just helps to make out how easy / hard a link is, finding entirely new links and combos and check how fast and “safe” a move is to use EXACTLY.
You’re right.
Hit Advantage - Start Up = time window
If it’s 0 or higher, you can link it (given it is possible due to spacing). How ever, even a 6F start up move can be linked after a +6 frame advantage move, since the move hits **ON **the 6th frame ( think of it like this: “PURE” start up is 5 frames).
Your example (which is impossible due to spacing btw far => close will never link obviously ;p):
4 - 3 = 1
that means you have a 2 frame window, due to the reason above.
and yes, cl.MP is cancelable by super / special / cross / ex. If you’d do the link combo above, you’d be able to cancel it into either of them.
It depends on the move if you can cancel it into a special move / super / cross art. Ryu’s far s.HP can be canceled by nothing. Either hit the training room and try it or conveniently take a look at the frame data.
2 frame links can be hit pretty consistent by most players. 1F links are much much harder to hit consistently for most players. If you build up “muscle memory”, that comes naturally when doing combos over and over again, you get used to any combo timing tho. The more you play, the better you get. Like with any game.