Hey, it’s me again, SRK.
I have a question: How exactly do I do a crossup and what can I do to defend against them?
Hey, it’s me again, SRK.
I have a question: How exactly do I do a crossup and what can I do to defend against them?
What is buffering, exactly?
Thankse.
not really. the main reason being that it only absorbs one hit but there are others that require much more explanation.
there are many different types of cancels in sf, you are talking about special canceling. basically you are canceling the remaining part of the normal (hard punch in this case) into a special move. theres really no trick to it other than making sure you do the motion/button pushes quickly. the only suggestion that might help would be to execute it like this:
fwd+hp, down, d/f+punch
note: this motion will NOT work when you have a character like ryu where if you do f+hp you will get a different move than just regular hp.
any cvs2 players are welcome now go read the dhalsim thread and peep “combofiend” on youtube (3 min mark):
[media=youtube]M_WcA56Ksic&feature=PlayList&p=FEEA103431E633E6&playnext=1&index=26[/media]
when you “cross up” your opponent in sf it means to flip sides with them. typically when this term is used though it is specific to jumping cross ups. basically you jump in from one side, press your crossup button which varies depending on the character (and some characters dont even have a crossup but for ryu, ken, and akuma its j.mk, for sagat is j.lk, for zangief its forward jumping d+hp) and hit them on top of the head and land on the other side. the idea is that they are difficult to block so it allows for a mixup/combo opportunity when you land. its best to do a crossup after you get a knockdown so you cant be anti aired
to defend against a crossup its best to anti air if you can, otherwise just block and defend against the following mixup. some crossups are better than others and as a result some are easier to defend against.
fortunately, no. for several reasons, including, but not limited to, the following:
i’m surprised this hasn’t been addressed already. or maybe i’m just really sucking at finding the info.
yes, you need to be canceling the s.hp into the dragon punch. others call this 2in1’ing, or buffering.
what this means is that you have to enter (and finish) the command for a dragon punch before the animation of the s.HP is finished. more accurately, not only before the HP animation finishes, but before it finishes hitting your opponent (recovery animation is probably not cancelable).
so as SOON as you hit s.HP, you should already be going into dragon punch motion. maybe you can think of it as quickly tapping HP just before doing the dragon punch.
the key is speed. you might need to check your accuracy, too, if you’re getting fireballs instead of the dragon punch.
an (air) crossup is a jumping move that barely goes over your opponent so that the back side of your attacking body part (often a leg, but not always) hits the back side of the opponent’s head/shoulder.
a good example is ken’s jumping forward mk. if you space your jump correctly, the foot of his folded leg (the one that ISN’T extended forward), should be catching behind the head of your opponent.
let’s say you were originally on the left side. to do a crossup, you would space yourself at the correct distance from your opponent, then jump to the right, so that you land on the back of his head or shoulder.
to block such a cross up, your opponent needs to now hold LEFT, because you’re coming down on top of him from his right side.
only certain moves are able to crossup. try each one to find out for yourself, or check the character threads to see which ones are listed as crossups.
inputting a command for a move while you’re performing some other action. a good example of this is zangief when you do something like:
c.lp (blocked or hit), while its executing input the motion for a 360, then press fierce when the jab is over to get the grab special
Couple Qs!
Any ideas for a character for learning combos with? Super Turbo was way different with timing from what I can tell, and I wanna get em down pretty quickly. So basically, a decent beginners char.
Any ideas how I can use a charge move in jump in combos? Usually the jump in will not give me time to charge the move, so how does this work?
Um, how do I Fake kick?
Thanks in advance.
hmmmm… my suggestion is going to be ryu or guile, depending on whether you want to practice quarter circle combos or charge combos.
but i don’t think anyone can get them down quickly. but if you can, more power to you.
charge moves: you definitely have a lot of time to start charging after a jump. it has to become habit for players of charge characters to hold back as soon as you tap jump, or anytime you don’t have to press a directional button.
if you aren’t getting enough charge during a jump, you are doing something incorrectly.
fake kick: i heard it’s damn near impossible on a pad. you basically have to press HK twice in a blink of an eye. 1000x easier on a stick.
I’m on stick, and I’ve pressed it at absurd speed. Is it close or mid-range?
i don’t think distance matters.
try double tapping it.
use two fingers (usually middle and pointer) to hit the same button in quick succession by doing kind of a scratching motion with them.
and make sure you’re using sagat haha (i don’t mean to be condescending – just trying to cover all the bases!)
also make sure you aren’t pressing any directional buttons.
I’ll give it another shot. Thanks man.
Can someone post a tier list? I checked the SRK wiki and It didn’t have one. I would search but its not available.
Also is it worth it to FADC a fireball instead of just blocking it? To me it doesn’t really seem like you gain any health from it. I thought I could use it in a way to stop people from spamming fireballs once either of us are low on health.
FADC fireball. Jump over the next. Gain health until they realize.
quick q about the FA regen system:
Now say I FA consecutive fb’s for about 25% of “white health” then I’m damaged by an attack that deals 10% or so. Do I lose 10% of the “white health” (health that’s supposed to be regen’d) or do I lose ALL of the health that would have been regen’d in addition to 10% of my normal/yellow health?
Sorry if this was repeated already and I somehow missed it. Also, I dont own the game so I cant just load it up and find out for myself. =/
one of the tier list threads that i found by googling “sf4 tier list shoryuken”: http://forums.shoryuken.com/showthread.php?t=176232
also, FA does NOT replenish health that you didn’t already have. you only regenerate EXACTLY the amount you lost when you absorbed the hit with the FA.
also also, you can die if you don’t have enough health when you use FA’s to absorb hits. =(
if you get hit while regenerating, you lose ALL the white health in ADDITION to losing health for the hit you just took.
thus making FA’s WAY more risky than parries ever were.
absorb a couple fireballs, and play solid defense/runaway until you replenish all of that white shit.
Lots of new players seem to be confusing FADC with just plain Focus Attacks. A FADC is when you use a focus attack followed by a dash in order to interrupt a special move in the middle of its animation in order to open up new combo possibilities. You’d never use FADC, or “focus attack dash cancel,” to absorb a fireball.
Yes, you can use a plain old focus attack to absorb a fireball, but you mentioned doing it when you’re low on health. If an attack would do enough damage to kill you then you would not be able to absorb it with a focus attack or any other kind of hyper armor.
So finally, go right ahead and use a focus attack to absorb a fireball, but just make sure not to get hit before your health recharges or you might as well have just blocked the fireball.
So if I’m at 80% and I FA a fireball and it takes me down to 75% I will only regen up to 80%? If thats the case that your second statement doesn’t make sense. Unless if I’m at 80% I FA a fireball that takes me down to 75% regening to 80% then FA another fireball then I regen up to 85%?
THose numbers aren’t correct at all. Just trying to understand the system better.
No. You’ll only regen the whited out part of your health after the FA.
For example, you FA a fireball and 5% of your health is whited out. Now if you don’t get hit during that time, you can regen that 5% back. However, if you’re hit while regening, you lose the amount of health that the attack does AND the amount of health that you “lost” after the FA. You cannot regen more health than you started out with before the FA.
no your life will go down to 70% and will regen to 80% if you FA another FB your life will go down to 65% and you can regen up to 80% if you get hit you will lose all +dmg
wut?
check it:
how does that get you up to 85%???
Well that explained why that guy kept throwing fireballs. Thanks everyone.
btw, current tier list is out of wack. wait til console release has some time to mature before jumping on a bandwagon…
inside tip: dan does not suck in this game. you have been warned.