i am having the hardest time doing crouching lp’s/lk’s into dp… does anyone know any tips/techs that would help me out? thanks in advance.
I have some questions about arcade sticks… I’m thinking about getting one because the 360 pad is the worst thing in the world, but I know nothing about them. D;
I’d have to get one custom made, right? And they’re all USB so it’d be compatible with 360 no matter what or would I have to request something special for 360? TIA.
A reversal is when a special move, super, or ultra is done on the very FIRST frame the player is comming out of block stun, hit stun, or waking up from a knockdown. It has no special properties, it just lets the player know that they perfectly timed their move, if they were aiming for a reversal.
You can buy a Hori EX2 which is the cheapest 360 stick that is useable, or you can buy the SFIV standard stick which IMO is even worse than the EX2 stock, but both of those sticks can be modded with real arcade parts if you are technical. There are threads with directions in the tech forum.
If you can score an SFIV TE stick, they have full sanwa arcade parts and need no modification. They are perfect.
I am new to this forum, I used to play SFII back in the day but never got too hardcore with it. After buying SF IV though I plan on really trying to study the moves and try to get good at the game. I’m using the 360 controller at the moment and I have been seeing all these cancel and kara moves, are these even remotely possible on a 360 controller?
sum are possible but to be honest its just easier on a stick. My recommendation is to drop the pad ASAP and get a stick…and welcome to SRK
Quick question: Which way do I block cross ups?
The direction that you are facing.
focus attack question
is it possible that you can use the focus attack as a consistent option to anti-air normals if timed properly?
im pretty sure all blocked attacks result in blue pulses of varying sizes
you can try.
it depends. if youre 1p and he is 2p and is crossing you up (going to 1p side), youll ususally have to block right, not left.
no because most people in the know will just dp right when they land.
I’m working on unlocking stuff in the challenge modes, but the CPU Fei Long is whooping my ass. Can anyone give me some tips on fighting him with Ken? The CPU is perfect at jumping over any fireballs (unless at close range) then he hits me with that tripple punch thing so quick! I always end up pinned in the corner.
Can someone help me decipher inputs that are being cited in combo forums? Members are posting joystick motions for difficult moves in numbers (i.e. 2149). I’ve tried to equate this to numbers on a clock, but the moves don’t come out. Can someone confirm or deny that these numbers correlate to those of a clock?
They correlate to the numbers on your PC’s numeric keypad. So 2 is down, 1 is down+left, 3 is down+right, and so on. They usually assume that your opponent is on the right, so 2149 is a quarter circle backwards followed by a forward jump(?).
Now my beginner question. It’s about frame data. Looking at the frame data for Ryu, I see that his Fierce (ie Heavy Punch) gives -10 frame advantage on a hit. Ryu’s Shoryuken takes 3 frames to start up. So, am I right in thinking that if Ryu A hits Ryu B with a Fierce, after recovering from the blow Ryu B then has (10-3 = 7) frames - about a tenth of a second (wow) - in which he could Shoryuken Ryu A without him being able to block. Is that right? I couldn’t reproduce it in Training Mode but, then, that’s probably because it’s only a tenth of a second
After playing a lot with people who have “renewed” interest in SF, I’m really REALLY heartened by the fact that so many people are not just learning, but WILLING to learn the game. However, from sessions with them, I realized that some things which I took for granted as being obvious, aren’t so obvious after all.
To that end, I’ve decided to start a little primer for beginners trying to break into more advanced play. My first article is here: http://the-morning-after-the-night-before.blogspot.com/2009/02/theory-fighter-volume-1.html and focuses (pun not intended) on Startup, Active, and Recovery of normal/specials. I hope some of the beginners find it useful.
As always, any comments/constructive criticism is always appreciated.
Just wanted to say Hi to all, and i look forward to playing some of you online. I am new or as you guys say a “noob” here, been playing SF since i was a kid, loving 4 right now.
Yeah i suck, but trying to get better.
I just checked it out, thanks for posting it, gave me a little insight, some i knew, but some i didn’t, once again thanks:lovin:
hi, i’m new to the forums… i just got sf4 so decided to sign up… i’m generally a soul calibur player… i also play kof… but sf4 seems a lot different than kof… so it will take me quite some time to get used to… i was just wondering how do u unlock gouken or akuma?
Think I remember you from SCU…or possibly another forum. Anyway, Akuma = 1 perfect, no continues on any difficulty. Gouken = 2 perfects, no continues, 3 ultra finishes on any difficulty. You must have unlocked everyone else except seth first.
Anyway, question: Where can I find the health and/or damage resistance of characters?
does anyone else have trouble getting link combos in this game? Even trying to do something as simple as a c.LP to c.MP with guile, I only get it to register as a combo like 10% of the time at best… Even when the moves look like they flow into eachother naturall, or my timing feels exactly the same as when it worked the time before I get nothing.
I’m guessing it’s just poor skills on my part, haha- but my timing is not that bad… Just got my TE stick today, and I was able to get kara throwing working after only 2 tries, and I can do that all day fairly consistently… but linking is just evading me right now. If the timing is that strict- anybody who can do this consistently is pretty damn impressive!