What is hit confirming? Ive searched, and I cant find a solid answer, just a bunch of people talking over my head.
hit confirming - seeing something hit, then following it up. prolly not the true technical term
for example: i do c mp with balrog. i see it hits, so i know i can combo into a headbutt
not hit confirming would be like doing the c mp then the headbutt regardless if it hits or not. this isn’t safe and can be punished.
Can anyone help me out with crouching attacks in to dp moves?
for example:
:d::hp:, :dp::hp:
When I input those commands, the character often either does a fireball after the punch, or end up doing a super after the dragon punch.
Is there a trick to doing this more efficiently? Because of this, I’m stuck at Ken’s #4 hard trial.
simply put, using a move that has a relatively large window for canceling/linking into another move. you can throw it out, see it if hits before you do the next (mostly likely risky) move.
e.g. ken’s c.mp in 3s. as long as you buffer the 2xQCF during the c.mp, you can decide to hit kick depending on whether or not your opponent blocked or got hit by the c.mp. in other words, you have enough time during their hit stun to decide whether or not to super, and still have it connect.
e.g.2, chun’s c.mk in 3s. not a link, but a very late cancel. you can throw out c.mk, buffer 2xQCF, and if you see it hit, cancel into her super. if it whiffs or they block it, you won’t super.
it’s a technique that can make a character very powerful because you can see if it’s safe to continue what would otherwise be a punishable combo on block. of course you have to have some amount of good reflexes to pull it off – hit stun or cancelable frames don’t last forever.
although usually used for a single move, the idea of hit confirm may also apply to a chain of hits:
e.g. ken’s c.lkx3 in 3s. c.lk is a relatively fast move, and there is no way anyone could hit confirm off of just one single c.lk. that’s why you do three – you see whether or not the first one hits, and while your brain is processing that info, you buffer two more hits before you finally cancel into the super. otherwise, if it wasn’t for hit confirming, the scaling done by those c.lk would be avoided.
this has been addressed before. try searching this thread.
but the quick and dirty answers are:
- do the dragon punch faster
- don’t do the c.hp until you press down during the dragon punch motion
keep in mind that there are half a dozen ways to actually do the dragon punch motion.
i did it on my first try by doing :df::hp:,:dp::hp:
Thank you Dentron and Elements! I was really curious about the pad -> stick transition. It really helps to know others had hard times, and it just a matter of paying my dues.
Elements has mentioned a “local SF4 hub.” Is this a place to come together and play SF4, in a non-arcade environment (perhaps like a large lobby with TVs and consoles)? Where can I go to find the nearest one around where I live? I would definitely love to have some offline matches.
Well Windbreak in New Orleans we have a Lan center http://www.dibbz.net which is filled with mainly pc’s but has 4 arcade machines and 2 large HD projection screen tvs. Where the owners have decided to charge us 5$ to rent a tv for the night and allow us to play whatever we want on them. Since the SF4 boom we have started pooling 2$ a person which we pool together from everyone in the rotation who wants to stay in the rotation and we buy pizzas and drinks for everyone the whole night! So using SRK to it’s fullest we arrange meetings by looking into our local Louisiana thread. These are the steps to geting to our thread.** Shoryuken > Regional Matchmaking > Southwest: Discussion & Matchmaking > Now whatcha really know bout that dirtySouth? La thread. ** That is how to get to us. Weirdly the creator made the mistake and placed us in southwest >.> and we just stayed lol. Now in every thread their are egos and drama. What I would go about doing is introducing yourself describe your likes in fighting games or however deep you want to go about yourself.
So what I suggest is check into your regional threads and see if there is a group of gamers looking to get together at a local cafe or maybe lan center. Use what resources possible to get it started. Make arrangements exchanges emails and messenger names and make contacts. You can only play online matches so long before you need to test the waters of your states competition.
You can also use websites like www.gametabs.com / www.facebook.com Whatever means possible to let your community know that your a SF4 player looking to get a group together to start gaming. I know some colleges have small arcades or even groups dedicated to gaming. Hope this helps anyone out in their search for SF4 groups.
i’ve seen a lot of newcomers on here asking about charachter stuff and specifics, i dunno if htis has been said (15 pages is a lot to read) but i have some advice for the guys newer than i
for new people there is a good post in the HDR forums about learning the charachter you wanna play im not sure of the link (if someone framiliar knows it would be great) in esscence it just says that you should play without your special moves untill your framiliar with the way the charachter works etc
i found this really useful here in sf4 with the focus attack and working in some of the fundamentals of linking moves together timing spacing etc, it should really help those newer players to start there and then work on inplementing your special moves combos FADC etc.
also, if anyone has questions about things they can PM me, im not an expert by any means but i am sure i could answer a few questions
WOW! Just WOW! Thank you so very much for that incredibly comprehensive breakdown on how to get into local competitive SF scene. I could not have asked for a better explanation.
I sincerely appreciate taking your time out to answer my question!
I will definitely following your advice and swing my Regional Matchmaking forums. Thank you.
bless you child!
Okay, I used the search function and googled it (even site specificked this site) to find out what a feint was to no avail. Anyway, what’s a feint and what’s negative edge? It’s not in the encyclopedia
Apparently I’ve done it because I’ve finished some challenges that need it but I have no idea what I did.
Feint I have no idea what they mean, they might mean focus attack or saving attack (same thing)?
Negative edge is getting a move to come out by releasing the button instead of pressing it.
Thanks man, that really helped out alot. I can’t believe I didn’t think about it before.
what am I supposed to do against a Dhalsim player who keeps jumping and attacking from the air? the best I could do was counter him sometimes with Sakura’s jumping MK. focus attacks are no good. I guess if I can just defend his attacks and get underneath him I can score a free hit maybe…it seems easy now but I’m sure it wont be when I play him again.
sorry if this is too character specific but I think its also a noobish question.
edit: I dont mean he is jumping in on me, I can deal with that.
Quick question as i didn’t find an answer:
Is the recovery time random or fixed (with 2 different times for quick recovery and normal recovery)?
Just want to be sure ^^
you can also do the sf4 shortcut for the uppercut which is d/f, d, d/f+hp.
the only time ive heard “feint” used in fighting games was in GAROU mark of the wolves…but thats a whole different discussion.
the word feint isn’t used in sf much, but if anything my guess would mean whiffing on purpose or faking something.
whiffing on purpose: doing a c.lk (blocked), s.lp (whiffed), to scare them into blocking so you can throw
faking: maybe doing a move like ken’s f+hk and holding the button so that it doesn’t actually come out. or sagat’s fake kick.
not really sure though. probably depends on context.
if you’re using sakura, i suggest checking the sakura thread. but looking up anyone’s vs-dhalsim matchup can be helpful. also, look up trourney vids involving dhalsim, and it will give you a good idea of how the match up goes vs most people.
but quick and dirty:
moves like s.lp can beat dhalsim’s j.hp
if you can predict the j.hp, do an SRK (i dunno sakura’s SRK properties, so her’s might suck)
if sakura’s SRK doesn’t work, something else surely will. experiment.
if you can, try focusing through the j.hp to dash in. the name of the game is GET CLOSE. it’ll take a loooong time to find an opening, but once you do, stay on him. it may take half the round for that to happen. stay patient.
GL.
EDIT: oh yeah, duh. viper has seismo feint. i might be wrong, but the fake for makoto’s hayate (in 3s) was probably also called a feint. =)
Sorry, this thread’s gone on a while and I haven’t had time to check over it. I hope everythings going okay.
Don’t hesistate to repost a question IN THIS THREAD if you haven’t received an answer.
Each character is consistent in how fast he recovers and quick rises, but those times may (and probably do) differ per character.
Sorry, the google search function isn’t my favorite either. A little more specifics would’ve probably helped other people answer this before (e.g., which challenges you did).
I haven’t had a chance to do all of challenge mode but chances are the feints you’re referring to are C. Viper’s. She can cancel almost (if not all) her punch special moves. The command to feint cancel a seismo, for instance, is 623+P~PP.
The window for cancel varies around 3-5 frames for different strengths of her moves. This is a different cancel than HJC (high jump cancel). HJC cancelling her moves is a rocket jump after they have hit, feint cancel cancels the move before it becomes active. In practice, a cancelled seismo shows viper rise her hand as if she is about to ground pound, but she quickly stops and returns to neutral. Similarly, feint cancelled thunder knuckles have viper turn her hands as if she’s going to start sliding sort of, then back to neutral.
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e.g. ken’s c.lkx3 in 3s. c.lk is a relatively fast move, and there is no way anyone could hit confirm off of just one single c.lk. that’s why you do three – you see whether or not the first one hits, and while your brain is processing that info, you buffer two more hits before you finally cancel into the super. otherwise, if it wasn’t for hit confirming, the scaling done by those c.lk would be avoided.
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Good info you had in this post, I just want to point out that there are indeed people who can hit confirm a single c.short or something similar. Some are really consistent with it, others can just get it when they are looking for it, but most players will feel as though they’ve done it a few times.
Personally, I feel as though if you’re doing something like this, yes its feasible but also is going to be easier to screw up. If you’re looking so hard for a hit off the c.short, to borrow a phrase from Ken I. you can sort of “hit-check”, but not really confirm consistently. The difference is subtle, its just that while you can check and see if your short hit, you can’t confirm the follow up because there things that can go wrong. For starters, any odd twitch (e.g. parry) can set off someone who is looking so hard for a hit which may or may not be a good thing, but further more its entirely possible that your hit catches someone just going airborne or something weird, so your combo whiffs.
So I’d say this is not something to aspire to. I think of it as more of a talent than a skill. It’s not the type of thing that most good players rely on to win. This is just something for people to consider so they don’t think something like this is IMPOSSIBLE.
Any suggestions on the best way for noobs to get better? Online play seems like I’m way overmatched at this point. Just curious what others do to practice? I find execution to be fairly difficult so I spend a lot of time in training mode either fighitng a dummy(mostly to work on executing moves/combos) or a cpu at around medium skill level. Arcade mode is ok but I don’t feel like I’m really teaching myself much, although it is a nice change of pace from the aforementioned.
How in the holy hell do you perform a HS.Arrow Super Cancel with Cammy? There is physically no way I can move the stick fast enough to complete two QCF and a kick before connecting with the first kick of a HS.Arrow. Any suggestions?
Edit: nm, I’m just a huge noob, you can’t do it if you’re far away because it only works on that first twisting part for the first hit and you only have to do one QCF.