I’m going through the same thing. For better or worse i’m having the best time with the lower or untiered characters. El fuerte is meant to be one of the worst characters in the game, his saving grace being a ridiculously hard combo that I have no chance of doing, and yet i’m doing well with him. I can’t help but feel i’ll be punished for it in the end, but the real question is when.
One popular “mix-up” tactic is to do a medium/hard kick in the air, but you hit on the way down and much of the time hit the backside of the opponent since you jump over him. That way he doesn’t know which way to block.
‘mixup’ generally means an up-close guessing game that’s in your favor. although it’s not the only mixup situation, the most frequent time mixups are performed is when the opponent is getting up off the ground. a mixup is usually some combination of attack/throw/block (in the hopes of baiting a reversal). “attack” can be further subdivided into high/low mixups. your opponent is then forced to guess the appropriate response:
reversal is a high-risk/high reward answer to attack/throw but loses to blocking
blocking is a low risk/low reward answer to attacks, but loses to throws
throw tech is a low risk/low reward answer to throws, but loses to attacks, and probably loses to doing nothing if your opponent is smart enough to stay outside your throw range when you’re getting up.
poking is a high risk/low reward answer to blocking, but loses to attacks and throws
people often use a rock/paper/scissors analogy to describe mixups, but as you can see it’s really not that simple. you have multiple ways to deal with every threat your opponent possesses, and it’s up to you to judge the best one for the situation. typically this will be the lowest risk option unless you have a very solid read on the opponent or are forced to take a big risk for some other reason (e.g. you will die if you get chipped, you’re way behind on life and there’s little time left to make a comeback, etc.).
as an example, one bad habit a lot of new players have is going for an unsafe reversal every time they think their opponent will attack or throw as they’re getting up. while a reversal is high reward if successful (you get a knockdown and take control of the match), it’s also extremely high risk, as the opponent can cause you to miss a reversal with rather minimal risk to themselves (if they just block when you’re getting up, the biggest risk is that you will know they’re going to block and poke them - not really a big deal, plus poking when you’re getting up is also incredibly risky as it loses to everything else), and if you do miss, they typically get to do whatever combo they want. thus, while the reward for a successful reversal is considerable, it’s still usually not quite enough to justify the risk. typically you want to stick to the low risk/low reward options of blocking and teching throws - which is why mixups are so powerful. the player performing the mixup has a variety of low-risk/high reward options to deal damage to you, while you are forced to choose from either extremely risky or rather unrewarding actions to deal with them.
Im new to Sf4 online really and i know i blow ass at the game but i was wondering if some people out their wouldnt mind letting me practice with em so i can actually have fun playing online instead of getting beat by "move spammers"
My Xbox live name is the same as the forum name Verich24 so hit me up if you wish…Thanks
Hey new people looking to get help with the game on XBL:
It is too hard and tedious for more experienced people to add each of you and do training sessions with all of you (even typing names on XBL and sending Friend requests takes an annoying amount of time).
Don’t be shy, the people you see giving advice on this thread, just go ahead and try adding them. Myself I am willing to spend some time showing people basics if you have a mic and an open mind. I am not hyper great but if you are a beginner to Streetfighter I can probably show you the ropes.
Just go ahead and add me, but please a) Only people with mics I can talk to, and b) only people with sticks, there is no point in trying to get better if you are using pad… 360 pad is fucking garbage, and if you can’t consistently get your moves out because of the pad at no fault of your own, you are not going to get better and it’d be a waste of my time, and yours.
Most all normal moves have a close variation and a far variation. Close normals are done by being close to your opponent. Far normals are done by being far from your opponent.
I noticed that some of the supers have slight differences based on the button pressed at the end of execution. Is there some kind of list or a thread with all those differences?
I’m no expert, but first thing that comes to mind is, why attack if you really don’t have to? let the other person come to you. Like you said, if the other person is just staying back and using anti-airs like flash kick, or just keeping u back with hadokens, give em a taste of their own medicine and just stay back for a bit.
On the flip side, if you MUST approach, use zoning. Gauge what attacks your opponent has and what u have, and use those attacks to slowly inch ur way forward without putting urself at risk, for example, ken’s F.mk, he steps forward and does a straigt kick, i find it usefull.
how do you play against projectile throwing bastards?
came across a couple of players who just try to keep away and throw projectiles (and air projectiles w/ akuma). any tips on playing against these mofos? i am a balrog and guile player.
Boxer’s TAP goes through fireballs, and his EX moves have super armor. Headbutt can go through them too if I’m correct, but I think they have to be timed a certain way.
You could also try the character specific sections for Boxer and Guile and see if anything is mentioned in there.
learn what goes through/around them, learn at what distance you can jump in safely. Balrog has and continues to frighten chronic fireballers.
My advice to learning how without embarrassing yourself online is training mode, you can record the training dummy throwing fireballs and then play it back, so essentially you have a decent machine to train you on timing moves that counteract them. Once you have this down take it into online, you may and probably will lose matches due to varying speeds and distances of fireballs, but treat every time you go through one for a hit a victory and you’ll be on your way to not worrying about those buggering projectiles