Other people have already pointed out which of Balrog’s moves go through fireballs, so I won’t bother with that again. But be careful how you use super armor, because if you use it when they decide to use a ground EX fireball / Akuma’s MP/HP red fireball, you will eat it.
One deal is to remember that they can’t be doing two things at once. All ground projectiles have a nice long recovery to them, and all air projectiles means you commit to a jump. Your goal should be to pressure them during this recovery period.
If you’re playing against a shitty player they will just continue to throw fireballs despite the fact that you are constantly punishing them for it… makes for an easy win.
Better players will pull tricks like throw a fireball from a range where they will BARELY recover in time, and block or even DP if you take the bait. They will also throw fireballs from unsafe ranges very rarely compared to a shitty player. That’s when it gets hard.
Also don’t feel obliged to “get in” if you have a huge lead. If you have an 80% life lead with 30 seconds left, it’s perfectly fine to just stay at 3/4ths screen and jump straight up over their fireballs. Defense is very good in SF4, make use of it.
I don’t play guile or balrog so I think my advice stops there, just some general things to think about.
Safe bet for any fireball player is like they said, get in close and put pressure on. Soak some up with your focus attacks to get some EX moves and dash in. Once you get close a lot of projectile players have no real game after that.
when i use gief against akuma, I time the ex banish to hit that bastard on the way down. It completely goes through the projectile and hits him for a nice chunk of damage. But yeah, I still have a hard time against guys that zone well with fireballs. As gief I have to rely on empty jumps and my boot to the face.
Yo, new to SF but a little experienced in fighters.
I would really appreciate if someone PM’d me with a link or list of all of the abbreviations of SF terms explained. As a newcomer it’s pretty tough to start practicing combos and learn some decent mind games or post with proper verbiage when it, in my eyes, looks like I’m staring at computer code, lol.
^Explains some notation stuff. When reading SF info “XX” means “cancel”, so do the preceeding, and before it is even finished animating, do what comes after XX quickly.
Ok, this is an issue that concerns me a lot. Help plz.
I can combo quite well now, and am at the stage that it’s an important part of my game. (Rather than throwing whiffed SRKs, I combo the fuck out of them).
The concern I am having is that my hit confirms aren’t up to scratch. In some situations, I’ll do the first couple of moves of a combo, not just the first. This leaves me open and is really…shit. Will I get better at hit confirms and safe combos as time goes by? Are there exercises or protocols I can enlist to help me?
Who’s a good character for me to learn things like this with? I don’t have a main really at the moment so anyone will do. Thanks in advance for help with this.
Hey
New to SF, never used to like it but SFIV cought my eye and i dont regret it.
Any tips wuld b great just recently learnt how to force cancel and any advice on how to link combos wuld b great
Thanx =D
So 15 years ago I used to think I was a good Street Fighter player…
I got SF4 last week hoping that I would be taking the scene by storm, owning everyone with my ‘mad skillz’.
Turns out that years ago I had never even faught anyone with the slightest bit of ability and all my regular gaming buddies were just noobs, ripe for the beating by anyone who could pull off two specials in a row.
In short, I got destroyed when I took SF4 online for the first time.
So this lead me to search the internets for info about how to play better… and what do I find?
Shoryuken.com a place full of some crazy ass mofos that quite frankly, scare the hell out of me with how serious they are about this game. Thats cool though, I’d like to be one too.
Is there anywhere with a list of commonly used acronyms, abbreviations etc?
I’m fairly up on my internet slang (omg lol wtf) but you guys have a whole load of terms unique to fighing games that I dont see explained anywhere.
With guile it may be a little bit more difficult but with balrog shouldn’t be too much of problem since he has alot of moves that can take care of fireball zoning, as long as you are decently skilled with timing. I usually use his EX-punches only if I know I can land them but also use his headbutt whenever the fireball is about to land, it’s especially good against akuma’s air fireball since if your close enough you can knock him out of the air. You can also use his turning punch, just make sure to release it just about when the fireball is gonna hit you. You can also just jump over them, but you need to be good with your spacing game and know how far you can be to avoid a Dragonpunch/tiger knee etc. And you can also use the Focus attack, either dash cancel back or forward out of it, or if your close enough you can counter right after you absorb the fireball and your close enough.
As for guile, you may need to exchange thier fireball’s with your sonic booms. Whip out the EX sonic booms to trip them out, but if the player is good they will watch your EX bar and can tell if you may launch and EX sonic boom. Also do the Focus attack stuff as mentioned above. Guile has a pretty fast dash so u can close the distance at times. You may also need to play with the space and jump over fireballs and try to avoid dragonpunches simultaneously. Anyways that’s just my two cents, hope it helps
Some of those are useless given the invincible startup of some ultras, you can just bait a fireball and ultra through it with ease no need to FA first But i guess it looks cooler
It’s not an FA, it’s a bug with EX attacks that use super armor. After the super armor gets hit you can cancel them into ultras. And you get to keep your Super stock.
You wouldn’t be able to fa into boxer’s ultra that quickly. He’s a charge character, remember?
Though in that particular situation you could just do the ultra in the first place…
I have a question regarding throws. I was playing against my friend who is a lot more experienced than me with the game and I ended up quite a few timeseating a throw. I was wondering, is there some throw that are unescapable? In example if I missing a Spinning Arrow with Cammy and fall short, can I escape that throw?Same thing would go for a dragon punch if your opponent blocked it. I was wondering if it was my timing that was poor or if it was unescapable.
Another question. After blocking aTatsumaki Senpukyaku is there anything you can do before Ken does a dragon punch? I’m an offensive player and most of the mistake I do right now is to try to put pressure in the wrong place which I end up getting hit. I ended up blocking the dragon punch and punishing him after, but for technical purpose, I’d like to know if anything can be done before the dragon punch.
If you block it standing Ken stays in front of you for the whole hurricane kick and you have to watch out for the followup dragon punch, as you said. If you crouch block, however, the hurricane kick will go over your head and as he goes past you can tag him with a crouching attack of some sort while he’s still tatsumakisenpukyakuing. With Cammy I do a crouching fierce after a hurricane kick flies over me, but there’s probably even more damaging things to use.