I didn’t say it was Capcom’s fault. I said if they want people to use better peripherals then make some provision for some. The fact is, here, there are no alternatives to the default controller.
What your cousin can do is not remotely relevant, but this game was not designed for beginners. One look at the trial mode will tell you that.
Hey wishface, I played on the PS3 controller to start and the Xbox controller at the gamestop tournament and I know what you mean, the controller isn’t easy to deal with, and without any practice, the common scrub combo can easily catch you off guard. But in all honestly, you really do have to be quick to block it, you can’t panic.
If Ken is using that same combo repeatedly, you should know it’s coming, be prepared. You need to hold back to block high, then as quickly as you can, pull the stick down to block low and jump or dash away.
And I believe what others were trying to say, is that relatively speaking, SFIV is an incredibly beginner friendly game. I’m a beginner and I’ve picked it up pretty darn well (I only played turbo remix a little bit before SFIV). I’m sorry to say it, but I went back and played some of the old street fighters, if you can’t block Ken’s silly combos now, then you couldn’t even begin to pull off a move in the old versions.
Lastly, I got my arcade stick off of ebay for 80 bucks, so just shop around, you have to really try to get a decent price.
This is my first post and I’m definitely a beginner too, but trust beginners advice from someone who is finally starting to understand this game and has gone through what you are going through.
Oh, use the Record feature in training mode. It lets you do a move or lots of moves, and when you hit Stop, the whole sequence transfers to your dummy opponent.
So record the j.hk -> c.hk combo, stop, and the dummy will keep doing that until the end of the world unless you stop him. Then you can practice blocking it high and low without losing points in battles.
Record a string of hadokens, and the other guy will keep throwing those so you can practice jumping over or jumping in on him.
Haha good point, although I really enjoy using the arcade mode challenger function, set it to player matches so you don’t lose points and can practice against a real target without feeling the pressures of Battle Points (gasp). Also, depending on what character you use (obviously check the individual thread), you can learn some counters to punish silly Ken, as you will fight him 85 percent of the time it seems.
If that question translates to: “In the character trials how do you make it display the move inputs instead of just the move names?” the answer is: Hit the back button.
Because I had never heard of the band and I wrongly assumed you were just choosing an offensive sounding name to troll. Just ignore me.
Because when someone informed me it was a band I then incorrectly assumed it was a new band I had never heard of. Turns out I just don’t know anything about death metal. Just ignore me.
That’s the Challenge Trial mode you’re talking about. It’s on the front page menu. You have Hard and Normal trial modes. These will show moves on the screen you have to pass to get to the next stage. And the further you get, the longer the combos usually. But they don’t play themselves, you need to chain the moves together yourself.
You can hit the Start button on the controller to show the actual stick moves required for each part instead of just the name.
Long Answer:
Mashing in SF will only get you so far. Sure if you mash jab and do QCF over and over you’ll probably find that you get a hadoken cancelled into super, but you’ve got no control and while you’re doing it you’re teaching your muscle memory.
What this means is that when you start to get better you’re going to want to have that control, but by that stage the mashing will be so ingrained in your muscles that whenever you get flustered during a match you’ll panic and start mashing, so there goes your control out the window.
With the example combo you’ve given you’ll find that the jabs should be linked, whereas going from jab >> hadoken >> super are cancels. Sometimes you’ll get lucky mashing linked jabs, but mostly the jab >> hadoken won’t cancel unless you link the jabs correctly. This will be far more apparent if you change them to strong punches since they’re slower and mashing will definitely not link them but the principle is the same.
So hop into training mode, pick a combo and practice it. With the example you gave you should only be pushing 5 buttons and doing 2 x QCFs and if Dan blocks anything then you’ve stuffed it up.