yes, this site does f*ckin own. now can anyone tell me wth XX means when looking at the combos? a dash?
That’s a cancel. It means that if you’re talking Ryu and you see c.mk xx qcf.hp it means do a crouching medium kick and then throw a fireball, but time it such that you hit the punch button immediately after the medium kick connects. That’ll cancel the recovery animation of the medium kick and the fireball will combo - meaning that if they don’t block the crouching medium kick then they won’t be able to block the fireball either.
That’s the main point of “combos” you read about. If the first hit isn’t blocked, they can’t block the rest either if it’s timed correctly and registered as “5 combo hits” for instance. That’s why they’re so important to learn.
Like on Ryu’s basic crouch medium kick (c.mk) xx EX tatsu, you’ll hit medium kick while crouched, then immediately complete the quarter circle motion and hit 2 kicks (or 1 for normal tatsu/hurricane kick). You’ll see that Ryu doesn’t pull his leg back, but goes directly into the hurricane kick, making it unblockable if c.mk hit.
A focus attack dash cancel is something different, you’ll find lots of threads about how to do those.
first post for me. Just wanted to say thanks to all the people who’ve contributed to this site and provided us newbs with a wealth of fantastic information!
:lovin:
I’ve been playing fighting games since I first played SF2 in the arcades way back in the early 90’s and SF4 is proving to reignite the passion for fighters I had back then.
yeah this is a great site.
was playing online last night… getting trashed…
logged into this site and picked up some tips straight away…
finally. thanks man thats what i tought it was.
I just started reading these things. I wish there was a site that dissected the terminology because its kinda daunting to read it lol.
like for example: "j.Roundhouse " – i have no idea what that means. anyone care to explain what that means and some other ones like “cr.” and any other “XX.'s” ?? Thanks and sorry for being a pain.
There are links on the first page. Jesus, there are links/sites all over the place. and some of it should be rather self explanatory. j.roundhouse = jumping roundhouse. If you’ve even checke dout the manual you’ll see that roundhouse = hard kick.
Not trying to be rude, but its all there.
how are you meant to do gouken’s heavy kick into his super?
Does anyone have a moves-list that is easy to print, so short but well structured?
I have thisbut it is incomplete because it’s for the arcade version.
10x.
First post but have been lurking for awhile. Just wanted to say hi and thanks for the tips I’ve already pick up.
One question I have is, I have been using Cammy as main since release and gotten to around 2300 BP’s. I now find myself losing every fight and am considering switching my main. Is there any character that plays the same style of play as her but has better stamina and such?
thanks
Depends on what you consider a similar style. If you mean “a character that has anti-air & a move that launches the character forward,” you may want try Blanka. He’s a much better character than Cammy.
I have played Blanka a little bit but I am fairly bad with charge characters. MY brother is sending me our old arcade stick, and i’ve read that a stick makes charge characters a little easier. any truth to this?
Yeah, it makes it a ton easier to go from down charge to forward or up+forward (like guile’s super)
Less chance of hitting the wrong direction and do something totally different. But a stick won’t immediately turn you into an arcade god, takes a while (read: weeks) to get used to it. You’ll find that you whiff simple QCF motions alot in the start.
Is there any official word regarding the release of the DLC pack that will include all the alternative costumes together?
I think that it was announced for Japan at least (via Famitsu), but I don’t know what’s the status for the rest of the world.
I just got the femme fatales pack. No nude models :lame:
I have a question;
Apart from target combos, jabs/shorts are the only normals to cancel into each other, right?
For example, with a shoto if I’m trying to do c.sh, cr.jb xx SRK
If I do the first two inputs too quick, they’re canceling into each and thus stopping the SRK from being cancelled from the cr.jb?
Correct. The game wont let you cancel chains. You’ll have to slow those inputs down and link them instead of chaining them.
qcf.hk xx qcf.p
The reason this works is because qcf.hk isn’t a special move for Gouken so you’ll just get a s.hk, but the qcf is buffered so when you do the next qcf.p the game remembers that you’ve now done 2 qcf motions. Do it quick so that you cancel the kick into the super.
i am getting piss sick of playing against broken shot characters. Someone needs to fix this crap before I I give up. It’s beyond a joke with this shit now and it’s not as if there’s ever any help dealing with this. The game doesn’t offer a proper tutorial and the numerous times i’ve asked here have been completely ignored. What are people who want to play the game without this constant shit meant to do? It’s hardly fun!