Yeah. That should do it.
Just try it out.
Yeah. That should do it.
Just try it out.
Be careful when timing it. I’ve fallen into the trap of trying to block the crossover and walking into the attack instead. That is frustrating as hell.
New to SRK great info here.
Watching the Arcade Infinity videos, I don’t see Akuma anywhere on the character selection screen. Did they leave him locked away or do you get to him some other way and no one picks him at all?
In the arcade, he’s off the character select screen. You can still choose him by pressing up on the top row or down on the bottom row.
Figured I’d ask here since I don’t quite know how this aspect of frame data works:
I was checking out the frame data and for mosts characters supers/ultras, it has 1+some # of frames of startup for the super. I’m assuming the ‘1+’ part of it is the screen freeze effect (I’m not sure)?
So if I hit my opponent with something that gives me only +1 frame hit advantage, would I be able to link a super with 1+1 frames of startup? What about linking a super or ultra that has something like 1+9 frames of startup?
I’ve tried a quick search but not coming up with anything. What is the point of target combos?
EDIT - Also is there a way to block special move throws i.e. Gief’s SPD, Honda’s Oicho throw, Abel’s throw etc? Or do they have priority?
I’ve also been wondering about Darklightjg1’s question… If anyone knows please pipe up. :wonder:
@The Judge
Target combos are just normal moves that can be cancelled into each other. For example, the only person who can do s.mp xx s.hp is Ken because it’s his target combo.
Command throws are unblockable and beat normal throws, so to avoid them you need to either backdash or jump.
I don’t know if this has been answered, but how do you deal with campers after you have been knocked down? They always seem to get the first trip/throw.
what is a camper? do you mean a person who blocks and waits a lot (i.e. turtler) instead of attacking?
and what does being a turtle have to do with getting the first trip/throw? shouldn’t a turtler *not *be attacking? and what do you mean by “first trip/throw”?
to answer a broader question that might address your own, you just have to analyze their playing style and make an educated guess about what they are going to do next. if you think they are going to attack, either block, or do a wake-up reversal type move (if you have one). if you think they are going to throw, either tech or do a wake-up reversal type move. if you think they are going to block, either keep blocking, or try to throw them.
in sf4, you also have backdash as an option.
I think by ‘camper’ he means people attempting meaty attacks.
Interesting. I’m genuinely curious how those two ideas are related. I’m not as familiar with FPS terms, if that’s where it comes from.
In any case, I believe the above advice does address the concerns. Meaties in SF4 seem to be particularly hard, so doing a reversal should work pretty often. If you still get stuffed, you’re just gonna have to block.
QCF x2 to the right (me on left side) with a joystick square gate (ls-32-01, top dark blue gate removed, just the teal square gate installed)
i’ve searched and searched, but haven’t really found anything other than “just practice”…well, I’ve put hours and hours and hours into it with my new stick and haven’t found a way I can get off a super or ultra with ryu (or anyone with a QCF x2 super/ultra) quick enough to do something like EX fireball in corner -> ultra.
QCF x2 to the left is much, much easier because my middle finger wraps partially around the balltop clockwise, so I just kinda roll it inward and I get a nice QCF motion that doesn’t get caught in the corner or have problems hitting the “down” in the second QCF motion. But when I’m on the left side and needing to QCF x2 to the right, I’m either way, way too slow doing it (because I have no natural and fast motion to move the stick like that), I get caught in the corner, or most commonly, I miss the down in the second QCF motion and get a F’ing EX shoryuken which not only completely bones my combo, but leaves me wide open to get a pounding.
I spent probably 6-7 hours yesterday trying different grips and practicing til my fingers/wrist hurt and couldn’t find anything that I consider reliable enough to ever do in real play. I am half tempted to use some electrical tape on the bottom joystick lever so it’s quicker to engage, but have no idea if that’ll actually help me. I’m just desperate
Does anyone have any advice on what helped them solve this problem?
practice…
I started with a single QCF motion. Done slowly, but accurately. From stick in neutral, then QCF, then let the stick fall back in to neutral. I would practice this over and over, slowly bringing the speed up, while still maintaining accuracy. If I screwed up, I would slow it back down.
Once I got proficient at doing a single QCF motion fast, needless to say, a double QCF motion was just a matter of doing two single QCF motions in quick succession.
I mean, this didn’t happen over night either. I was practicing this over the course of many weeks. And I still go back and practice it from time to time, just to make sure I don’t lose it.
In short: practice more.
Meaningful practice. Don’t just hop into training mode and swing the stick around and call it practice. Breakdown and analyze what it is you’re doing. You say you’re missing the down in the second QCF. Why is it that you aren’t missing the down in the first QCF? Slow what you’re doing down and examine what it is you think you’re doing and what it is your hands are actually doing, then take steps to fix it.
edit: Also, if you live in NoVA, you should check out the matchmaking forum and get to know some of the people in the area. Maybe even get in some IRL games
thanks. i usually have problems with jumping in a bit too head-first and coming out of the gate too fast. slowing down and analyzing my trainimng will probably be my best option.
i’ll consider irl games once I actually start performing non-terribly…its much easier to deal with my shame if i dont have to look at someone :wgrin:
Ive been trying to find this information on threads but cannot find it anywhere.
Everyone wants to know about offensive tactics… but i need to know more about defensive tactics…
I seem to be getting hit at times when i THINK im blocking properly…
Do i need to be standing (block) to block attacks that come from the top?
I seem to be getting hit with chunli, cammy, or uppercuts even when im crouching and blocking…
When the opponent is standing over me… whats the best way to “survive”? It seems if i jump back i eat an attack… and if i try to attack they seem to get the punches/kicks in before me…
What is Pokes… and how do i use them properly to disrupt attacks?
The Shoto’s seem to be able to cross me up and get multiple shots in (high/low attacks that break my armor)…
Basically… Is there a guide/video that gives defensive tips???
You need to do a standing block to stop high attacks. This means all jumping attacks (with a few exceptions, like Cammy/Rufus dive kick) and overhead attacks (eg: Ryu’s forward + MP, Fuerte forward + MK).
Block better? That’s very vague, really.
You mean after knockdown? Depends on your character, you’d have different options. Generally, you’re looking at wakeup uppercut/Ultra (not recommended, better players will just block and punish), wakeup quick attacks (light punch or kicks), wakeup block, wakeup throw/tech throw, Focus Attack backdash cancel.
Pokes are sticking out moves from certain distances. For instance, Boxer has a great low HK, so you’d use it as a poke from slightly inside half screen distance. If the opponent is there and he’s not blocking, or if he’s walking forward, he’ll be tripped.
If you’re crossed up, you need to block the other way. Don’t rely on Focus Attack too much, a lot of people that cross up will be doing a series of quick attacks that will stop your armour. Just block, wait to tech, and do something in between the attacks if they messed up the timing.
Dunno if there’s a vid.
Thanks for the response… Just to get a little deeper… (I play Abel/Gouken)
How do i handle a situation when im in the corner and im getting up… I dont really have any options to dash backwards… I know i shouldnt be in this situation, but it seems to happen anytime im up against a Chun Li or a Guile
So i need to figure out which quick attack has the most distance and use that to disrupt an attack?
You can still backdash in the corner since it gives you some invincibility frames - it might be enough to make them whiff something punishable. A safer option with Abel would be to use his roll to get out of there. If your opponent is abusing meaty attacks you could always use Gouken’s parry on wakeup - that’ll teach them a lesson quick smart. :nunchuck:
Each character’s specific threads has info on their best pokes. Abel’s best is c.mk and Gouken’s is s.mp or c.hp IIRC…
It just really depends on the situation, but your best bet is to block first, act later. Once you have a feel of what your opponent likes to do, you can act accordingly. There’s really no one good answer since it really depends on the situation. But one thing that you want for sure is to eventually find a way out of that corner. For example, with Ryu, you want to find a moment when you think you’re opponent won’t stick something out so you can jump+EX hurricane out of there. Rolling with Abel is definitely an option, but don’t get predictable.
Range is definitely important, but so is speed. An ideal poke has huge range, is super fast (safe), and has great ‘priority,’ i.e. will beat a lot of other attacks. It might be fun to find these on your own, but you can always look to the character threads to learn them.