THE SF4 BEGINNERS Thread! NEW? POST HERE FIRST!

Rufus - EX Messiah Kick > FADC > Ultra

Fun fact: If you win a round with life greyed out from absorbing attacks with FA, but no other damage - it still counts as a perfect victoly. :bgrin:

I was trying to do Akuma’s EX uppercut into the FADC and it just wasnt happening, but If I did the regular uppercut it was easy… I dont know…

This info owns!!! Thanks for posting it up. I still kinda don’t understand the whole Active frame advantage/disadvantage thing. If a move puts a character in negative frames, how does having it hit at the end of it’s active frame add positive frames to the moves recovery time?

hello again last question please

how many frame i have to escape a throw ?

There’s two different things you have to keep in mind:

  1. Frame advantage is calculated by subtracting active and recovery frames from the hit/block stun frames.

Example (with made up numbers): A move has 3 active frames, and 4 recovery frames, making for a total of 7.

Say hit stun on this move is 6 frames.

[hit/block stun] - [active+recovery] = frame advantage
6-7 = -1 frame advantage.

  1. This calculation assumes that you are making contact on the very first active frame of your attack.

Now, if you did your move as a meaty attack, then the calculation becomes different. Let’s say you let your attack hit on one of the last active frames.

Now we can say active frame is 1, and recovery stays 4. Hit stun stays the same at 6.

[hit/block stun] - [active+recovery] = frame advantage
6 - 5 = +1 frame advantage

These sort of calculations will vary depending on who made the frame data. The SFIV data was done a little differently, so I’m not exactly sure. But the basic idea remains unchanged – doing a meaty attack makes your overall “how long until I finish my move” time shorter (by reducing active frames), while the hit/block stun remains the same. This results in some frame advantage.

Or a different way to explain it is by saying that hit/block stun is started later than usual, giving you more time to finish your move.

edit: ok i just looked at the sf4 frame data. and it is a little diff.

example:

hit stun: 13
active frames + recovery frames: 9
frame advantage: +5

my calculations would have given +4. so you have to add 1 frame to the frame advantage calculations in sf4.

Hey there, I was just wondering if anyone has a link, or knows of a place where I can find a detailed plot summary, preferably in chronological order. The more in depth, the better. I’ve been playing SFII since I was a kid, like most of you I would assume, but never really got into it until lately. So I’m a little behind in what seems to be a pretty interesting backstory.

Anyways, any help is appreceated, and sorry if there’s one in plain sight I’m missing, ha ha.

From the Wiki: “Normal throws can be escaped by pressing LP + LK within 10 frames of the opponent starting to throw (within 7 frames of the throw hitting).”

This is a question that seems to have confused a few people so I thought I’d repost it here:

Even though Abel’s COD looks like 2 hits followed by a throw it’s really not, you can block all 3 hits normally. No need to try to tech the throw at the end or other fancyness…

The story is and always has been pure incidental. Good luck finding any coherence to the whole thing, it’s really not worth your time. Just enjoy the game.

kara throw is when you cancel an attack with a throw thusly giving the throw slightly longer reach than a regular throw would grant you. some characters don’t have a kara throw, or they do but it doesn’t grant any extra range (to my knowledge at this point). this was already explained in the thread a little bit, but i’ll try my best at explaining.

ryu’s f.mp (the overhead) lp+lk. you have to execute the f.mp then immediately press lp+lk. it’s an extremely fast input. it’s almost as if you’re hitting the buttons at the same exact time but you’re hitting the throw slightly after executing the overhead (in this example).

wonderpug

thank you so much ,no much people know it.

Hello everyone. Not sure if I’m posting in the right area.

I’m new to the SF scene. Last time i played street fighter was back in '94. I want to get serious with SF but not sure how to start. I have been playing shooter competitively for 9yrs now and is in one of the best clans I have seen so far. I have been browsing the forums and there is a lot of info here. Hell, I love all the info… I currently have 2 characters that I want to play as, Gen and Sagat, and was wondering if I can have one of the vets help me out a bit if they arent busy. I have SFIV for the PS3. If you can just send me a PM of your PSN name or just hit me up on my PSN, I appreciate it. Thx again everyone and I love this forum. Going to go browse again. Latez.

PS. Hit me up on the PSN even if u just want to have a few matches. I gladly appreciate all practice I can get. Also sorry if my words on here are jumbled, about to go to sleep. Thx again.

Welcome TyGhst-OPs. You should check out this forum: http://forums.shoryuken.com/showthread.php?t=173962

Post your details and if you don’t have any luck you might try posting in Sagat & Gen’s character specific threads. :wgrin:

Thanks for the welcome RadarTrap. Checking out the link right now.

Happy reading: http://fightingstreet.com/folders/variousinfofolder/variousinfopages/streetfighterplotguide.txt

A bit of a noob question, I know sticks in general are considered better then pads for fighting games but I just have one small doubt about them.

Would a stick with a square gate still be better then the pad for non-charge characters?

I know it’s meant to be a godsend for charge characters, but I’ve heard of people maining non-charage characters having trouble with them, is this always going to be the case or just a steep learning curve?

Thanks for any answers (already ordered my stick, just don’t want to get too attached to Fei Long as a main if this is the case)

Nah, don’t worry about that at all. I don’t think I’ve ever played with a stick with an octagonal gate…

I have also seen people post complaining about getting stuck in the corners but I figure that’s just because they’re used to something different; never had a problem myself.

Keep in mind that even if you’re a ninja with a pad and this is your first stick then you’re in for a re-adjustment period. If you used to play with a stick when you were a kiddy then it will feel like you’re finally playing the game the way it’s supposed to be played. :wink:

Ah thanks for the help, looks like Ill carry on maining Fei then :karate:

And yeah it is my first stick lol, thats part of the reason I posted because I probably wouldn’t be able to tell if it was a learning curve or not just from trying it out. :sweat:

Okay so basically (using made up numbers) if a SRK has 4 active frames and 5 recovery frames, but causes a block stun of 7 that would put the user in negative 2 frames on block. But if they used it as a meaty move on the last frame (on wake up or something) then it would only be 6 total frames and it would be safe on block. Is that correct? If so, then does that mean someone could only use a move as meaty on to attack someone on wake up?