THE SF4 BEGINNERS Thread! NEW? POST HERE FIRST!

Thanks brah

I’m retarded at throwing

So, yeah. I’m terrible at throwing and feel like it’s the number one thing I could understand to be less n00bish. ( I hover around 1500-2000 BP ).

I’ve asked some better players ‘when do you throw’, and they all say obvious things like ‘When they are close’ or ‘when they are blocking’ or even ‘when i think i should throw’.

Anyway, yeah, I don’t know why this is a problem for me, but I seem to lack an understanding of the strategic moment that creates an opportunity to throw. I hear people talk about owning less experienced players and they say ‘I threw him 5 times in a row’ and I feel totally incapable of that. I rarely remember the option is even there until I am thrown myself, and then I feel like an idiot.

So…at the risk of sounding like a total moron…any tips on ‘getting’ throwing and being more successful at it? I don’t seem to be able to identify when it’s time to attack someone with a combo and when it’s time to just walk over and throw them. I don’t seem to get what commonly experienced situations in the game lead to an obvious opportunity to throw someone.

Thanks. blush :slight_smile:

Wait, what? You wanna throw or know how to deal with getting thrown?

To set up throw opportunities, you have to get in close (duh). However, there are two ways to “trick” people into eating your throw.

  1. The infamous tick throw - you force them to block an attack, and immediately after they recover you throw them (eg: low jab x 2, throw)

  2. Whiff attack to throw - you whiff an attack that your opponent expects to hit, then throw (eg: Zangief does Green Hand which stops just short of enemy to SPD, or Blanka light punch forward ball stops short, throw)

Then of course just general the guy landed too close, throw, etc. But the two above are ways to aim for one.

And if you’re asking how to block one, just throw while they throw and you’ll block it (the term is “tech throw” aka teching a throw).

If you can pull that off, I’ll get down on my knees and consider you a god haha.

Then call me Jesus cause Ive done it before

Its really not that hard esp if you are facing a scrub

Sorry I’ve searched the forums for “kara” and it only gives me references to its usage, can anyone link me to like… a SF lingo list or vocab rofl?

And…what does Kara mean…

Some sort of Japanese word. Last I checked, it meant something like empty.

Kara itself is not a japanese naming convention I’ve been told, but here is a list of a lot of terms: http://www.sonichurricane.com/articles/sfterms.html

Kara-cancelling is described here: http://shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo#Kara_Canceling

Basically you’re cancelling a normal move into a special move, but doing it so quickly that you never see that normal move come out.

Examples of kara-cancelling in SF4 (off the top of my head) are ken’s kara-throw and Sagat’s kara-tiger knee. In both of these cases you’re taking advantage of the character’s forward movement from the normal - ken’s forward + mk, sagat’s forward + lk - to give you extra range in the throw/TK.

kara means empty.

Can someone point me in the direction of an article, or if you want to explain here, what EXACTLY a chain entails. Linking is canceling one move into another, and a chain is waiting just a hair right? How long is that hair? I read somewhere its about a button push worths, but I just can’t get it down at all. Is there a good trick in performing these? Thanks in advance.

When combo’ing are you supposed to mash the button? For example if the move is cr.jab x3, should you mash the jab button as fast as possible or do I need to figure out the exact timing so that it’s 3 presses only?

I don’t know how it’s possible to kara throw using a pad.

You’ve got them back-to-front. Linking is waiting until a move has finished completely before starting the next one, chaining is cancelling a move into the next one.

The timing for links is very strict and varies depending on the moves you’re trying to link. Practice is the only way to get good at them, so go to training mode, set the dummy to auto-block and if you press the button and nothing comes out then you’ve pressed it too soon and if the dummy blocks then you’ve pressed it too late.

It depends whether you’re trying to chain or link the moves. If all you’re going to do is cr.jab x3 then you can just chain them (mash the button). If you want to do cr.jab x3 xx fireball then you’re going to have to link the last cr.jab.

cr.jab xx cr.jab, cr.jab xx qcf.fierce

EDIT: The reason you have to link the last jab is because you cannot cancel into a special from a chained normal. That’s just how it is.

yeah, that’s about right, except i can’t vouch for the EXACT numbers. might have to always add 1 frame to the final frame advantage calculation.

and to answer your last question, i believe so. i think there are probably other rare instances where the *idea *of meaty might apply (like your opponent recovering from invincibility frames, or a crouching opponent standing up into a very high attack, or the opponent walking into your attack late…) but these are hard to do on purpose.

so basically, yes, meatys are usually on wake up.

Rule of thumb: If you are trying to do a link, start it by doing it at chain speed or what you think would be chain speed, and keep slowing down the hits a bit more and a bit more, because chances on links are that if you didn’t get it, you did it too fast.

If you do a link too SLOW, then you will get the normal to come out, it just will not combo anymore. But if you do the link too fast, then nothing at all will come out.

yeapppp

Got it. Thanks for the info on this. I think I can go on to find some linkable maneuvers now based on frame advantage. Athough Im guessing that bnb combos are just that.

Cool, thanks guys. I guess I’ll get myself into some training mode then.

where are the match up posts?