Little terminology question: Why is Sagat not considered a Shoto?
I use Ryu and I get messages basically saying “lol, stop playing scrub shoto ezmode” from Sagats. That’s stupid on a lot of different levels but also on this board, when someone says Shoto, he is not refering to Sagat as far as I have seen.
Maybe it is like that but I have read (and heard actually, in voice mail and in-game chat :shake:) otherwise so many times that just I wanted to know for sure.
What I meant to say is that, yes, Sagat is a shoto. Whoever is rage-mailing you is in denial. (Or just doesn’t know that a shoto isn’t just a character in a karate gi, with a hard-on for Ryu’s fighting spirit.)
I got a little tired of complete lack of knowledge back on gamefaqs and decided to give this place a shot. People on gfaqs kept insisting I take my “elitist” comments to srk and thought I’d take them on their offer.
So far… I LOVE what I am seeing. Haha. On many situations I have seen people shut down for speaking on baseless crap. And when I say shut down its extremely harsh and hope to God I don’t fall prey to such myself. Haha.
I love street fighter as a whole and have stuck to Zangief from day one. From the good times to the bad times. I am just happy he finally gets the respect he deserves in SF4. Its been a long time coming.
not exactly a “long time lurker 1st time poster” but here i am im hoping to make SF another obsession of mine alongside guitar hero and eventually shift more into other fighting games =) so yeah, thats why im here learning the ins and outs from the peeps who know their s**t
Man, today I crushed the SFIV case when I stepped on it. It made me so sad. The game is fine as it was in my Xbox but still, now the case has a hole in it and looks kinda weird but it still closes and works. I am so sad about it.
I am going to buy another SFIV and give the broken case and the old game to a friend for $30 so I will lose $20…
What on earth do I do against those players who just throw fireballs and anti-air you when you jump in? Most newbies are quick to call this a cheap tactic and what not, however I recognize that there are many players who have a very easy time against these players and know exactly what to do. I want to be one of those players.
No idea. Which thread was it in? Probably the roundhouse version of some special move that’s initials are SC…
:looney:
EDIT: The only place I can find SC.RH is in the chun li thread and I figure it must mean semi-circle.roundhouse (hazan shuu). If that’s what it is then the correct notation would be hcb.HK
I would suggest if they follow a pattern, learn to break it by doing something different. You can always FADC a fireball to get closer or even use a EX move, Balrog’s EXs has a shield then it connects his punch though it leaves an opening. If that player jumps at the right momment.
It was in the Chun li thread though I will try it again tonight.
You basically cancel a normal move by inputting another quickly after it begins.
For example. Chun Li’s crouching heavy punch (cr.hp) is a two hit move. However, if I input a medium Spinning Bird Kick (m.SBK) in between the two hits, I can link cr.hp into m.SBK. This is important cause many moves, like SBK, are hard to land unless you hit confirm them with a normal first
You can Focus Attack to absorb the fireball, then dash out of the attack to recover quicker (FADC). Watch any of the vids (link in my signature) when Im against Shotos, you’ll see me do it a lot and it might help you with timing.
This alone gives you many advantages. For one thing, you are building Revenge meter without wasting Stamina. Another thing is he might realize he cant sit back all game and then try to come after you. And finally, you can dash forward after absorbing to put pressure on him and see how he reacts.
Standing close Roundhouse. If you notice, some moves change depending on how far away your opponent is. For example, when your opponent is far away, Chun’s Roundhouse is a long range AA and poke option. When the opponent is close, hitting HK smashes her knee into her opponents face. Its important to know to use sc.RH in some combos because if you try a combo and use sf.RH, it probably wont link. sc.RH means you need to be right in your opponents face to continue the combo
Also, what’s a target combo? I do it in trial mode but I have no idea why it’s called a target combo or what the purpose of them is. I know Ken, Chun Li, and Rufus all have one and when I play Rufus I combo Ultra from it.
some moves are unsafe on block and/or whiff. Instead of just throwing said move out on its own and risk being punished, you instead combo in to the move. Thus insuring the move never gets blocked or whiffed.
The combos used to ‘hit-confirm’ these risky moves are generally long enough for a player to see whether the combo hit or got blocked, letting you avoid comboing into the move.
For example, with Ken, you might hit-confirm into his Hurricane Kick with cr.Short, cr.Jab, cr.Short, cr.Forward xx Hurricane Kick. But, if you see the combo has been blocked, instead of continuing to the Hurricane Kick, you replace it with a Hadoken.
Or with Bison, instead of just throwing his Ultra out and hoping the other guy won’t block it, you instead always try to combo into it off his j.Strong-j.Strong, or a Focus Attack.
It was even worse in Super Turbo, but I can understand your frustration, this is one of the things new people complain about the most in streetfighter where fireballs and anti-air moves tend to be a) stronger, and b) more prevelent because most people use shotos.
Anyway, there are lots of things you can do. As someone said, learn how to saving attack and dash past the fireball.
Also, you can PUNISH someone for throwing a fireball, by being at the right range and reacting quick enough by jump kicking them. On one side of the coin is you, afraid of their fireball which forces you to jump and get dragon punched. On the other side of the coin is the person who WANTS to fireball, but he knows if he does you will jump kick him while he is still recovering, and get comboed for it.
Don’t go into robot mode with your jumping. Jump on reaction to him doing something punishable.
You can do in one combo what would take him 20 straight blocked fireballs damage wise. So block, be patient, and when the time is right, punish them for throwing the fireball. Every single character has multiple ways around fireballs, you just need to practice using them.