THE SF4 BEGINNERS Thread! NEW? POST HERE FIRST!

Hi! So I went and bought a stick today, standard 8 button layout from what I’ve seen, but I noticed that at the arcade the SFIV machine only had 6 buttons. It didn’t dawn on me to ask at the time but basically, I would really like to know what the button layout is for the arcade machine so that I can practice at home and then start taking my game out there.

Help would very much appreciated, thanks!

~ Darryl

how do you punish e.honda’s butt stomp on block or miss? my throw seems to whiff.

rog player

LP MP HP
LK MK HK

That is.

Honda’s butt stomp is just a pain in the arse (:rofl:).

The Rog forum probably has more reliable info but Honda’s butt stomp gives Honda -2 frame adv on block (-3 for HK) so really it’s safe most of the time. Your best is probably to run away, otherwise punish with a either a combo that starts with cr.LP or throw since they both have 3 frames or startup…

:blush:

If nobody is going to address my question, I will post it in the Ken forum…

Dunno about anyone else, but I have no idea. You might have better luck in the Ken Q&A thread. :sweat:

Hey guys, I just started playing today - what does canceling mean? I hear it used all the time… what does canceling into blabla mean? Crouching MK cancel into Fireball? Is that like I do a c.mk, then I do fadc and then fireball?

Another thing I dont really understand… theres all these combos like c.lp,… but I often fail to get close enough… how do I close the distance? Because ussualy I just get pushed away, hit and I cant get close enough (with ryu), so I dunno when to do combos like c.lp etc…

Canceling a.k.a. buffering (denoted with “xx”) is the act of interrupting the hitting frames of one attack with another move.

Every non-projectile move has 3 stages. Startup, active (or hitting), and recovery. When people say cancel or buffer they are saying that the active frames, or the part of a move that actually contacts the opponent can be interrupted (i.e. bypassing the recovery phase and the remainder of the hitting phase). What you do is enter the command for the attack that you want to cancel into during the hitting frames of the attack you want to cancel from.

Example:

Ryu’s cr. MK xx Hadouken (d, df, f, p)

If you try to do the cr. MK and then the Hadouken it will never combo as the recovery of the first attack allows the opponent to come out of hitstun. Notice, however, that the cr. MK and hadouken both share a command (down). What you can do here is d + cr. MK df, f, + p and you will cancel the cr. MK into a fireball.

This is an example of canceling, or buffering.

As for the second portion of your post, that’s a question for the character specific forums for Ryu.

@ skisonic:

I just had a thought. You may consider putting the following in your initial post.

For those new to arcade sticks it may be a good idea to play other games with your stick. For instance if you’ve got some old PC games that you’d normally use a pad with use your arcade stick instead. This will help you get used to playing with it.

A n00b here with 12 years of experience playing fighting games

What are Cammy’s weaknesses?

From the games I played where Cammy is involved, such as Super Turbo, Alpha 3, CvS2, and now SF4. I feel her recovery from a failed cannon drill or cannon spike is quite ridiculous. I have a bad habit of blocking a cannon drill and then trying to punish it with a scissor kick or psycho crusher (I primarily play as M. Bison) but then the player executes cannon spike immediately and I get hit. Does cannon drill have no recovery or does cannon spike have high priority?

Going back to my question, I suppose the fast recovery is a major PLUS for the characters. What are the negatives?

I usually block the cannon drill, but the player throws me right away. If the player does cannon spike right after, the only way I can punish it is by sliding.

Character specific questions should be asked in their forums.

Oh I know what that is then, its used in trials a lot… you kinda do the attack in the pre movement before a special attack… like a say … punch in the middle of the movement with shoryuken attack.

But why is it called cancelling? Does the attack not deal any damage? It skips to the next attack straight ahead after the first hits, but it still deals damage, or does it not?

I’m in a similar situation, though I do have a handful of wins (I think 4 or 5) over 30 or 40 games. The only thing that bothers me is that almost all of those losses are against flowchart Kens, which absolutely destroy me–I don’t think I’ve ever beaten one, and considering the low esteem in which they’re held here, it’s kind of embarrassing. But like someone else suggested: losses are worthwhile if you use them as learning experiences. If we recognize that we’re new, that there’s a decent amount of information out there that we need to research, and then make it stick by putting it into action over and over and over again, losses don’t seem that bad–we’re supposed to get creamed early on, as long as we’re still having fun.

I’d recommend hitting up the newbie help sticky, which introduced me to a lot of information (both in the post and in the external links) that I needed to know for even basic competence at the game but didn’t have–most glaringly, I didn’t bother to learn my character’s bread-and-butter (or any) combo, never knew what to do on wakeup and jumped around way too much (because I’m rather poor with the stick and a jumping motion made it more likely that I’d pull off moves requiring a QCF.)

As a fellow noob, the only thing I’d recommend is to avoid arcade mode like the plague. I played it for about 50 hours before I let myself try online play, and all it really did was give me a lot of bad habits that I have to unlearn. The challenges are a godsend and training mode is good for getting timing down. But if there was anything that made me a little disheartened, it was seeing what happened when I brought silly thinking like, ‘I can beat Seth pretty easily on medium-hard, maybe I’m ready to start now’ to online play and realized–from the perspective of learning the game properly–all of those hours were wasted.

If you want to practice with somebody who makes no bones about being awful, send me a PM. That goes for any of our fellow new-and-bads on the PSN.

(Also, this is my first post. Hello, SRK forums. Lurking here got me excited enough about this game that I couldn’t wait for the PC version and went out and bought a PS3. I hope Sony and Capcom are giving you guys a cut of the sales.)

Note to new players:

Button-mash if you want. It makes it much easier for reversals and throw-teching (during block-strings). If you button-mash, you’re almost guaranteed that dragon-punch.

Button-mash is not bad, just don’t abuse it.

Hello. New to Shoryuken as a poster. I have lurked for a while. Not new to Street Fighter. I have been playing since the first one. I own just about every Capcom fighter on the home consoles. Anyway I like this site.

Will somebody please help me understand throwing and ducking and hitboxes and which beats out which and why…
Sometimes I’ll go to throw someone, usually starting with a jumpin that I’m reasonably sure they’ll block, only to see someone duck under my throw whiff animation and then jab me in the knees, but I know if I’m sitting on down back, people will walk up and throw me all the time… Is there some horizontal spacing that I’m not considering? Do you need to be closer to throw someone who is ducking? That’s the only thing I can think of, but I’m often wrong so I seek confirmation…

You can throw someone who’s crouching, there’s no way to ‘duck’ a throw. You cannot throw someone who is in hit stun though, and if you try it you’ll get the throw whiff animation which looks like it’s going over the top of them if they crouch block immediately after blocking your jumping attack. So you might want to try pausing for a fraction of a second before you hit throw.

Hi, I have joined the SF world recently.

This may seem like a dumb question, but what does “standing fierce” or “[whatever] fierce” mean? I see it mentioned a lot, but could not find a definition for the life of me! I suspect it might just mean standing heavy punch, but am not sure.

Thanks!
Jamie

light punch - jab
medium punch - strong
hard punch - fierce

light kick - short
medium kick - forward
hard kick - roundhouse

and you’re right. It’s standing hard/heavy punch.

Hey,

Whats a “meaty”? What are “footsies”?