THE SF4 BEGINNERS Thread! NEW? POST HERE FIRST!

I can only play during the weekends, but I’ve been putting 8-15 hours every week practicing execution for the past month, since this is the first time I’ve used a stick. I took 1 day to hadouken consistently. :rofl:

Since then, I’ve been continuing practicing the normal trial, and training mode, but I still can’t really get the hang of the stick. Mostly using the no homo grip.

I’ve watched the video in the thread
Ultimate Guide To Holding Japanese Balltop Joysticks!

The video is great for showing newcomers like me how to hold the stick, but it doesn’t actually show specific examples like dragon punch, 2xQCF or other even more fancy moves.

The videos of youtube I’ve found of famous players, are normally too fast to even see. Long story short, if anyone knows of a good video, link would be appreciated! If someone were to make one I will be eternally grateful.

Use crouch + lp + lk.

If the opponent tries to throw you it will tech, if he doesn’t you will lk, which is a safe move.

It could be that there’s something wrong with your joystick. It seems that what’s happening is that 1 of the kick/punch buttons is coming out slightly slower than the other two.

You can simulate this behaviour by pressing punch and then another button almost immediately (within 3 frames, I think). The input display should show P followed by 2P.

Check the SRK wiki. You can find the relevant frame data for most of the characters here. It will also tell you which moves are comboable and which aren’t.

eg.
http://shoryuken.com/wiki/index.php/Ken_(SFIV)#Frame_Data

From the table:
Close Jab (LP) is chain, special, and super cancellable. This means that a jab can cancel into another jab, or a special, or a super.

Crouching Roundhouse (HK) can’t be cancelled into anything though.

If the frame data says a move is cancellable but you can’t do it, then you just need to work on your execution. Perform the move then immediately perform the next one (don’t worry about things like hit confirmation and negative edging for now). If you want to cancel a special into a super, then the first move of the special can be used as the input for the super move. eg. A hadouken into shinkuu hadouken: qcf + p xx qcf + p (“xx” means cancel).

As someone already pointed out, it’s a cancel.

If you’re having trouble with the inputs, try buffering the qcf motion as you tap c. mk. That way if the c. mk hits, all you have to do is tap a punch button to finish the hadoken input.

Hey everyone. I don’t know where the proper place to ask this question is so I’ll take my chances. It’s a pretty stupid/n00b question.

I won’t be able to purchase a current gen console for a few months now (which means I won’t have SFIV for myself). I recently purchased my first arcade stick for my ps2 (ironically, it was the anniversary stick, but i’m not use to it at all yet), would anyone recommend at least getting into ST a bit to prepare for when I get SFIV for myself months later?

I’m already well aware of the surficial differences (focus attacks, kara throwing from III, etc), but would it help at all with fundamentals (spacing, footsies, etc)? Or should I not bother at all and just wait? If it won’t matter at all, I might buy it anyway. But I’m really wondering if it’ll be relevant at all!

The games are pretty similar on a casual level, since that is what Capcom was basically aiming for when they designed SF4. There are lots of things you could practice using SF2:

-Execution. The inputs for special moves are a lot more strict in SF2 than SF4. The only problem you may encounter is that the stick you bought is an American style stick, while most commercially available sticks for current gen consoles are Japanese style. In the few months that you practice though, it’s not likely to make a huge difference to you.
Also, a lot of basic combos from SF2 are usable in SF4, such as Ryu’s crouching medium kick canceled into Hadouken.

-Opportunities. Some moves share similar vulnerabilities in both games. You could easily start to recognize when someone messes up and is open for punishment. This is probably the biggest thing that you can improve when you begin.

-Mindgames/mixups. It isn’t likely you’ll pick this up in a few months, but a lot of setups are similar between the two games such as tick throwing.

-Spacing, Footsies. Again, this isn’t something you’re likely to pick up in a few months, especially if you don’t have anybody to play against. It will be difficult to grasp why you are staying in certain ranges because you won’t understand the risk/rewards.

So yeah, you’ll mostly just be able to practice execution, opportunity recognition, and get a general feel for the characters. Just keep in mind that Street Fighter is best played against other people. The AI is only difficult because it has inhuman reflexes, not because it’s out-thinking you.

Yes, I do know this about current gen joysticks. But it was in perfect condition and only $35 so I couldn’t pass it up! And I figured I’d rather have to make the transition between stick styles than a pad to stick, yeah. Maybe I can mod it a bit? Thanks for mentioning it though.

Yeah, that’s what I gathered. I’m glad it was confirmed! I know a lot more about SF on paper than I do in execution and practice. It’s a really huge gap, too.

You’re right, the AI in SF:AC is a bit unfair. I’ll try to find online what arcades in my area have a cabinet at the very least.

Thanks a bunch!

what is this sfiv dash. is there a thread with more info?

I have a n00by notation/term question. I know about the Maj link but I couldn’t find it/still confused.

s.hk, c.hk, j.mk

what do the s, c, and j mean in this notation?

What does it mean to “whiff something”? Or to have something “whiffed”?

s = standing
c = crouching
j = jumping
cs = close standing

whiff means to do a move (normal/special/super/ultra) that does not connect. for example, doing a shoryuken with ryu that does not hit your opponent. or more simply, doing a crouching roundhouse with ryu that does not hit your opponent.

Um why did the thread : “Daigo: sabin #2 in us, better sim than iyo” get deleted?

expresses n00bne$$

hey everyone i use an SE stick and i main ryu, however after awhile of reading the ryu subforums i have a problem/question.

it seems many people talk about executing their moves without “riding the gate”… which i guess means touching the square gate of the stick? I find that i am unable to pull off any moves, especially a shoryuken, unless i “ride the gate” does everyone really use their stick without pushing up against the gate? I find that I push up on it often, and I am afraid that I may be causing damage to my stick since some people were saying they dont touch the gate at all

help a noob out? (:

You can touch the Restrictor Gate no problem.
Riding means sliding on the sides.

is it bad if you ride the gate then? will it seriously damage your stick//is it not efficient? I jsut cant seem to be able to pull off a dragon punch without doing so

Don’t worry about damage.

People just say not to “ride the Gate” because of exaggerated motions.
And that is talk for Square Restrictor Gate.

Because since Square is well, a square, it is hard to do curved motions if follow the sides.
And so not “riding the Gate” by doing small motion help in doing circular moves.

Doing a Quarter Circle or Half Circle while touching the sides of a Square is pretty weird feeling.
Try out an Octagonal Restrictor Gate if you must.

Does this advice depend on the stick? When I built my controller, I chose a Seimitsu LS-32 stick because its throw was claimed to be very short. I’ve tried to execute moves without touching the restrictor, but it’s not easy because the margins are so small.

The gate/restrictor is THERE to be pressed up against, don’t worry about it. You will not damage your stick in any way, nor is it somehow “sloppy form” to use the restrictor. It’s what it’s there for. Regardless of stick or gate type.

:woot: