THE SF4 BEGINNERS Thread! NEW? POST HERE FIRST!

It depends what you want to get out of the game. If all you want to do is pick up and play with a few equally clueless friends then you can have a lot of fun that way. If you want to take it seriously and really get good then yes, it takes a lot of time and a lot of practice.

To make the game beginner friendly Capcom have made the inputs to do individual moves very lenient, but to have flawless combo execution is extremely difficult - and that’s not even touching on the mind games and such that others have been practicing for 10 years already.

If your only motivation is getting all the trophies then there are plenty of ways to abuse the system by finding holes in the A.I. and getting friends to throw matches and rage-quitting - but if your motivation is to get as good as you possibly can then there are no short-cuts, just hard work.

Luckily that hard work is extremely rewarding and great fun! :bgrin:

Well, the 100% trophies is only one of my goals, I want to get good in this game not play with confused friends, I used to play fighting games like that but I’ve given up on it, we don’t have tournaments but I am gonna mod my HRAP3 with sanwa buttons XD I don’t want to use cheap things like ragequit etc… I want to get good, learn combos, understand things and maybe, in far future, go to tournaments, so yeah, I hope you understand… I don’t want to play it 24/7 and have no other hobbies and personal life but yeah, I still love fighting games, and in general, not only SF… It’s something I can’t explain, they are frustrating, hard but… I love most of the character designs in fighting games and the gameplay is just… fun and I love it, even when I get my ass kicked all the time lol. So yeah, I got an answer to my question: That I’ll get better when I play it regularly and train…

Anyone got any good hints on when/how to land cancelling moves consistently?

What I mean is, in the challenges you have to throw combos and I can cancel one normal move into another easily and consistently but to cancel a normal into a special I can rarely get them to combo.

Any good tips on how I can improve would be appreciated.

Canceling a normal move into itself is possible with most characters’ crouchling light punches or kicks, and is easy to do if you just mash the button. This is called “chaining”.

To cancel a normal move into a special move, you must input the special move somewhat fast, and do it immediately following your normal move. Probably the best move to practice this on is Ryu’s crouching MK canceled into a fireball. Practice just doing a fireball motion by itself until you are consistent. Then, start in a crouching pose, and do the same fireball motion as before, but right before you start moving the stick, press MK. Pressing MK and pressing punch for the fireball should happen within about a third of a second of each other (ie, pretty fast). You want to press punch for the fireball when Ryu’s leg hits the opponent. If you do it later than that, you won’t be able to cancel the move.

You’re probably not doing it fast enough. Think about just doing the special by itself, but pressing a button for a normal just before you start moving the stick. Don’t think about the normal and the special too separately from each other.

One other thing to keep in mind: You can’t perform a special cancel immediately after chaining two normals together. For example, if you’re using Ryu and you mash out 2 crouching jabs and try to cancel the 2nd hit into a special, it won’t work. If you’re trying to do a trial mode combo that involves several light attacks followed by a special, you’re going to have to delay a bit between jabs so that you get a link instead of a chain.

Anyone have tips on moving between different setups? When I play at home or online my execution is really solid with the combos I use. I’ll go 9/10 or 10/10 linking c.lp, c.hp. Then I’ll go out, and not even be able to get the jab to come out when I do j.hk, c.lk, c.lp. I won’t really hit any links until I’ve played for a couple hours. It’s really frustrating missing easy stuff you nail near 100% at home.

My setup at home is a Toshiba LCD with game mode. Between 1 and 2 frames of lag.

cool cheers for the advice.

How do I know it is a link or a chain?

E.g. in one Balrog challenge, I have to jump+HK, then crouch+MP, then into low dash straight (a special move).
I am getting the words to go red from the kick to the punch and the “2 hit combo” comes onto the screen and then when I throw the low dash straight it appears to be too slow (Dan actually blocks it instead of hitting him).

The only Chains that can be Canceled into Specials are Jump-in and Target Combos.
So your Balrog one, you are not doing the Dash quick enough for the [Crouch]Medium Punch to cancel.

When I say Jump-in can be Chain and Cancel, I am saying it Chain into a Ground Move, then that move Cancel to Special.
Now if you add another move after the Ground Move, then from the Ground Move to Second Move have to be Linked.
Then that Linked Move can be canceled into Special.

Thanks, I think I understand. I need to get quicker at getting the low dash straight out.

Whats a target combo though?

I wish the manual explained these things better, I would have never known these things if I hadnt come here.

My first time using an arcadestick is turning out to be my worst nightmare D:

Ok…

Believe it or not I got ok at SF:IV with the 360 controller. I find the d-pad to be ok for just charge characters and the analog stick to be perfect with fireball, srk, and 360 motions. I was able to get to G1 and have been having some fun since I got there like 3 months ago.

But I’ve hit a wall with my game. So I figured getting a stick and learning how to use one properly would elevate my game farther.

I chose to get an SE Fightstick due to its price and its easy, no soldering modding capabilities.(I’ll mod it later.)

…I suck now. :sweat:

I’m so used to being able to do srks, fireballs and supers so fast using just my thumb. I can never do a super/srk in a middle of a battle with this stick now. It seems my muscle memory when I play fighters has me trying to play with the stick like my 360 controller(in a middle of a battle I move my left hand so that only my thumb would move it.:sweat:)

And about the stick, I’m having a really hard time with the square gate and the fact that the actual stick can spin around in place.(Do the authentic Sanwa joysticks do this too? If so…) I find myself thinking I made a full super/srk motion only to have a fierce/medium/jab punch come out. :crybaby:

And my right hand(my button pressinging hand) is getting sore really fast, I seem to be doing it wrong when it comes to my hand placement. I can’t even do simple chip damage setups like cr. m kick into fierce fireball…I can only do the medium punch version due to my hands being in the wrong position to let me do it.

So what ask of SRK is too help me with how to place my hands and if the Sanwa/Semisitstu(spellcheck) parts really would really help out an arcade stick noob?

Many thanks in advance. :smile:

All the sticks will spin around…that shouldn’t be a big deal once you get used to it.

Put your first three fingers over the three punch buttons. Use all three of them and try using your thumb some on the bottom row(not for everyone, but some people like it).

New parts don’t do a ton for the stick. A JLF is better, but the SE joystick hasn’t got any glaring flaws. The buttons are a pretty big deal. SE stick’s buttons are poorly made and if you notice that they don’t work every time you press them, you should replace them. They’ll wear out pretty quickly. Overall, though, unless you know you’re hitting directions or buttons that aren’t registering, new parts won’t make much difference.

is there a trick on how to tech tick throws from people? i have the hardest time trying to anticipate it, if they are in the middle of their combo links.

I’m at work and have no access to consoles… but somehow it just bugs me…

What happen when during a fight played online on PSN, and suddenly you disconnect your controller?

The reason I asked is that I just did a mod on my TE stick yesterday, and during online play I got a disc… It didn’t seem that the other player ragequit since he was doing a move when the disc happened… so I wonder if my TE stick just randomly disconnected, causing lost connection to the other player… or was that just a pure online disconnect?

I know… I know… I can just wait till I go home to try it out… but that wouldn’t be fair to the other player that I’m playing if my assumption was true (disconnecting controller causing online disconnect) I’m very against ragequit…

Thank you…

nvm I figured it out… you won’t lost connection by unplugging the controller during online play… so it must be a random internet drop

Hi guys, this is my first post on this forum (but I have already read articles on it many times) :lovin:
I have read many guides (including the ones in this post) but I have still 395875 questions.
I’ll start with only 2 for today :smiley:

  1. Is it enough to calculate hit advantages/recovery/startup in order to make a nice combo?

  2. I will take Vega as an example for this question. He has a nice combo which is:

Jumping HK -> Standing MK -> LP Rolling Crystal Flash

Ok, so about this example:

a) It works because it cancels the MK into the special, right?
Because LP RCF would have a 22 startup frames but Standking MK has only 2 hit advantage frames!
b) Why it doesn’t work with for example MP Rolling Crystal Flash or HP RCF?

Thank you :slight_smile:

I don’t play Vega, but I think I can answer your question. You are right that it works because the mk is canceled. MP or HP RCF probably don’t work because they have too many startup frames before the move actually hits.

Ahh, I think I got it!!
Since the MK is cancelled I don’t have to consider its recovery frames, right?
So I have:

MK -> 16 hit stun frames (do I have to consider also the 2 active frames?)
LPRCF -> 9 startup frames
I must enter RCF within 7 frames

MK -> 16 hit stun frames
MPRCF -> 16 startup frames
I must enter RCF within 0 frames (impossible, so it doesn’t work)

Is it correct?

Thanks :smiley:

StockBreak, you basically got it sorta.

I think you can only cancel a move during the active frames so you really don’t have all 7 frames to cancel the MK with LP RCF. For cancel combos, -basically if a move has less startup frames than the previous move’s hit stun frames - then it combos.

Yeah, thank you :lovin:
Now I can make my calcs freely :stuck_out_tongue:
Anyway, just 2 more questions:

  • I have SF4 for Xbox, until the fightpad arrives (about 1 month since my sister will go to America and they cost very few comparing to Italy), shall I use the analog or the directional pad?
  • Is it good the FightPad?
  • Should I buy the “Hori Xbox 360 EX2 Arcade Fighting Stick” instead of the FightPad (other arcade sticks cost way too much :P)?

Thanks!

Oh, so I have only 2 frames?
In fact it is pretty hard to do regulary :smiley:

Stockbreak, sounds like you’ve got good understanding of combos and frame data. However, knowing the basics and execution are far more important than discovering combos as far as improving play. Mike Z and other combo vid makers usually aren’t top players.

In other words, I would just X-copy combos posted on the forums and find what works for you to focus all your energies at first. Frame data is probably better used to make your own setups than your own combos, most people have already found all of the best combos already. Sounds like you’re off to a great start. :karate: