THE SF4 BEGINNERS Thread! NEW? POST HERE FIRST!

Well, if you’re completely new to the genre then combos and advanced strategies will be understandably useless to you at the moment.

To start with I would say to simply get used to the very core basics in terms of control and function. Firstly, in terms of control, get used to the 8 main kick and punch buttons. A common mistake new players make is to only rely on the heavy kicks and punches because they do the most damage. I’ll include the default Xbox Controller buttons as I assume thats what you’re using. If not, check the in-game menus to confirm your controls. You should learn to remember:

Name / (Shortened form) / [Xbox Controller Button]

Light Punch / (lp) / [X]
Medium Punch / (mp) / [Y]
Fierce/Hard Punch / (fp/hp) / [RB (Right Bumper)]

Light Kick / (lk) / [A]
Medium Kick / (mk) / **
Fierce/Hard Kick / (fk/hk) / [RT (Right Trigger)]

There are two additional buttons to consider. They simply press all three kicks or punches at the same time and are used for Ultra combos and occasional special attacks.

All Three Punches / (ppp) / [LB (Left Bumper)]

All Three Kicks / (kkk) / [LT (Left Trigger)]

In fighting games, the strongest attack isn’t necessarily always the right choice. On a basic level, lighter attacks are quicker to execute and leave you in a more favourable position should you miss or be blocked. Different normal attacks also have unique properties, such as having longer range or a better chance to beat an opponents attack. They also modify special attacks depending on which button you press. So for example:

A Light Punch Shoryuken (lp.srk) :dp::lp: only causes you to slightly leave the ground and is much safer than the Fierce Punch version. It also does less damage, but if you aren’t sure if it’s going to hit the enemy then it’s the safer bet.

With fireball attacks like the Hadouken (:qcf: Punch), the punch you choose determines the speed of the projectile. So a Light Punch Hadouken (:qcf::lp:) travels slowly, whereas a Fierce Punch Hadouken (:qcf::hp:) travels much quicker.

Experiement in the Training Room for a while to get used to the different buttons. It seems very basic but it’ll help you greatly in the future.

Other basic functions to practice are:

Throws / (:lp:+:lk:) / [X + A]

These are used at close range and do a fixed amount of damage while being unblockable. You can counter an enemy’s throw by pressing the throw command yourself at roughly the same time. There are other functions and nuances to throws, but I wouldn’t worry about it just yet.

Focus Attacks / (:mp: + :mk:) / [Y + B]

This is a special attack that can absorb one enemy strike without being interrupted. If you succesfully hit with a Focus Attack then you will momentarily stun the enemy allowing you to do further damage. There are many, MANY uses and exceptions to this attack but you can worry about them later.

Dashing / (:r::r: OR :l::l:)

This function allows you to cover ground in either direction faster than you can by simply walking. In a lot of situations this is more favourable than jumping as it executes faster and often leaves you in a safer position than a blind jump.

Blocking / (Performed by holding away from the opponent).

The basic form of defence. At it’s lowest level there are two kinds of block, High (:l: OR :r:) and Low (:df: OR :db:). High blocks defend you from high attacks and players jumping in at you. Low blocks defend you from low attacks. Once again, there is a lot more to learn concerning defence but it’s best not to overload when learning.

If you want more info concerning any of that then check out the stickies or I could do another write-up after you’ve gotten used to the basics.

Hope that helps.

Hey Jaie! Thanks for that writeup! I should probably give a little more information. I am now playing with a HORI EX2 on XBOX360. I’ve only been playing with it for about a week. I would say as far as skill level, on championship mode i’m G2-D(~4300gp). Not saying much, but hopefully it helps give a better sense of where I’m at and what I need. I have the basic functions down, and understand what each button does. If this was the Beginner Tutorial part 1, I would say I need beginner tutorial part 2. Its like if you play street basketball all your life, then want to go into organized leagues, you have to learn how to play all over again because there is a whole new set of rules. And those rules for me that I don’t know are “combos, links, chains (same thing?), bnb, block string” and all this other jargon that isn’t applicable to beginners who haven’t played.

So after mastering this tutorial, then what should I focus on? Thanks again so much!

if you want to play ryu, learn the hell out of cr mk xx hadoken (cancelling a crouching medium kick with a hadoken), it’s pretty much his single most important move.

don’t jump too often, good players will kill you to death. the best coaching i was ever given on how to play ryu was “walk forward.” it sounds almost painfully simple and it can be hard to do if you get fidgety when you play, but it’s honestly the best way to get close enough to poke with cr mk, or throw or overhead or whatever you plan on doing.

combos are just chaining a series of attacks together so the opponent can’t block after the first hit. a link is when you wait until the end of an attack’s animation, then you press the button for another attack. they’re usually written with a > sign between the attacks.

for example, cr mp > cr mp is a combo with ryu where you time the button press so that the second cr mp starts immediately after the first one ends (once ryu pulls his arm back). if you do it right, the game will say 2 hit combo afterwards. you have to do some for regular trial 5 in challenge mode, but you shouldn’t worry too much about those yet, they’re not as important as a lot of people seem to think.

a chain or cancel is when the game lets you cancel part of the animation for an attack to start another one. cancels are indicated by “xx” (like cr mk xx hadoken, which means you do the hadoken right after the cr mk hits so you combo right into that) you can chain ryu’s light attacks by just hammering on the button as fast as possible, but you can slow it down a bit and still get the same effect (so you’ll end up getting a few jabs in a row that combo or something similar). you can also cancel a lot of his normal attacks into special moves. they’re similar to links in that they lead to combos, but cancels are a lot easier to do usually. you have to do cancels in normal trial 3.

BnB stands for bread and butter. that just means a standard, relatively easy/reliable combo you use to deal consistent damage. there are tons for ryu, play around to find some you like.

block strings are when you attack a blocking opponent to place pressure on them, push them away, and build super meter. the only real block string in SF4 is like, jab xx jab xx jab until they’re out of range, i think.

focus on cr mk xx hadoken, it’s important at all levels of play, focus on not jumping when you don’t have an advantage (they threw a stupid fireball or you just knocked them down with a sweep or throw), and focus on not getting too jittery and doing dumb stuff that will get you punished.

i hope that was helpful, i might have gotten some stuff wrong, which somebody will hopefully be able to correct before it corrupts you, lol

Any trick to out prioritizing your normals over the other guy in a frame tight situation? Example:

I’m Akuma, hes Ryu. We both land side by side and have the same idea, to blockstring and push the guy away…we both begin this sequence with a jab at relatively the same time, but I keep consistently getting my normals beaten. Is it all in the frame data or does anything like plinking/double tap the first hit help prioritize your jab over his?

Another example, Akuma fake divekick palm into crouching lk, out prioritized by a reversal SRK or jab, any way to stop this?

Greetings everyone!

Ive lingered on the SRK forums for a long time but have never taken the initiative to actually get involved in the discussions. Ive played street fighter games all my life growing up, but it wasn’t until recently that I’ve ever considered starting to play competitively. I live in the San Diego area, where there isn’t much of an arcade scene, so I am wondering if anyone has any advice on whats the best way to get involved in local tournaments, events and casual play. Any help or advice would be very much appreciated. THANKS!

“Priority” does not exist in Street Fighter the way you describe it. Pressing a button makes a hidden colored box coving your limb come out, and if this colored box overlaps your opponent’s hitbox area (their body), you hit. Its simple as that. If your attack is being beaten, its not because its programmed with a higher priority, it simply gets its attack box to your hit box quicker than your attack does.

discussion and matchmaking threads are at the bottom of the list, they’re separated by region so you should be able to find some san diego players posting in whatever one the appropriate forum is

Thanks m0ng00se!

so, on the PC, someone said that he found a PC mod for SF4 that shows # of keyinputs, chip damage and stats like that… and he found it on shoryuken.

So, does anyone know this program he speaks of? the person said he found it on Shoryuken, but I dont know where to look seeing that the only Mod for PC is color change.

You’re further along than I thought! Sorry if it sounded patronising. Maybe it will be of more use to newer players reading the thread. :rofl:

Ok, with 4300gp in mind I could give you a run down of the skills I started to develop on at that level. Different people develop different skills at different times, so not all of this will be useful to you, but hopefully you (and others) can grab something out of it.

Similar to you I started to feel as though I was ‘missing’ something partway into G2. The main reasons for that lie in some of the more subtle skills that don’t jump out at you as being flashy or amazing, but really build the structure of your developing strategy. Being able to Focus Attack > Solar Plexus Blow > Crouching Light Punch > Crouching Heavy Punch xx Heavy Shoryuken xx Focus Attack Dash Cancel > Metsu Hadouken is all well and good… but if you can’t space yourself correctly, read the opponent and capitalise on opportunities then you’ll never get any of the flashy stuff out! But yes, without further ado:

Spacing

Often misunderstood due to it’s covert appearance in matches, Spacing is commonly the source of a lot of unexpected losses or received damage. Essentially, it is your ability as a player to place your character in a favourable position in relation to your enemy. It’s the practice of extending your options while limiting theirs. You very likely already use these strategies in some way, but here a few important facets to consider:

  • Knowing the ideal range for your character. For Ryu this tends to be medium-close, or “crouching medium kick” range. From this distance Ryu maximises his options for attacking and defending against the opponent. In general you want to be pushing to get into this position whenever appropriate. As mentioned by other posters, the reason for this is the BnB nature of Ryu’s medium kick and your ability to pressure your opponent and cancel into a wide variety of other attacks on hit.

  • Considering the opponent’s options. This has more to do with reacting to how your opponent is thinking, and ties in to the Mix-Up Game discussed a bit further down. Baiting your opponent into making a mistake is often done via Spacing. For example, standing slightly away from a downed opponent if you expect a wake-up reversal can cause them to miss the attack or not attempt it at all. In either situation you will usually come out safe.

  • Setups. Correct spacing is key to countering, defending and attacking. I realise a lot of these walls of text seem ‘all theory, no practical’ but I found the best way to learn was to grasp the concept then watch videos of high class players while specifically watching for these elements. Look out for succesful anti-air, defences and punishes in videos and how they are used to score ultras and high damage combos. A good start would be:

The Ryu video thread.

Ryu Match-Up Discussion.
Street Fighter Dojo. < Great for analysing character-specific strategies.

When playing online in all cases you should try to take every loss as a learning experience rather than ‘I wasn’t good enough’. I learnt a good 50% of my tricks simply by emulating people who destroyed me.

Zoning

This refers to your ability to control the screen and your opponents movements via mind-games and actual attacks. For Ryu this revolves heavily around his Hadouken. Due to it’s swift execution and recovery it is one of the best fireballs in the game and ideally suited for Zoning. The general idea is to keep pressure on your opponent to force them to make a mistake or at least move into a position where you take the advantage. Once again look for this in videos, but some general ideas include:

  • Using fireballs at medium-long range to cause the opponent to either block or jump over it. If you are spaced correctly then an enemy trying to jump over a fireball is often punishable, but at the very least it enables you to gain ground. Daigo is terrifying with this ability so watching his videos will be a great help. Be careful of ultra combos that pass through fireballs (Abel, Chun-Li etc) and characters who have screen-spanning jump abilities such as Gouken, Akuma etc.

  • Controlling Space. That sounds cool. This revolves around punishing attacking attempts by the opponent and thus psychologically limiting them from using the attack again. This comes in many forms but includes neutral jumps to cause punishable whiffs (such as Zangief’s green hand), back dashing to avoid wake-up reversals, anti-air attacks and more. In a lot of cases sufficient anti-air can effectively neutralise an opponent’s jumping ability completely. Speaking of which…

Anti-Air

This can be considered a mix of zoning and spacing, but I prefer to think of each of these categories as pieces of a whole rather than different names for the same thing.

Effective anti-air is related to knowing your spacing. There are many unique anti-airs for each character, but as you are considering Ryu I’ll discuss those types specifically:

Hard Punch Shoryuken / Close or Medium Range - This is the most common type of anti-air due to it’s tendancy to beat out many forms of jump-in. However, it can also be the most dangerous as if you happen to whiff it the recovery time is phenominal.

Crouching Hard Punch / Close or Medium Range - Many characters have this crouching uppercut type. This works well due to your crouching character’s small hitbox and the comparitvely large vertically-extended hitbox of your punch. Disadvantages here are it’s uselessness at long range and the chance of whiffing it when used too early on cross-ups.

Standing Roundhouse / Long or Medium Range - Another common anti-air for characters such as Sagat and Ryu. This one works as the long range anti-air due to it’s massively extended hitbox. It is also often used as the punish for opponents attemping to jump over long range fireballs. The disadvantage here is simply its tendancy to lose out at closer ranges. Knowing when to use it effectively is down to spacing.

Crouching Medium Kick / Medium or Close Range - An often overlooked anti-air for Ryu. C.mk causes Ryu’s hitbox to shrink extremely far to the ground, often causing jump-in attacks to whiff AND be punished by the kick itself when they land. The beauty of this one is your ability to cancel the c.mk into Tatsumaki, Hadouken or Shoryuken and get free ultra setups. The disadvantage is its weakness against meaty attacks (jump-in attacks that are executed late into the jump to cause their effective hit frames to land much lower to the ground than normal.) Attacks like this very often beat this type of anti-air.

Light Punch Shoryuken / Medium or Close Range - Under normal circumstances this isn’t an ideal anti-air due to its tendancy to be beaten or traded easily. However, for Ryu this has the interesting property of being able to link to Ex attacks, Supers and Ultras upon success.

Mix-Up Game

This term refers to a form of psychological warfare. It is the act of conditioning the opponent to expect something that isn’t actually coming. For example, you score a knockdown and then throw the opponent on his wake-up. You then throw the opponent on his wake-up again. On the next attack the opponent will usually try to counter your throw because of the pattern you have caused him to expect, but instead you could neutral jump and thus punish his whiffed throw attempt.

There are endless ways to mix-up and every player develops their own style. The key points are:

  • Don’t be predictable. Change around what type of mix-ups you use regularly.
  • Use the full spectrum of attacks to keep the opponent guessing. Throws, overheads, blocks and cross-ups all cause the opponent to react in a certain way. A lot of the time the reaction for one type gets punished by another, so once again, unpredictability is key.
  • Don’t feel the need to ALWAYS attack. Sometimes giving the opponent breathing room will cause them try to escape your mix-up when in reality they’re falling precisely where you want them to. Standing away from a cornered Akuma when you are expecting a teleport, for example.

**
Cross-Ups: Defence and Usage**

A cross-up is a jump-in attack that strikes on the oppisite side of the opponent. They are massively useful in mix-up strategies due to the opponent having to shift their block direction to succesfully defend. If a cross-up is hard to read then an opponent will often block in the wrong direction, causing huge life loss.

For Ryu, your cross-up options are:

Jumping Medium Kick - The hitbox for this attack enables it to hit the opponent from almost all angles making it the staple cross-up choice.

Jumping Light Kick - This one doesn’t do much damage but is much more subtle and beats out certain anti-airs.

Jumping Tatsumaki - This one takes a while to master but is also hard to see coming due to its ability to cross-up from further away than other attacks. [media=youtube]qp3HdqrwdkI[/media]

Ground Cross-Ups - A few special attacks can be used on waking up opponents that allow you to pass over them and hit from the other side. The timing is very strict but for example:
[media=youtube]GzfPr7O2pSo[/media] (Cross up ground tatsu).

As regards defending against cross-ups the most obvious start is to block high in the opposite direction. So if an opponent tries to cross you up from right to left, you would block by holding right. A good strategy to learn in general is to block low after blocking a high attack of ANY kind as that tends to be the most common follow up to a cross-up. Mix-ups change that some of the time but learning to read your opponent will help you to expect what might be coming.

Players with good spacing will try to peform ambiguous cross-ups. This is where the position of the opponent above you is more or less central causing confusing regarding which direction to block. Defence against this either requires an eagle eye or good use of anti-air to escape the situation entirely. Learning to use this strategy yourself is very beneficial and can be particularly deadly against opponents who are waking up.

That about covers my general tips for the ‘experienced beginner’. As I mentioned before, not ALL of this will be useful or should be taken as gospel. However, anybody who can benefit from walls of text are welcome to take it on board. :wink:

If anyone has questions feel free to post.

this is a great post… thanks for it

man its been how many months and we’re still playing sf4… awesome game

quick question while im day dreaming about sf4 and how the dark angel jessica alba would be awesome in some of the outfits (i dont play ryu and no access to sf4 atm) If a ryu walks up cr.MK then EX tatsu. If i hold DB all the time and i’ve blocked the cr.MK will the EX tatsu hit me?

You shouldn’t be surprised, people are still playing Street Fighter 3:3rd Strike and that was made in 1999. These games have years of playability, not just having to run through a bland storyline and leave it to rot. We’re even getting our first “Super” update with lots of new characters soon.

Nah, both crouching and standing block defend against EX tatsus. : )

anyone wana play on XBL? ppl suck now idk why >_< GT: schreiing

Okay, argument with Xbot on Facebook. I have no idea on how to counter this argument (I made stuff up btw):

Why is SF IV more deep than GeOW or MW 2?

Because Ryu could beat up Fenix in a fight.

Hi there.

I’m a newcomer, and also a beginner at SF4. First, excuse my language mistakes, i’m French :slight_smile:

I just wanted to ask, as i was reading Ken’s Wiki, what does " cl.rh" mean ? I couldn’t find it in the SF Notation Manual…

Thanks.

cl.rh is “close roundhouse” so it’s his close standing hard kick

thanks RadarTrap :wink: