Lol, I like to be doing stuff when I play. Its my biggest problem.
Nah I get that problem. My friend has that issue too lol,honestly just think it comes from not being confident what you are doing is working? I do notice you’ll stop pressing the advantage sometimes with everyone who isn’t Chun. Even though you seem to have Juri’s Oki down.
Well, I love doing color edits… too bad it’s just on the Switch right now. Plus I bet they’ll charge more than $15 for it, aka too much for a glorified SF2HD re-release.
in order to do a basic QCF motion from downback I have to:
release the back button while keeping the down button pressed
press the forward button while keeping the down button pressed
release the down button while keeping the forward button pressed
this is much harder than it sounds since the ring finger is the least independent finger which makes step 1 tricky from P1 side. I have been practicing this for MONTHS and still can’t do it reliably.
now my character requires me to learn TK QCFs from downback, which is even worse. I just don’t think I have the manual dexterity to pull it off. worst of all, my hitbox execution is still better than stick.
I’m starting to think that my execution will never be good enough to get to an advanced level in fighting games. I’ve exhausted every type of controller and I suck with all of them.
Herein perhaps lies your problem - you’re constantly changing.
You perhaps need to stick to one method and grind it out. It takes time. Think of it like learning an instrument. While no one controller is considered ‘best’, I feel stick is considered to be (for now) a widely accepted default, with many tutorials and so forth defaulting to stick when it comes to execution technique and demoing inputs, etc. It’s perhaps the most relate-able and understandable input method.
It is interesting that your execution via hitbox is better, though that is perhaps due to hitbox having quite a rigid aspect to it - stick can invoke some variability when it comes to motion inputs. Hitbox is very fixed, with little room for fuzzy or hazy inputs outside of how the game interprets leniency.
Have you tried alternating character types to see how it effects your execution? By this I mean motion vs charge characters. I had friends back in the arcade days who (and still do actually) choose characters based on these attributes. Motion is completely out for one, charge for another. I am comfortable with both, though can appreciate where some people might find one or the other weird or at odds with their skill set.
The best advice I can offer to those fiddling with execution technique is to quite simply slow things down, irrespective of control method. I see many people thrashing things unnecessarily quickly, when it really isn’t required (particularly with this game!). I feel when one does this, they forego an element of methodical control combined with missing out on gaining a feel for more subtle nuances of timing, and the little intricacies of hit and block stun. Slowing things down also helps keep your cool and allows you to remain calm in high pressure situations, which can be a tipping point for some people when they are on the back foot and being pressured.
I’m not exactly sure what output you’re ending up with, but I’ll take a guess and assume you’re getting HCF specials while doing the above. If that is the case, then I’d recommend changing what you do during step one. When you seen yourself block and you want to punish, just let go of all the directional buttons completely for a split second – then immediately go into the QCF motion + attack button to execute the punish.
Again, I’m not sure whether or not that’s the problem you’re having, but after about two years of using a hitbox myself, I generally fuck up most things by being too quick and not breaking down the inputs into separate chunks. I’ll often mash things together too quickly and end up with god-knows-what-comes-out. You just have to keep in mind that fighting games are designed for pads and sticks, each requiring that you either just use your thumb or your whole hand to control the directional inputs. Having three fingers to do all the work gives you the advantage (hello ladies), so take it easy on the directionals.
I think stick execution is a lost cause for me unfortunately. I’ve been playing on one for almost a decade now and still only have like a 30% success rate for backdashes, a 50% success rate for forward dashes, and a 70% success rate with DPs. smooth motions like QCF, HCB, even SPD and 2xSPD motions are perfectly fine, it’s just the abrupt stuff that I suck at.
the root of the problem is that I can’t hold the damn stick comfortably. probably due to a combination of 1(hand shape 2(arm length and 3(a minor tremor in both hands. I’ve tried basically every conceivable grip on both bat and ball top, both with and without a shaft extender, on 2 separate sticks, in all sorts of sitting positions, and I still can’t find a setup that lets me do a fucking backdash consistently. my thumb always juts too far past the ball/bat top for me to leverage it for control, so I end up doing most of the work with my pinky and ring finger which is… straining, to say the least. I can’t fit my hand under the top and then wrap it around comfortably, so I have to either 1(grip it with just my fingertips or 2(use the ‘wine glass’ grip but with only the bottom 3 fingers and no index at all. both lead to all sorts of problems.
switching to a high tension spring helped a fair amount, which makes me think that my tremor is the biggest obstacle. (it shows that I’m better at exaggerated movements than delicate ones, which is consistent with the pattern of my tremor)
I’ve NEVER allowed anything to dictate my choice of character other than playing whoever I like the best at the time, but you’re probably right that character choice is something I need to start considering. I am indeed better at motion characters… I just can’t stand the idea of letting execution limit my character choice.
and maybe that’s a sacrifice I need to make to get good. I dunno.
the problem is that I don’t get any special move and a normal comes out instead (for instance, I get HP if I inputted QCF+HP)
that’s a good tip about punishes and I’ll try to keep it in mind. but it’s more of a problem in neutral and combos than in punish situations. trying to whiff punish with EX hadouken while crouching, for instance, or trying to cancel a crouching normal into a QCF during a combo.
SFIV is probably the best SF game in terms of what it did for everyone, expanded the community and made tournaments bigger and better(better is…variable).
Otherwise, it’s entirely subjective.
Also I think a mix-up of short-range normals along with the very fast dashes of the game are what make the neutral feel weird to me. I haven’t played in a couple weeks though so could be wrong. Dashes sucked in IV so when midrange started to transition into close range your opponent had to work through your normal wall, or jump. Now your normal wall is overall shorter distance and dashes are viable.
Everything SF4 did or had it owed to its predecessors and the underground nostalgia reserves that formed from the dead arcades that accumulated over millions of years. SF4 is Seth, a puppet clone that believed it was a real SF, but really all it was was a change of clothing for SF designed to set up the triumphant return of its true master - SF5!
SFIV had retarded dashes too that you could combine with focus to invade the neutral very easily. It’s one of the things people generally complained about with that game.
Ibuki’s forward dash was dumb as hell in that game especially with focus. Best way to bully your way in. The emphasis on creating characters with slower walk speeds and then just throwing in OD dashes started with 3S and then was borrowed in SFIV. Then used again in V. There’s fast dashes in V, but you can’t put a point of armor on them like you can in IV.
There was similar ways to invade neutral in IV and the right character could basically not give a shit about your neutral. Just there were more characters that could play traditional neutral if you wanted to.
It’s mainly the shorter normals and the delay that makes the neutral feel more committal in V, but there are still enough characters you can play that control mid range if you’re looking for that. Guile, Karin, Cammy, Urien, Chun, Birdie, Gief and others are all characters that can do that with buttons and projectiles that definitely have solid range.
It’s like saying " Dora the explorer is shit now cause i’m older, and my generation was better. " Despite them using the same exact formula, just different bridges she crosses, and people she encounters. Pokemon is actually pretty comparable, the general idea is the same, the lessons they teach, and even has familiar faces.