Is street fighter 4 better than the 360 version now (after like 4 patches?)
I saw the ps4 version at the last SF4 tournament so it might be better now?
USFIV ps4 is now tournament standard. So it's fixed.
That and the Steam version are the best versions. Steam version is better because of higher frame rate and better netcode but they're about the same.
Updating OP with a shit ton of resources.
*rubs hands*
I feel 3s play translates well to SFV. Haven't played 3s in awhile I'm returning back tonight gotta get use to the speed of the game again and all those killers on XBL.
Is SFxT still relevant? Isn't UNIEL more relevant than Melty? Anyway, link to Mizuumi for Melty resources. http://wiki.mizuumi.net/w/Melty_Blood
@Manny we should play sometime bro.
Watching through some of those Aris videos kinda has me itching to mess around in Tekken again. If any newer players wanna learn some stuff, feel free to hit me up on PSN: MannyBiggz
oh you're one of the mods for aris' stream. nice to meet you.
Nah even though Parries are in SFV in a way, its not a universal mechanic so it kinda takes the learning how to fireball portion of fundamentals in a different direction.
This is definitely the best one, it's fucking hilarious. Fucking 90's. Shit is like Wild n Crazy Kids on speed.
I just joined UFIV ScrubGaf on Steam. I suggest we have a general ScrubGaf group that is game agnostic!
I'll change it up when I get homeI just joined UFIV ScrubGaf on Steam. I suggest we have a general ScrubGaf group that is game agnostic!
Great thread, Cindi! Glad to see people are still finding the ebook useful. I don't know if it's rude to plug my own stuff here, but teaching people FGs is something I'm super passionate about. So:
Selfishly, I'd like to recommend Rising Thunder -- it's an online-only PC 2D fighting game that aims to simplify the execution barrier while keeping the depth we love in SF. I say "selfishly" because I liked the game so much that I joined the dev team (including SRK/EVO founders Tom and Tony Cannon and OG FGC legends Seth Killian and Art "Maj" Mkhikian as their community manager a few months ago. It's a free-to-play PC game currently in open technical alpha (meaning no tutorial, single player, or anything fancy yet) but you can check it out at risingthunder.com and see if it's a thing you'd be interested in following as it grows. And it's built for online play (GGPO 3 baby, best netcode in the business) on a keyboard, so no excuses
I've started experimenting with streams and videos to teach FG concepts and thinking, so if that's a thing you're into, definitely check 'em out. And if anyone ever wants a one-on-one intro to fighting games using Rising Thunder, I'm down to do those if you don't mind being on stream. I check NeoGAF a few times a week but you can always hit me up on Twitter if you want to give it a shot!
I made a (long) video where I talk about why learning to play fighting games has been really important to me, and some basic philosophical approaches to learning fighting games, over here: https://www.youtube.com/watch?v=v-RyaicGhuo
Some Tekken resources that I wanted to share with relatively new players, or 2D players that are trying to get the hang of playing Tekken for the first time. Note that this stuff all applies to Tekken 7 also.
Aris made some great beginner videos:
Tying Moves Together With Movement
Aris' note about every character having the same template in this video is especially important, because one of the most intimidating things about Tekken is the giant movelists. It is very important to realize that once you learn one character, grasping what's going on when looking at the rest of the cast's movelist becomes a much easier task than you would think.
The Application of Frame Data
Basic knowledge of how frame data works is not a requirement to understand this video, but it is recommended.
Familiarity With Situations Makes A Player
This one covers a universal concept. It pretty much applies to all competitive games/activities.
His youtube channel has several other great Tekken and Soul Calibur 2 videos that are pulled from his stream. Just search for the games in his channel.
https://www.youtube.com/user/AvoidingthePuddle/videos
Hmm, how about a public spreadsheet that has usernames, games played, and times available to play?
In my opinion beginners shouldn't even worry about things like framedata. Hell anybody who isn't a competitive player shouldn't worry about it. Even a good handful of competitive players do not worry about it. Nothing beats playing the game yourself and experiencing things. Besides, numbers don't explain everything.
Beginners shouldn't worry about it but they should know about start up, active, and recovery IMO. Especially recovery and start up.
Any tips for sticking really strict timing in combos?
For example I picked up XRD yesterday and was running some of the challenges and keep getting stuck on combos involving jump cancelling. I just can't seem to make my hands move fast enough to stick the timings.
I should probably upload some of my many XRD L's so y'all could help me out
Dunno if I should just stick with Ky or continue trying to learn Sin which has been a pain
BlazBlue gaf needs to come in and support their game! BB Gaf is pretty sizable too, so it's pretty surprising. Any BB resources?
Any tips for sticking really strict timing in combos?
For example I picked up XRD yesterday and was running some of the challenges and keep getting stuck on combos involving jump cancelling. I just can't seem to make my hands move fast enough to stick the timings.
I think you can input the jump during hitstop.
Find a way to JUST practice the part you struggle with. Set the dummy to jump and just practice the juggle. Then go back and reincorporate it.Any tips for sticking really strict timing in combos?
For example I picked up XRD yesterday and was running some of the challenges and keep getting stuck on combos involving jump cancelling. I just can't seem to make my hands move fast enough to stick the timings.
This means a lot with you coming here. Do you realize that you helped me grow so much and helped give me hope with your book? The fact you came here and gave the thread your seal of approval feels full circle. I've been re-reading your book to reapply why I know and don't know now that I'm more experienced and it's still a fantastic guide.
Thank you so much.
That was my x until she learned geif and got chun down to a science.Subscribed
I think I could use a mentor
I kinda have a pupil already ( my gf) but she is basically this:
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Patrick, can you please make a video playlist of your Rising Thunder videos?![]()
Also keep in mind if you go on tilt take a break. Never go straight back in a game if you are pissed. Hell I found progress by not playing something for a month and coming back. Or just returning to a character after a break.
And just to add - never play if you are sick. Even a cold. You'll lose over and over and over.
In my opinion beginners shouldn't even worry about things like framedata. Hell anybody who isn't a competitive player shouldn't worry about it. Even a good handful of competitive players do not worry about it. Nothing beats playing the game yourself and experiencing things. Besides, numbers don't explain everything.
Beginners shouldn't worry about it but they should know about start up, active, and recovery IMO. Especially recovery and start up.
It's true that frame data doesn't explain everything like block pushback or whiff recovery but like Cindi says even beginners should know the basics like safe/unsafe, pressure, punish etc.
I'm of the opinion beginning players should learn as early as possible instead of wasting time getting destroyed and being frustrated because they don't know what happened.
Actually the total animation represents "whiff recovery", if you want to be more specific about the time after the active frames then you have to look at "Recovery".
Also yes, beginners should learn it as soon as possible because it is an universal explanation of how the games partially work.