The Fighting Game Noob Thread: From Scrub to Master

Taking at least an hour a night ot play SF from now on ever other game is on the back burner

1st Win

Realized Guile has been my main since I was 5 and I have left him always to come back never was good with him but playing him always felt right.

Anyone mind breaking down my fight ? What I should do different ?

Going to try and post one vid a night for thoughts

As one of the previous posters said, stand your ground. vs most opponents, you don't need to run away. If you want to play defensively, just hold down-back and wait to see what they do. If they walk forward, do a crouch MK or sonic boom to engage in footsies. if they jump, do a flashkick / d. HP. If they do a projectile, do a sonic boom. Be patient, eventually the opponent is likely to make a mistake.

My personal preference with guile in USF4 is to try to control the neutral game, and then once you land a hit, rush it down. You should be more aggressive after any knock down, by either going in yourself or dashing behind a well timed slow sonic boom
- do a cross-up j LK
- do a cr LP followed by a throw
- do one of the variations of the F MP overhead mix-up (alone or after cr MK)
- lead with a meaty attack

You should also vary your buttons, particularly when applying pressure. Learn the cr LP, cr LP, cr MP, sonic book combo. It's tight, but you will get it eventually. It leaves you at a safe distance that you can then rinse and repeat some of the above, either by standing your ground again (wait holding db) or rushing in. Doing just LPs or LKs gets predictable. Also, mix up a throw after 1 cr LP every once in a awhile

Don't use cr HK to much...it is easily punishable after the first hit. Cr MK is better. You can also do back MK followed by a sonic boom to get some space.

One punish you should add to your arsenal is df HK -> EX flashkick. There were a couple of instances that you could have used that

Hope that helps
 
@Nakazato

-Learn to AA using cr. fp and st. fp
-Don't mash cr. mk or cr. rh, just asking to be focus'd (use cr. jab if you're going to mash anything)
-You missed a st. fp or throw punish on a whiffed SRK
-Don't do psychic flash kicks unless you're really good at reading your opponent

Basically, stay grounded and use your normals better. Guile has good walkspeed and normals, problem is you can't BS with him in any way.
 
Guile will teach you patience, Nakazato.

I want you to try doing multiple booms in a row in training mode.

We need to get you to practice the habit of always charging. That's the trick to an effective Guile beyond standing your ground like everyone else said.

When you let out a boom, start charging another boom the second it's out, and let out the next boom the second the other boom hits. You need to create a maze for them to get into you so they have to work to open you up, and Guile has one of the best projectile speeds in the game on top of some of the best normals. Don't get in their face unless you have to. Your game plan should be for them to come to YOU and manipulate that into punishing them with your normals.

When they start to get antsy, this is slightly more advanced, but I still want you to at least try it. Use the boom to approach. Use the boom as a shield. Use a low punch boom for this. When you approach it'll hit them and they'll likely block. And when they block, weave juuuuuuust outside of their attack space. They'll probably think you're going to get into close quarters so they'll try to hit you. But nope, you're outside their range. When they whiff, go back in and hit them with a backhand (forward HP).

It may seem advanced, but you can do it. Give it a shot in training mode. This is a basic Guile tactic that helps teach playing patient and learning to read your opponent's moves and thoughts. At 0:33 in your video, you have the right idea, but you need the right application. Don't jump in. Use the boom as an opportunity to fuck with their head.

You can see it in action here.

https://www.youtube.com/watch?v=RgVUUHU84YU
 
Played some random SF4 AE 2012 at a pinball place and lost repeatedly to a gimmicky T. Hawk.
Beat everyone else, but that really sucked. I think I belong here for a bit...
I don't really have a main in that game as I skipped AE due to the Yun dominance early on, but that 's honestly not an excuse for losing those matches.

It's been a long time since I've played USF4, but I do plan on giving SF5 a good amount of time and dedication.
Until then, I'll probably mess around in Xrd just to get used to playing fighters again instead of just watching.
 
Xrd helps with execution. Its challenges are practical and show off the games rhythm.

There's this challenge though. I have no idea what I was doing wrong? I look at my inputs and sometimes they double? So it looks sloppy? I tried timing it and the combo wouldn't always work when I got to the chemical love part.

http://youtu.be/p3sXRpRYzF8
 
Xrd helps with execution. Its challenges are practical and show off the games rhythm.

There's this challenge though. I have no idea what I was doing wrong? I look at my inputs and sometimes they double? So it looks sloppy? I tried timing it and the combo wouldn't always work when I got to the chemical love part.

http://youtu.be/p3sXRpRYzF8

The jump S you need to do as quick as possible after jumping to avoid them popping out, and the jump S into chemical love is a cancel so you need to perform it immediately after doing the jump S.
 
Played KI for first time in many many months when psn went down. It's so strange, went up against a guy who was higher ranked than myself and got in his ass for 9-1. I was Jago and for the first time ever in KI I was playing it like a SF game lol. Holy shit did it work.

Yet when I come back to SF I am beyond ass.
 
Side B has changed since the 3DS version, you don't gain as much forward moving inertia anymore so it isn't a very viable recovery option. Down throw into uptilt is basically his bnb, another option at 0% is up throw into down air which should be used against certain characters who would otherwise be able to DI out of the uptilt followups. With mario you want to just kinda create openings with his projectile and use it to approach to open up his throw mixup game, stuff like fullhop fireball, fireball when recovering back on stage, etc. Since he kinda suffers as a result of the range of his normals you use that, short hop bair, and autocancel down air to approach. His better kill options are running upsmash, forward smash, back air, back throw, downsmash if you can read a roll or as a fast shield punish. upsmash and downsmash both have more knockback if you can connect with the hitbox behind mario. If you have any specific questions about the application of his moveset feel free to ask. That's just some info about his general gameplan.
Cool going to pratice this tonight thanks :)
 
Mario can't use his Tornado to recover anymore. It was switched to his down aerial and you can't gain height with it. The Smash Bros Wii U thread is still somewhat alive, although everyone has moved to Discord. It's pretty easy to critique and learn in Smash Bros. since you don't need to know dozens of character-specific inputs.
Thanks for the correction. Tornado works with Dr Mario, should you not want to use FLUDD.

Side B has changed since the 3DS version, you don't gain as much forward moving inertia anymore so it isn't a very viable recovery option. Down throw into uptilt is basically his bnb, another option at 0% is up throw into down air which should be used against certain characters who would otherwise be able to DI out of the uptilt followups. With mario you want to just kinda create openings with his projectile and use it to approach to open up his throw mixup game, stuff like fullhop fireball, fireball when recovering back on stage, etc. Since he kinda suffers as a result of the range of his normals you use that, short hop bair, and autocancel down air to approach. His better kill options are running upsmash, forward smash, back air, back throw, downsmash if you can read a roll or as a fast shield punish. upsmash and downsmash both have more knockback if you can connect with the hitbox behind mario. If you have any specific questions about the application of his moveset feel free to ask. That's just some info about his general gameplan.

A lot of this too. The Side-B recovery applies to all characters, it's actually annoying. You could do that in melee and still keep moving forward, but now you can only 2 it twice and then you start to falling straight down.

You got King Dedede tips?

I've hardly ever played Dedede so I wouldn't be able to give any highly knowledgeable advice. :(

Use his Hammer a lot.
 
Xrd helps with execution. Its challenges are practical and show off the games rhythm.

There's this challenge though. I have no idea what I was doing wrong? I look at my inputs and sometimes they double? So it looks sloppy? I tried timing it and the combo wouldn't always work when I got to the chemical love part.

http://youtu.be/p3sXRpRYzF8

Them falling out before the jump S is because the input is too slow. You not getting the chemical love is because you didn't cancel it fast enough. For jump cancels you want to usually hold/tap up forward unless a combo requires precisely up.
 
Why not DP?

I have that problem in 3S. Someone dashes in, and I try to jab only to get thrown.

I don't feel confident in getting that attack out while still in block stun/being pressured. Especially with the threat of getting counter hit'd by a 6HS from Sol. I take a lot of extra damage on wakeup just trying to get my DP out :(
 
That Sol player was getting in a lot with jump ins. You don't have to worry about wild throw that much if they can't reach you in the first place.
 
That Sol player was getting in a lot with jump ins. You don't have to worry about wild throw that much if they can't reach you in the first place.

Yea a lot of the time when I saw him jump in I didn't go for the 6P because I thought it'd be too late. I got to the point where I was just throwing it out there beforehand just in case I could stop him jumping in and dashing forward.. which did hit him a few times.
 
The jump S you need to do as quick as possible after jumping to avoid them popping out, and the jump S into chemical love is a cancel so you need to perform it immediately after doing the jump S.

The canceled jump S sure. That's easy. But the chemical love timing? It's the same.
 
Played KI for first time in many many months when psn went down. It's so strange, went up against a guy who was higher ranked than myself and got in his ass for 9-1. I was Jago and for the first time ever in KI I was playing it like a SF game lol. Holy shit did it work.

Yet when I come back to SF I am beyond ass.

You'll get there.

Them falling out before the jump S is because the input is too slow. You not getting the chemical love is because you didn't cancel it fast enough. For jump cancels you want to usually hold/tap up forward unless a combo requires precisely up.

Thanks!
 
The canceled jump S sure. That's easy. But the chemical love timing? It's the same.

It also helps to break the combo down into parts. Practice just doing 6P -> c.S -> jump cancel -> jump S until you do that part consistently. Then, set the dummy to jump and practice jumping and just doing jump S into chemical love until that is consistent as well. For games with longer combos, learning the individual pieces before putting it all together makes things much easier (when applicable).
 
Reading the OP was all well and good but saying things like "learn your character" and "watch pro players to learn their strategies" doesnt work unless you know what you are looking for. Which I dont.
 
It also helps to break the combo down into parts. Practice just doing 6P -> c.S -> jump cancel -> jump S until you do that part consistently. Then, set the dummy to jump and practice jumping and just doing jump S into chemical love until that is consistent as well. For games with longer combos, learning the individual pieces before putting it all together makes things much easier (when applicable).

I did do it in parts. In the video there's sections where I waiting for a hit confirm on the jump slash before I input chemical love. I'm doing the exact thing you described except setting the dummy to jump part. Can't do that in challenge mode! I'll take it training.

I'll just have to keep practicing.

Anyways, I like how in the challenge mode they introduce a move and how it can be utizes for your advantage. 6P gets a knockdown and after that you input a another button. Easy enough. But then the next few combos build upon that link you learned. And that's where we get this 6p S jS chemical love combo.

Practical AND shows off what your character can do.

SF should learn from Arc challenge and tutorials modes. They stomp the shit out of Capcom's.
 
Reading the OP was all well and good but saying things like "learn your character" and "watch pro players to learn their strategies" doesnt work unless you know what you are looking for. Which I dont.

Go to training mode and check the moves and trials.Check what each button does. If there are combos in there it will show you some basics stuff. It gets easier to see the flow of your character afterwards and then you can watch some vids and see how it all comes together
 
Reading the OP was all well and good but saying things like "learn your character" and "watch pro players to learn their strategies" doesnt work unless you know what you are looking for. Which I dont.

I told you what to look for. :p Your fastest moves, your anti-air, moves that keep enemies at bay and out of your space, and watch someone play your character for their game plans.

I said go to training so you can get a handle on your characters moves. Use all of them and go through the move list. Use every normal, every special, every super. Try to make a good guess of what they're for.

Then go watch high level play and see how those moves are applied.

You won't get it instantly because you're still learning the character. Learning a character isn't a one and done thing. It's a thing that takes months, years practicing. You just need to concentrate on the basics: your anti-air, how to keep people out of your space, how to avoid fireballs if you play a character that can't use them, and the general game plan for your character. These things you learn from watching high level play and implement it into your play. Then go back to watch more videos, and then repeat.

Don't worry about combos yet. Just worry about figuring out how that character works.

It takes practice. You probably won't get it today but you may get it eventually.

What character and what game?

What PC game pad would you recommend for fighters KOF 98 on Steam? Don't have room for arcade stick atm.

Hori FC4.
 
I did do it in parts. In the video there's sections where I waiting for a hit confirm on the jump slash before I input chemical love. I'm doing the exact thing you described except setting the dummy to jump part. Can't do that in challenge mode! I'll take it training.

Yeah- I meant go into training. In the challenge mode proper, you can slowly build up (do step 1 -> do step 1 then 2 -> do step 1, 2 and 3) but in training mode you can really break down if you need to, i.e, practice step 1 then 2, practice step 2 then 3, and then put all three parts together.
 
No, you can even be faster by doing holding back, forward, back + punch. The buffer allows you to do this.

1dc5AW2.gif


I know what I'm doing after work!
 
Uploaded a couple more XRD matches. I've only been practicing with Sin.

https://www.youtube.com/watch?v=FnJdFMNfrak
https://www.youtube.com/watch?v=nNtst9KeXEE
https://www.youtube.com/watch?v=eDXOf19Gi6k
https://www.youtube.com/watch?v=GZEvgabG8QI

Please critique etc etc.



One thing.. even when I know Sol's command throw is coming, my reaction is just to try jab him out of it instead of jumping away :/.
watched a few of your matches, you seem to really like beak diver, which isn't surprising because its a great attack, but you are getting a little predictable. You also need to roman Cancel more. You can roman cancel a beak diver when you have meter if they jumped over it so you can block, or you can rapid cancel in response to their rapid cancel so they dont get hits in. Somewhere around 1:30 in the first video Sol roman cancels and hits you with an air combo. I don't know Sin's normals well, but with millia I can definitely cancel there and hit him in response. You definitely can at least cancel and block
 
watched a few of your matches, you seem to really like beak diver, which isn't surprising because its a great attack, but you are getting a little predictable. You also need to roman Cancel more. You can roman cancel a beak diver when you have meter if they jumped over it so you can block, or you can rapid cancel in response to their rapid cancel so they dont get hits in. Somewhere around 1:30 in the first video Sol roman cancels and hits you with an air combo. I don't know Sin's normals well, but with millia I can definitely cancel there and hit him in response. You definitely can at least cancel and block

Yea I know I've fallen into playing a very linear game with Sin after certain combos. I just don't know enough oki or followups if I decide to jump/leap forward towards them after a beak driver.

Rapid Cancel = Roman Cancel?
 
https://www.youtube.com/watch?v=VFIysG89ByI

R3iMkIV.gif


I need to implement this into my Chun Li game.
I've fought Dieminion before and Guile does have to eventually jump,block ,focus or ex sonic boom but it's still a battle of attrition. He gets you annoyed ,frustrated and bored with a wall of booms and normals and eventually you do something stupid.

You can definitely try with chun ..she might even be a bit better at it maybe
 
I got destroyed by a bison yesterday a couple of times and I realized I have no idea what to do against him. Any tips for him? I was using ryu. Unfortunately don't have a recording since it was on the 360.
 
I've fought Dieminion before and Guile does have to eventually jump,block ,focus or ex sonic boom but it's still a battle of attrition. He gets you annoyed ,frustrated and bored with a wall of booms and normals and eventually you do something stupid.

You can definitely try with chun ..she might even be a bit better at it maybe

I noticed before that Infiltration's kikoken's were so fast so I sat in the lab and tried to replicate what he was doing. It got me much better at charging and timing my fb but it still wasn't as fast. Now I know why.

He was meeting I think high punch hadouken's against Evil Ryu mid screen.
 
I got destroyed by a bison yesterday a couple of times and I realized I have no idea what to do against him. Any tips for him? I was using ryu. Unfortunately don't have a recording since it was on the 360.

What about him is troubling you? There's a lot about Bison that may give trouble.
 
I got destroyed by a bison yesterday a couple of times and I realized I have no idea what to do against him. Any tips for him? I was using ryu. Unfortunately don't have a recording since it was on the 360.

Scissor kick pressure? Or the stomp giving you trouble?
 
Reading the OP was all well and good but saying things like "learn your character" and "watch pro players to learn their strategies" doesnt work unless you know what you are looking for. Which I dont.
LEARNING YOUR CHARACTER

Learn your buttons. How fast they come out, how fast they recover, what's their range and how long they are active. You don't need to read frame data for this, just push your buttons in front of the dummy and see what happens. You also need to learn what buttons can be cancelled into Specials, what buttons are natural anti-airs and situational anti-airs.

Once you know what your buttons do, you need to decide what buttons are best in each situation and what purpose they may serve to your game plan. For istance, cr. MK is a very good Ryu button: it's fast, has good recovery, has good range and is cancellable into specials. But you don't want to just use this button, as good as it is. You need to learn other buttons so your gameplan doesn't revolve around just one button. What will your rival do to fight your cr. MK? Depends on the character you fight, of course, but you need to find tools to counter whatever they do. Imagine you're fighting Ryu, he will want to use his cr. MK. What are your options? You can fireball him before he comes in range, you can focus, you can lk or cr. lk in anticipation, so you kick him before his hit is active, you can move slightly back and cr. MK to punish his whiffed cr. MK... there are a lot of options.

Learn your specials: You need to know what your specials do. How fast they come out, range, etc.. That for every button and ex variant. Some variants are more safe and some do more damage. Want to punish? Go with the highest damage, want to test grounds? go with the safest. Some Specials are totally safe, depends on the character. You can abuse these for chip damage. But keep in mind that abusing anything in fighting games leads to your rival getting huge chunks of good info. You need to learn the properties of your specials and how they interact with your rival to make the best use of them. But keep in mind that learning the specials is just as important as learning your buttons. Knowing how to do your specials doesn't mean you know your character. Not at all.

Learn your player's movement: You need to know how fast the speed of your character is, how fast or floaty his jump is, how good his dash is. This is important because the movement of your character is very important to determine your game plan. Can you walk in and grab your oponent? can you dash in and grab him? can you use your dash to go under the oponent? Can you dash out and still be in range to fight? Can you use your jump or you better use it seldomly? Movement is very important. as it determines how your footsies are to be played.

Learn your BnB: BnB is your basic combos. Above everything, you need to learn how to punish properly and how to confirm and blockstring. Punishers can be as complex as you may do them, but you need to be realistic. 100% punishments with just sweeps or grabs is so much better than 50% punishments with higher damage combos.

Find a general gameplan: When you start playing, you either do random stuff or play reactively. You need to have a very basic gameplan. For Ryu your basic gameplan could be keeping your rival at a distance with fireballs and when they get to mid distance, fish for their jump and punish with a SRK. If they come near, then use cr. MK+fireball to get them back. Your gameplan is usually built around what you learned and your natural tendencies. You want to make use of your best buttons and specials and make great use of your player's mobility (or hide how bad it is!).

Learn the matchups: You need to know your rival. You can't play Gief like he's Poison. Some buttons you never use, some tactics you never use, can come handy when facing these rivals. Some characters need to totally scrap your general gameplan and go for a totally new thing because it will be useless against these characters (like you will have a hard time beating Posion in the fireball game and Gief can ex green hand you at mid range if you go crazy with fireballs).

I think I covered the basics here. Above anything else, you need to play and play and play and, if possible, have as much fun as you can. One final advice: Sometimes you need to take steps back to make a jump forward.

As for PROs, watching them is good to come out with general ideas, with some responses to situations you've faced and are struggling with and with adapting your gameplan to what you've seen to make it more efficient. But I wouldn't worry too much about studying the PROs if you're starting now.
 
I got destroyed by a bison yesterday a couple of times and I realized I have no idea what to do against him. Any tips for him? I was using ryu. Unfortunately don't have a recording since it was on the 360.

As a Ryu/E.Ryu player I do have some problems with fighting Bison ....but what I've been told , and it does work for the most part is if he has no meter fireball and zone the shit outta him . You want him to jump at you . His jump is exteremly floaty so you should be able to dp him. When he has meter you have to be more careful as his ex kicks and ex psyco crusher will go through them . At that point start implementing neutral jumps and jump back fierce as that will hit his crusher. IF you're in the corner red focus works well as it will absorb his scissors kicks...I have yet to see a bison use a crusher when he has an oppnent trapped. His slide can catch you off gaurd but he has no over head dont worry about crouch blocking a lot ... I'm not a fan of this matchup... :-(
 
If it's scissor kick don't let him scissor kick in the first place. Usually Bison scissor kicks if he thinks there's going to be an fb he can go through if you're using an fb character. Don't give that fucker the satisfaction. Find a move that beats his scissor kick and bait it in a match. Try not to block scissors because his goal will be to use it for MASSIVE block push into the corner. Don't let him!

If it's far HK, go low with as far reaching a normal as you can get. You have to predict it or read it and punish it.

If it's stomp, dash out of it and punish him.

Fuck Bison. He ruins friendships.
 
Top Bottom