The Fighting Game Noob Thread: From Scrub to Master

I feel there's certain motions that would be easier for me on stick, and vice versa. An example being for Yun it's harder for me to do c.mk to shoulder, because it'd hard for me to do down to dp motion.. I feel this would be easier on stick, while 360s and 720s would be easier on pad..
Having played through the SFV betas with an arcade stick after wielding a standard controller for so long, there's indeed a case of some motions being easier (or more difficult) depending on which you use. As mentioned by someone else though, can be negated by expanding your comfort zone.
 
Is anyone avaiable for xrd tomorrow? I plan on practicing Ky. I've done some of his challenges. But i have a hard time just even doing the basics. Hell i even roman cancel a lot for no reason. This is the one fighting game series I'm actually putting tons of time in. PSN is my username.
 
ggs kurtsune! leaving feedback here

whenever you escape a throw you are +6 and that means your opponent can't fuzzy guard (get out of jail free), this means they are forced to guess whether you will do a mid or a throw

so your options are:
mid (beats attacking and ducking and loses to guarding)
throw (beats guarding and sidestep, loses to attack)
low (beats guarding, loses to low guard or usually attacking)
circular (beats side step, loses to guard and usually ducking)
3K (beats backdash and attacking, loses to sidestep)

pretty much anytime you block something you have advantage and it's your turn to rock. don't let people cheese you out with 2P when you have advantage, thats why 6P is so important. if you block an attack make the same choices above and make a mental note of how things work out.

remember that yellow flash is counter hit. try throwing when you CH your opponent! i freeze in my tracks when i get hit CH and im sure many other players do too.

for jacky stuff check this out:
http://virtuafighter.com/threads/starting-out-with-jacky.19241/

for akira:
http://virtuafighter.com/threads/starting-out-with-akira.18330/

lemme know if you have any questions, gg bud!
 
Not sure if you guys saw this yet but a dude I play with made a great video on whiff punishing by using blocked normals for spacing
https://www.youtube.com/watch?v=O5nOwdhUtKk
So the basic idea of it is a spacing based whiff punish setup by utilizing pushback on block/hit. Thanks for posting.

Anyways, new Chun Li vid.

https://www.youtube.com/watch?v=dtnOwAEASIw

Please critique and all that.

I have trouble pulling off my ultra outside of a combo. Any time I have my ultra and I have back + mk I'm trying to bait for an ultra. I can only reliably hit my ultra out of two or three combos. How can I use Kikosho in a more free form manner to get some W's?

Same with count I'm not a Chun main.

After a blocked jump in you should use cr.lk/lp to continue pressure
Try to anti air with EX SBK
Challenge his frametrap with EX SBK

Also Chun Lis lvl 1 FADC forward on block is +1, which means using cr.lk/lp directly after the dash turns it into a frame trap.

U2 you could use it as a anti air against front sided jump ins, since it is input based and you don't have to charge.
 
Same with count I'm not a Chun main.

After a blocked jump in you should use cr.lk/lp to continue pressure
Try to anti air with EX SBK
Challenge his frametrap with EX SBK

Also Chun Lis lvl 1 FADC forward on block is +1, which means using cr.lk/lp directly after the dash turns it into a frame trap.

U2 you could use it as a anti air against front sided jump ins, since it is input based and you don't have to charge.

I don't know how to do frame traps even though I know what they are.

Thanks for tips on continuing pressure.
 
I don't know how to do frame traps even though I know what they are.

Thanks for tips on continuing pressure.
Pretty sure a frame trap would be just pressing lp/lk after the fadc.

You are +1 after the FADC so because lk/lp has 3 frames of startup even if the opponent has a 3 frame normal your button will come out a frame earlier and counter-hit them because their attack is in start up still (or if they grab which has 3 frame start up).

The only things faster than 3 frame normals are:
- super/ultra grabs that have 0 frames of start up,
- and most grappler command grabs (which are 2 frames of startup I think).

Also someone could do a move that has hit invincibility on startup and that would beat the frame trap too..
 
ggs kurtsune! leaving feedback here

whenever you escape a throw you are +6 and that means your opponent can't fuzzy guard (get out of jail free), this means they are forced to guess whether you will do a mid or a throw

so your options are:
mid (beats attacking and ducking and loses to guarding)
throw (beats guarding and sidestep, loses to attack)
low (beats guarding, loses to low guard or usually attacking)
circular (beats side step, loses to guard and usually ducking)
3K (beats backdash and attacking, loses to sidestep)

pretty much anytime you block something you have advantage and it's your turn to rock. don't let people cheese you out with 2P when you have advantage, thats why 6P is so important. if you block an attack make the same choices above and make a mental note of how things work out.

remember that yellow flash is counter hit. try throwing when you CH your opponent! i freeze in my tracks when i get hit CH and im sure many other players do too.

for jacky stuff check this out:
http://virtuafighter.com/threads/starting-out-with-jacky.19241/

for akira:
http://virtuafighter.com/threads/starting-out-with-akira.18330/

lemme know if you have any questions, gg bud!
Thanks for the advice, i will remember this info until next time. You were free this saturday? And ggs!
 
I don't know how to do frame traps even though I know what they are.

Thanks for tips on continuing pressure.

Have you checked out the FATool app on Android? (Might be an iOS version but I'm not sure). It will give you all the frame data for each character including which moves can frame trap from which normal. Not sure if you're at the level where you can understand frame data but it's worth checking out as it also has a note taking part of it that can be useful for MUs.
 
Have you checked out the FATool app on Android? (Might be an iOS version but I'm not sure). It will give you all the frame data for each character including which moves can frame trap from which normal. Not sure if you're at the level where you can understand frame data but it's worth checking out as it also has a note taking part of it that can be useful for MUs.

My understanding of frame data is now is "this move is slow, doesn't use it openly and carelessly"
 
Thanks for the advice, i will remember this info until next time. You were free this saturday? And ggs!
yes i will be on saturday. i think i will try more situations with wolf if you like? he's a good character to train fundamentals because he makes your mistakes HURT
 
yes i will be on saturday. i think i will try more situations with wolf if you like? he's a good character to train fundamentals because he makes your mistakes HURT
Yes please do, and maybe some basic juggles? I try to do DOA combos every time but they like never work. It's a habit i need to shake off in VF.
 
My understanding of frame data is now is "this move is slow, doesn't use it openly and carelessly"

Fair enough. You don't really need to know more than that. When you're ready to learn a bit more about how it all works give me a shout. I'll try and explain it in an easy to understand way (and probably fail). I'm not pro or anything but I think I understand it all :D lol.
 
You should see my early Zato.

1) Summon Eddie.
2) Crap, Eddie died.
3) Umm, I'll just...fly over in this corner until he's back.

Repeat.

I still do this sometimes.

The part in the match when Danger time happened I probably could've done mad damage but I was too worried about getting hit myself so I ended up just air dashing backwards which ended up in an L.
 
Fair enough. You don't really need to know more than that. When you're ready to learn a bit more about how it all works give me a shout. I'll try and explain it in an easy to understand way (and probably fail). I'm not pro or anything but I think I understand it all :D lol.

Um.

I'm giving a hint I'd like to know more than that?
 
what's the key to getting good at FADC to ULTRA within the 1-frame window (for example, E Ryu's Ex fireball FADC ultra). Whenever I do it, I always feel like I am a few frames too late and never connects :/
 
what's the key to getting good at FADC to ULTRA within the 1-frame window (for example, E Ryu's Ex fireball FADC ultra). Whenever I do it, I always feel like I am a few frames too late and never connects :/

Is that link only 1 frame? It's just a case of trying it until you get it. Try looking it up on YouTube to see if the timing looks different than what you are trying. I usually just try to drill my links so try to do it 5 times in a row on one side and then the other and eventually you get it.
 
what's the key to getting good at FADC to ULTRA within the 1-frame window (for example, E Ryu's Ex fireball FADC ultra). Whenever I do it, I always feel like I am a few frames too late and never connects :/

I'm positive it's not a 1 frame window.

practice it in parts. Just practice doing upper into fadc. When you get that down consistently, add on to it. Don't try to do it all at once since you rmind is probably ahead of your hands and it gets you all mixed up.
 
I'm positive it's not a 1 frame window.

practice it in parts. Just practice doing upper into fadc. When you get that down consistently, add on to it. Don't try to do it all at once since you rmind is probably ahead of your hands and it gets you all mixed up.

Are you talking about DP xx FADC > Ultra? Original post is talking about EX FB xx FADC > Ultra. Although I'm almost positive that isn't 1frame either but I'm not 100%.
 
Are you talking about DP xx FADC > Ultra? Original post is talking about EX FB xx FADC > Ultra. Although I'm almost positive that isn't 1frame either but I'm not 100%.

I misread, but yeah, still positive it's not 1 frame.

Although, I don't think I've ever seen anybody do EX Fireball FADC ultra with Ryu. E. Ryu, but not regular. I think I've only seen it done with EX in a corner.

My advice would be the same. practice comboing the fireball into fadc so you get a feel for the cancel, and then when you can do that consistently, add on the ultra.

I would say that's not a combo you should be trying to do in a match. It's a pretty large waste of meter and would probably be really space dependent if you're doing it midscreen (if it connects at all, which I'm not sure).
 
I misread, but yeah, still positive it's not 1 frame.

Although, I don't think I've ever seen anybody do EX Fireball FADC ultra with Ryu. E. Ryu, but not regular. I think I've only seen it done with EX in a corner.

My advice would be the same. practice comboing the fireball into fadc so you get a feel for the cancel, and then when you can do that consistently, add on the ultra.

I would say that's not a combo you should be trying to do in a match. It's a pretty large waste of meter and would probably be really space dependent if you're doing it midscreen (if it connects at all, which I'm not sure).

He is doing it with Evil Ryu lol. But you're right, it's a combo that looks hype but should only be used to win a round/game as it's a waste of meter and for Evil Ryu, meter means everything.
 
Thanks
Had my eyes on Jean and Goh aswell
goh is really, really fun, gets BIG damage
he has some of the best throws in the game
off of any P,K punish (+12 or above) he gets a free back turned mixup: from BT he has a throw (!) and a half circular mid, those two are really all you need
his 66P is half circ and forces side-turn on counter hit
he gets a half-health combo off his 6K when it hits CH (6K,3K,P,P,46P+K,P,33P+K <-- from memory, might be wrong)
for abare launcher use 1P+K or 4P+K

can write up jean later

also
http://virtuafighter.com/threads/starting-out-with-goh-1.19283/
 
Here's a very brief rundown of the important aspects of frame data. Please note that you DO NOT need to know this but it can help with certain situations and knowing which moves are punishable. If you don't understand this then don't worry about it, I have friends who consistently finish Top 3 in local tournaments with no frame data knowledge whatsoever.

Street Fighter runs at 60 frames per second so when I say something takes 1 frame to perform, then it means it takes 1/60 of a second, more or less.

Let’s look at Evil Ryu’s cr.mp. When you attack with this move it is +5 on hit and +2 on block. What this means is that if an opponent blocks it then you are at an advantage of 2 frames. So if you throw out a 3 frame normal then this would create a frame trap because the opponent would need a 1 frame normal to match it, which doesn’t exist. So if they press basically any button then they will get hit. It can however be beaten by certain supers and invincible moves but those are hella risky.

The on hit part is also really important. E. Ryu’s cr.mp is +5 on hit which means that any move that starts up in 5 frames or less is comboable after the cr.mp, range allowing. This means that he can do a st.mp afterwards because it has 5 frames of startup and is therefore a 1 frame link.

On the opposite end of the spectrum. Evil Ryu’s cl.hp is -7 frames on block. This means that any move that comes out in 7 frames or less will be able to punish it because Evil Ryu has to wait 7 frames before he can even press another button or block.

Worth noting that some moves can be safer depending on the distance they are used at. For instance, if I’m not mistaken Vega’s slide is unsafe on block but if he spaces it correctly then it only hits for some of the active frames making it more difficult/impossible to punish. But that stuff is a bit more high-level so I wouldn’t worry too much right now.

Like I say, I'm not amazing or anything but I'm trying to help out the community with what knowledge I do have. If I'm a little off on the numbers then please let me know. I just hope I can help someone improve their game and have a bit more fun.
 
goh is really, really fun, gets BIG damage
he has some of the best throws in the game
off of any P,K punish (+12 or above) he gets a free back turned mixup: from BT he has a throw (!) and a half circular mid, those two are really all you need
his 66P is half circ and forces side-turn on counter hit
he gets a half-health combo off his 6K when it hits CH (6K,3K,P,P,46P+K,P,33P+K <-- from memory, might be wrong)
for abare launcher use 1P+K or 4P+K

can write up jean later

also
http://virtuafighter.com/threads/starting-out-with-goh-1.19283/

Thanks again. Will look into it.
Really wish i got the version of the game with all the sick dlc when it was dirt cheap. That Jagi Wolf during that tournament a while back was amazing
 
Thanks again. Will look into it.
Really wish i got the version of the game with all the sick dlc when it was dirt cheap. That Jagi Wolf during that tournament a while back was amazing
the FS stands for fashion show
vY9dfe6h.jpg

If I have the time, I want to get in on that.

You're on east coast, right Oneida?
yes and i'm all wired in!
 
He is doing it with Evil Ryu lol. But you're right, it's a combo that looks hype but should only be used to win a round/game as it's a waste of meter and for Evil Ryu, meter means everything.

Damn, I suck at reading.

lol

I've only gotten that combo to work if I'm at the tail end of his c.mk. Too close and they've already recovered from the animation of being hit with the fireball on FADC.
 
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