The Fighting Game Noob Thread: From Scrub to Master

Their wiki is actually information rich, the issue is you don't have the vocabulary to get the most out of it.

You mostly have it right where green = safe orange means unsafe on block and red means you can be combos right after block.

Christie and Misty are hella misleading on their 9 frame jab,s yes faster poke in the game, both are unsafe and lead to where you can read them and blow them up the trick to them is to make people guess so you can do the follow up, when I play Misty I toss out the jab if they counter they are gonna eat this juciy 33 t and lost 90 life. XD

Vaulting attacks are in places with barriers you can knock people over you will them jump over and you are in a place to have a guaranteed launch or combo depending on your string.
No, I mean like entire sections of the Wiki are blank. That's not good. :p

anyone who plays potemkin in xrd who could give me some guidence in the game, i have problems against rushdown Ky's and the like.
PM Discoshark.
 

Ardenyal

Member
Who in this thread is from Europe and an SF4/5 player? I'd like to help out people with actual matches on Steam or PS4 but seems like mostly everyone is North America or Asia :(

I am in europe, on PS4 and going to play SF4/5.

Would be nice to have an endless lobby one night. Be a bit more relaxed taking turns showing off how bad everyone is.
 

Fraeon

Member
Chun Li critique please. I'm not good at reacting with U1. I try to predict and it fucks me over. In this case I'm waiting for an fb and I just completely lose patience waiting for a reaction. How do I temper my patience in this scenario?

This is between my rival, Booyah, and I. Booyah is waiting for his gaf account to be accepted before he can post. Every few days/weeks we do a short set of games to see how we've improved. Before this, I took out my Ryu. I got a win, but he got 3 more wins. Then I switched to Chun and he couldn't beat my Chun Li once. Compared to last time, he wrecked my Chun Li. It's like we go back and forth. My Chun Li gets a bit better and he struggles, his Ryu gets a bit better and I struggle. I'm pretty sure this will make his Ryu even better.

https://www.youtube.com/watch?v=y1OVpWCzetM

I see lots of jumping. Now granted, you're not getting punished for it that much but Chun's jumps are some of the floatiest in the game, which means that a lot of characters can chuck plasma and still react to the jump with a flash kick.

After an air-to-air double fierce there's ample time to either combo with an ex bird or do her air stomps afterwards.

Also, antiairing with Chun is a bit challenging but she does have tools. Her standing MK is a pretty good tool for that when Ryu's right above you and if they're jumping a bit further away, you can hit them with a standing HK or HP. If you're feel like taking a risk, you can also do an air-to-air jumping double HP for a combo.

Try to ease on mashing EX legs. It might get the opponent off guard but it's a bad habit that took me months to get rid of when I played Chun (eventually switched to Honda).

Also, for legs. A good way to confirm into ex legs is hitting crouching LK 4 times in relatively quick succession (it's fine if they don't all come out) and then hitting two kick buttons. For example: a double tap, then a short pause, then another double tap and two kicks right after.
 

gypsygib

Member
Don't play SF on a DS4, the touch pad always gets in the way and the triggers, while fantastic for everything else, are placed in a manner that you're guaranteed to constantly push the trigger buttons.

The last ok regular pad for SF was the PS3 controller; inferior in all ways to the DS4, except when it comes to SF.

And battery, obviously.
 
Check out these replays everyone! I'm VERY proud of this series of matches! I learned A LOT tonight despite not one win! WOO! Look at me play aggressive in SF!

versus Evil Ryu

versus Makoto

Look at me get fierce!

bkv8T6h.gif
 

Fraeon

Member
I'm noticing you're defaulting to jabbing a lot when something hits you on block (like a jump-in). Is there a thought pattern behind that or is that something you just instinctively do?
 
I cannot do dash-in/ jump-in combos at all in Xrd. It is legitimately harder than SFIV's one frame links getting one dumb attack to come out as soon as you land. I can't get it with any consistency whether I try to time it or just mash.
 

KRaZyAmmo

Member
I cannot do dash-in/ jump-in combos at all in Xrd. It is legitimately harder than SFIV's one frame links getting one dumb attack to come out as soon as you land. I can't get it with any consistency whether I try to time it or just mash.
I also feel this way (minus knowing SFIV one frame links). There's some moves and combos i just can't get out consistently with Ky.
 
Instinct and habit.

I know I need to work on my AA.:(

Think about where you want to be against Evil Ryu. You were approaching him with block pressure that didn't go anywhere (no Kikokens or tic throws), and then he just did jump-ins. Outside of his jump-ins, he wasn't playing zoning or using c.mk, the combination of which is a big part of what makes Evil Ryu more than just Ryu with less health and more damage. But he didn't need to get in because you got close for him without putting on enough pressure. I don't know much about offense as Chun-li, though I know it's not really her strongest point.
 
Think about where you want to be against Evil Ryu. You were approaching him with block pressure that didn't go anywhere (no Kikokens or tic throws), and then he just did jump-ins. Outside of his jump-ins, he wasn't playing zoning or using c.mk, the combination of which is a big part of what makes Evil Ryu more than just Ryu with less health and more damage. But he didn't need to get in because you got close for him without putting on enough pressure. I don't know much about offense as Chun-li, though I know it's not really her strongest point.

I tried to tick throw but he'd kick me out of his space when I tried it.

I need to practice AAing jump ins with Chun.

I'm proud of the keeping Makoto out a lot of our fights. That felt good.
 
I tried to tick throw but he'd kick me out of his space when I tried it.

I need to practice AAing jump ins with Chun.

I'm proud of the keeping Makoto out a lot of our fights. That felt good.

Well, it's a risk like anything else. Don't give it up as an option, since nobody can punish it every time.
Also do you turn on your input display in replays? I know it's painful to watch, but it can help pinpoint what you're doing wrong under pressure, where you could have charged a Kikoken, and your own or even other players' habits in general.
 
Match one vs Ryu: http://youtu.be/P67fvzAzgfk
I played the match clean, some miss inputs here and there normal.

Match two vs Guile: http://youtu.be/TsO2tEUWBA0
No idea what the fuck this guile was trying to do, he wanted to out lame me and hold his charge. Too bad I out lamed him.

Match three vs Cammy: http://youtu.be/21lD7GT9Cs4
Cammy going nuts I should've won this match earlier instead it went an extra round. Random DP's, jumping like a maniac and LOL @ me trying to play properly. I won the match because I didn't panic and pressed buttons during pressure and hit some key FADC's. Cammy is just stupid in SF4.
 
Well I mean it's pretty hard to say why a jump in isn't working in Xrd without analyzing it in more detail.

The one I find hard is Ky's jump Slash, jump Heavy Slash, Close Slash. Mainly because if you don't do an air dash you will probably land before the heavy slash comes out, but the hit stun for heavy slash is so insignificant that if you do it too high up the close slash won't lead to a proper combo. So in that case the height of the air dash is key along with the timing of the jump in normals and ground ones.

If Q still reads this thread, I'll probably get blown up for knowing nothing about his character.

Edit: On the other hand Sol's shit is so easy as long as you get the height right, tons of hit stun and 5K has a 3 frame startup or the fact that you can buffer motion input for specials in the air make jump dust -> fafnir super easy as long as you don't mess up your half circle.
 

FACE

Banned
Best advice in this thread thanks Face-Senpai I'll be S-rank in no time Kappa

You did miss out on a lot of damage on that guy though. I saw you doing cr short, cr jab to punish stuff way too often.

That dash in TC, dp fadc u1 to punish the whiffed dp was s-ranked.
 
You did miss out on a lot of damage on that guy though. I saw you doing cr short, cr jab to punish stuff way too often.

That dash in TC, dp fadc u1 to punish the whiffed dp was s-ranked.

Will do! I just don't know what I can moves I can punish from Cammy or the majority of the cast. I stopped playing USF4 a long time ago and sticked with 3s until V comes out. However, this thread motivated me to give Ultra one last ride.
 

FACE

Banned
Will do! I just don't know what I can moves I can punish from Cammy or the majority of the cast. I stopped playing USF4 a long time ago and stocked with 3s until V comes out. However, this thread motivated me to give Ultra one last ride.

Not a bad decision if you ask me.
 
So i have had no wifi, minus 4G, and ive been forced to fight CPUs and ive realized i should focus more on Ken and ive been having some fun wirh Chun Li
 

NateDog

Member
Who in this thread is from Europe and an SF4/5 player? I'd like to help out people with actual matches on Steam or PS4 but seems like mostly everyone is North America or Asia :(

I'm from Ireland, PSN is Natz-k (although SFV only). Although I might not even be on much when it comes out as I'll be in Scotland for my girlfriend's birthday for a few days, but I'll be here for release day!
 

markwaters

Neo Member
Check out these replays everyone! I'm VERY proud of this series of matches! I learned A LOT tonight despite not one win! WOO! Look at me play aggressive in SF!

versus Evil Ryu

versus Makoto

Look at me get fierce!

bkv8T6h.gif

I like it! Based on the other responses to your post, it seems like you're learning and know where your weak areas are (anti-airs and so on). I think the two biggest things I noticed were a lack of conversion on jabs into the st.hp link, and sometimes you sacrificed good spacing/risked your health bar to keep moving forward, which isn't always the most solid game plan. Converting hits and optimizing your hit confirms comes with time, but always be mindful of your spacing and where you want to be positioned relative to the opponent/matchup -- especially with a footsies monster like Chun.
 

I"m fucking DYING.

I like it! Based on the other responses to your post, it seems like you're learning and know where your weak areas are (anti-airs and so on). I think the two biggest things I noticed were a lack of conversion on jabs into the st.hp link, and sometimes you sacrificed good spacing/risked your health bar to keep moving forward, which isn't always the most solid game plan. Converting hits and optimizing your hit confirms comes with time, but always be mindful of your spacing and where you want to be positioned relative to the opponent/matchup -- especially with a footsies monster like Chun.

Right. On one fight, I had a little health left, and I was ignorant of my spacing in the corner and pressed forward. Mistake.
 
Alright, here is my first DoA5LR set:
https://www.youtube.com/watch?v=jjM8eXwrDbQ

Feedback is welcome and appreciated. The only thing I don't need to be told is that those Marie Rose high kicks should be countered with 6H. I figured that in training mode after, haha. I kept getting hit by it because my thoughts went:
1) Okay, so it's high, right?
2) Damn it, maybe it's mid?
3) Uh, is it a low?
4) Maybe my timing is off...back to 1).

Can every character only counter mid kicks with a 6H, or is that a unique Rachel shortcoming?

One request: if you give feedback about a particular moment (which I need a lot of), please include a timestamp so I can see what you're talking about. It's probably best to watch farther into the set than sooner, since I start figuring some things out after getting wrecked the first few matches.
 
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