You should use Hugo/Rolento for maximum derp
Naw using King to offset the derp. May have to toss him aside if he doesn't start doing something. Having two characters with low mobility isn't so hot.
You should use Hugo/Rolento for maximum derp
So here's my story on how the immensely steep learning curve of SFxT (and supposedly any modern Street Fighter) really dawned on me.
It happened while attempting Ryu challenge 13. It's a combo where you have to go from cr LP to Shoryuken in the end.
Since the end bit is the hardest I started to practice it. The Shoryuken just kept on being blocked after my LP. So I did some googling, and learned about the mechanic of cancelling. That during the very first frames after the hit you'll have to hit again or the enemy is able to block. So I tired this with two LPs. Pew, pow. Too slow. Pew, pew. Fast enough. So now I would have to attempt the same, just instead tapping the button, I have to squeeze and entire Shoryuken into the split second after the LP.
So this got me into understanding what people are talking about when they mention frames, that it's the window of attacking again.
Eventually I was able to execute the cr LP to Shoryuken combo sporadically, not yet with great consistency. It's just too fast.
I shudder thinking how hard things will get after this, not to speak of about integrating this stuff to my gameplay somehow. I guess I have to start to understand more than memorize?
Feel like I'm getting a bit more comfortable with Poison now, but I'm not clicking with the tagging yet - don't know when to do it, don't know what to do once I've done it.
Can't settle on a partner either - have tried Bison, Ogre, Guile & Hugo & am terible with all of them.
Naw using King to offset the derp. May have to toss him aside if he doesn't start doing something. Having two characters with low mobility isn't so hot.
You never knew about cancelling? This your first fighting game?
First modern fighting game it seems - or at least first time I need to learn conceptually and technically how they work. I mean, I have played Tekken Tag Tournament and SFIV casually, just basic special moves and blocking, and common sense timing. It wasn't until I took SFxT online and had my ass handed to me big time that I noticed that I am really missing something theoretically. Hence the challenge mode training.
I really need to read the basics of modern fighting games somewhere to understand all this stuff.
First modern fighting game it seems - or at least first time I need to learn conceptually and technically how they work. I mean, I have played Tekken Tag Tournament and SFIV casually, just basic special moves and blocking, and common sense timing. It wasn't until I took SFxT online and had my ass handed to me big time that I noticed that I am really missing something theoretically. Hence the challenge mode training.
I really need to read the basics of modern fighting games somewhere to understand all this stuff.
He's not talking about canceling.It's not even modern.. cancelling was first used in the original SFII.
So here's my story on how the immensely steep learning curve of SFxT (and supposedly any modern Street Fighter) really dawned on me.
It happened while attempting Ryu challenge 13. It's a combo where you have to go from cr LP to Shoryuken in the end.
Since the end bit is the hardest I started to practice it. The Shoryuken just kept on being blocked after my LP. So I did some googling, and learned about the mechanic of cancelling. That during the very first frames after the hit you'll have to hit again or the enemy is able to block. So I tired this with two LPs. Pew, pow. Too slow. Pew, pew. Fast enough. So now I would have to attempt the same, just instead tapping the button, I have to squeeze and entire Shoryuken into the split second after the LP.
So this got me into understanding what people are talking about when they mention frames, that it's the window of attacking again. All this stuff is alien to me as a casual SF2 player from Super NES, then we just went by our reflexes and mashed special moves.
Eventually I was able to execute the cr LP to Shoryuken combo sporadically, not yet with great consistency. It's just too fast.
I shudder thinking how hard things will get after this, not to speak of about integrating this stuff to my gameplay somehow. I guess I have to start to understand more than memorize?
To combo a cr.lp into a shoryuken, you need to do a link. Trying to cancel it by inputing the shoryuken command before the animation is over won't work.
I should be pleased with this new realty but it kinda just makes me sad and annoyed.Some say Hugo, but hugo bores me, everybody plays him, and it seems he makes any team better.
That's a cancel.
That's a cancel.
To combo a cr.lp into a shoryuken, you need to do a link. Trying to cancel it by inputing the entire shoryuken command before the animation is over won't work.
Not surprised after someone found the restand glitch. And it's not infinite, game doesn't let you combo past 101 or something.
lol, yeah it does dude. You can either cancel or link that combo. They both work.
lol, yeah it does dude. You can either cancel or link that combo. They both work.
I'm in training mode right now. Cr.lp does not cancel into srk. It didn't in SF4 and it doesn't here. I have to pause in order to get an SRK to come out or else it will never, ever come out. It's a link. Go try it.
Maybe I am on crack, but I swore you couldn't do lp cancel into shoryu ;_;
Frame data says I am wrong though. ^^ Ah that's what it was, you have to link if it's a chain. Derp.
Man, this netcode is frustrating way more than I expected. I'm getting hit when I know I shouldn't can't get combos going properly, etc. Ugh. Feels like I have to play totally different online to compensate for it all. >=|
I'm in training mode right now. Cr.lp does not cancel into srk. It didn't in SF4 and it doesn't here. I have to pause in order to get an SRK to come out or else it will never, ever come out. It's a link. Go try it.
trying doing the following input: downfoward+lp, down, downfoward+lp/mp/hp.I'm in training mode right now. Cr.lp does not cancel into srk. It didn't in SF4 and it doesn't here. I have to pause in order to get an SRK to come out or else it will never, ever come out. It's a link. Go try it.
Still on the fence on this game cause of the bunked online. For someone who will only play online is the game playable in its current state?
Man, this netcode is frustrating way more than I expected. I'm getting hit when I know I shouldn't can't get combos going properly, etc. Ugh. Feels like I have to play totally different online to compensate for it all. >=|
Abel was my main in SF4, but I'm avoiding him in this game. Something seems extremely off. I cannot for the life of me set up command grabs and I don't know why that is.
Does he have shorter/slower dashes so that dash in command is nerfed? Does he have more start up and less reach on grabs? Do other things just get more priority? Not sure. I do like his step kick into HP is now no longer a 1 frame link. Oh and why did they give him Breathless? Ugh. Should have been Soulless, especially in this game. ; ;
Still on the fence on this game cause of the bunked online. For someone who will only play online is the game playable in its current state?
He's not talking about canceling.
You can however buffer the directional input. A buffer is where you do the directionals for a 2nd move during the first moves animation. So you can buffer the directionals with your stick or pad, but the timing of the actual button press (in this case a punch button because you're doing a shoryuken) will have to be directly after the recovery of the cr.lp.
Still on the fence on this game cause of the bunked online. For someone who will only play online is the game playable in its current state?
Thanks for taking the time for the explanations, it really helps. Indeed it seems I need to do the Shoryuken motion immediately after hitting the first LP so that I can finish the Shoryuken by pressing LP again before the narrow few frame window closes. I did not realize such accuracy was within the bounds of human perception and hand coordination, so I was stunned to notice I could do it quite a few times, even if not consistently yet.
What a great learning challenge. I'll start to put a few hours a day to training mode and start to sharpen my skills. Guide sounds good if it introduces the very basics - wonder if I can get a digital version for ipad.
I'm with you, man. I play most fighting game releases as they come out, but I never do more than basic moves and a few specials. There's a point (usually at about 15-20 hours) where I realize I've hit a brick wall in my skills. And it always comes down to figuring out what the hell to do next and in what situation. Timing combos/cancels just right seems to take so much practice that I usually give up and just move onto the next game. That's why I really got into BlazBlue for a while (much easier to pull off combos), but then that game also got seriously crazy after a certain point. And MvC3 never appealed to me because too many characters just seemed "same-y."I shudder thinking how hard things will get after this, not to speak of about integrating this stuff to my gameplay somehow. I guess I have to start to understand more than memorize?
While doing the trials for SFxT, this is the first time I've intuitively figured out what a "buffer" is. I couldn't nail some of the combo inputs until I discovered that you could pre-load the next stick movement while doing the prior move. It made such a huge difference! Slowly figuring this stuff out.You can however buffer the directional input. A buffer is where you do the directionals for a 2nd move during the first moves animation. So you can buffer the directionals with your stick or pad, but the timing of the actual button press (in this case a punch button because you're doing a shoryuken) will have to be directly after the recovery of the cr.lp.
Thanks for taking the time for the explanations, it really helps. Indeed it seems I need to do the Shoryuken motion immediately after hitting the first LP so that I can finish the Shoryuken by pressing LP again before the narrow few frame window closes. I did not realize such accuracy was within the bounds of human perception and hand coordination, so I was stunned to notice I could do it quite a few times, even if not consistently yet.
What a great learning challenge. I'll start to put a few hours a day to training mode and start to sharpen my skills. Guide sounds good if it introduces the very basics - wonder if I can get a digital version for ipad.
BTW - learned I can do Shoryuken by pressing down-fwd twice then LP, instead of the Z movement. It's still not easy though for me yet to time it after the LP
I'm with you, man. I play most fighting game releases as they come out, but I never do more than basic moves and a few specials. There's a point (usually at about 15-20 hours) where I realize I've hit a brick wall in my skills. And it always comes down to figuring out what the hell to do next and in what situation. Timing combos/cancels just right seems to take so much practice that I usually give up and just move onto the next game. That's why I really got into BlazBlue for a while (much easier to pull off combos), but then that game also got seriously crazy after a certain point. And MvC3 never appealed to me because too many characters just seemed "same-y."
Anyhow, long way to say, I enjoy what SFxT is trying to do, but I'm running into the same barriers as always. I understand the basics, but learning the timings and distancings and executions for everything gets to be a bit much.
I'd love to know what others have done to push past this point in learning the genre. What helped. What "breakthroughs" happened in playing. Etc. Because I love the genre, but I get so frustrated every time I get to the point where I need to learn/memorize elaborate timings and combinations.
How do I progress without driving myself nuts? Part of me feels like I'm just too old to learn now (36), but another part of me just keeps getting drawn to the genre over and over again despite my frustrations.
While doing the trials for SFxT, this is the first time I've intuitively figured out what a "buffer" is. I couldn't nail some of the combo inputs until I discovered that you could pre-load the next stick movement while doing the prior move. It made such a huge difference! Slowly figuring this stuff out.
Vegabuki is looking smooth right about now ^_^
And lastly, if you have questions, ask them. It's important to try and understand this game on a technical level (this isn't necessary, but it's helpful) once you've got the basics down. But also, people tend to use a lot of weird terminology, and being confused by that isn't fun. Feel free to PM me if you have any questions and I'll do my best to answer, I'm sure that goes for others here on GAF as well.