Seraphinianus
Banned
Daigo Whomehara
Makoto is such a weird character. I've tried to use her, but I can't do it.
Daigo Whomehara
I initially tried using her a few years back in super, but she had such an unorthodox fighting style and I was still a super heavy masher, so I didn't bother practicing with her after about 5 minutes in the lab. I mainly picked her up in 3S because I just love her character design, and after some tutorial watching and reading up on guides I actually really like the way she fights. Very in your face and a few simple combos can lead to death. I tried using her in AE and noticed that they made her walk speed even slower than in 3S, but I think I'll commit. I have no idea where she is on the tier list, but I do no that next to no one uses her, which can only be an advantage. I think I've only fought one Makoto out of all the matches I've played in AE.
Let's play. I'm on PSN. (God knows why)
I want to get Juri's alternate 1 and 2, what pack do I have to get?
Ultra Challengers Pack 2
Super Challengers Pack 2
Oh for pc. Then Complete Challengers pack 2 is all you need I believe.
They didn't release Super edition so all the packs were combined. The description even says All alternate costumes for those characters, so you should be good.
I think the winter sales might be the same, I think I should just buy it. However, I don't think I would be able to play AE because I have to send in my laptop. My laptop can't charge for even though the charger still works. And just to add, nothing is wrong with the battery.
You signed off the second I signed on.
My sister had a problem like that. Every time she tried to charge her laptop, there would be a message saying "plugged in, not charging" over the battery icon. Had to uninstall something listed in the device manager.
Also, does anyone here use Makoto? Been thinking of picking her up and could use some general advice. I'm really liking her but I have a hard time capitalizing off my hits
My sister had a problem like that. Every time she tried to charge her laptop, there would be a message saying "plugged in, not charging" over the battery icon. Had to uninstall something listed in the device manager.
Hello, SSFIVAE-GAF!
I've posted a bit in the FGW thread, but figured I should show my face here as well. I just started playing AE last night, and I'm having a blast so far. I went random the first time I turned on the game, and ended up with Cammy, so that's the player I'm focusing on. I beat the game on Very Easy mode, and spent a lot of time in the training room last night. I'm comfortable pulling off all of the moves when I want, and I can regularly beat the Medium Hard AI opponents.
I know that isn't much, but it's something. I've watched all the Basic L2P videos over at SRK, but I still don't quite understand the differences between combos, linking, and chaining, and I'm having a lot of trouble understanding cancels. Also, anytime I try and pull off my Ultra, it's getting blocked by the AI.
I know that obviously after one night of playing I shouldn't understand everything, but I figured I would see if anyone had other resources, or could explain some of the stuff I'm having trouble grasping differently. I plan on playing a lot more, and reading up on Cammy, and Fighting in general as I continue to play.
I own the game for Xbox, and my gamertag is the same as my username. I also bought the game in the Steam sale, but since I own a Macbook Pro, I'm forced to wait until I can get a copy of Windows 7 before I can play on there.
Thanks guys, I look forward to participating in the community here!
Combos are anything that allow you to cause successive unblockable hits once you land the first attack; chains, links and cancels are all elements of combos. So anytime you see a number pop-up on your side of the screen after you hit the opponent is a combo.I know that isn't much, but it's something. I've watched all the Basic L2P videos over at SRK, but I still don't quite understand the differences between combos, linking, and chaining, and I'm having a lot of trouble understanding cancels. Also, anytime I try and pull off my Ultra, it's getting blocked by the AI.
Combos are anything that allow you to cause successive unblockable hits once you land the first attack; chains, links and cancels are all elements of combos. So anytime you see a number pop-up on your side of the screen after you hit the opponent is a combo.
Chains and cancels are related, so I'll deal with them first. A chain is usually a normal light move that can cancel into itself and any other chainable attack, usually the other light normal. For example, if you crouch up close to someone as Ryu and mash lp, you'll see all the hits land. This is because before the entire animation of the lp has played out, it's already been canceled by the next lp, and so on. Chains in SF4 are just lp and lk, but not everyone's chains so they're different between characters. Ryu can chain standing lp, crouching lp and crouching lk, but not standing lk. Balrog can chain standing lp, standing lk, and crouching lp, but not crouching lk. Cammy can chain both standing lights and crouching lights.
A cancel is when you cancel the animation of a normal into a special move, nothing much to it. As Cammy if you hit someone with a standing hp into a cannon spike, that's a cancel. You're stopping the animation short once it's hit someone to combo into a special move. Not all normals can cancel.
Links are unlike the previous two, there's no animation canceling involved. A link is a combo where the entire animation of an attack plays out before you can get the next hit in, and that's where most of the timing trickiness comes into play. If you go into training mode and set the dummy to "auto block" and go up close to it and mash crouching lp with Cammy, you'll see the flurry of punches hit; if you do the same with crouching mp, you'll notice they'll maybe combo into eachother sometimes, but will mostly get blocked by the AI. This is where linking comes into play and where you'll start feeling the rhythm of combos.
To get a practice combo with Cammy that incorporates all these, try:
crouching lk, crouching lp, crouching mp, hk spiral arrow
In that combo, you will chain the crouching lk into the crouching lp, link the crouching mp after the crouching lp, and then cancel the mp into the spiral arrow.
Did you install any mods? If not may just want to delete and redownload the thing again is my only suggestion.
Combos are anything that allow you to cause successive unblockable hits once you land the first attack; chains, links and cancels are all elements of combos. So anytime you see a number pop-up on your side of the screen after you hit the opponent is a combo.
Chains and cancels are related, so I'll deal with them first. A chain is usually a normal light move that can cancel into itself and any other chainable attack, usually the other light normal. For example, if you crouch up close to someone as Ryu and mash lp, you'll see all the hits land. This is because before the entire animation of the lp has played out, it's already been canceled by the next lp, and so on. Chains in SF4 are just lp and lk, but not everyone's chains so they're different between characters. Ryu can chain standing lp, crouching lp and crouching lk, but not standing lk. Balrog can chain standing lp, standing lk, and crouching lp, but not crouching lk. Cammy can chain both standing lights and crouching lights.
A cancel is when you cancel the animation of a normal into a special move, nothing much to it. As Cammy if you hit someone with a standing hp into a cannon spike, that's a cancel. You're stopping the animation short once it's hit someone to combo into a special move. Not all normals can cancel.
Links are unlike the previous two, there's no animation canceling involved. A link is a combo where the entire animation of an attack plays out before you can get the next hit in, and that's where most of the timing trickiness comes into play. If you go into training mode and set the dummy to "auto block" and go up close to it and mash crouching lp with Cammy, you'll see the flurry of punches hit; if you do the same with crouching mp, you'll notice they'll maybe combo into eachother sometimes, but will mostly get blocked by the AI. This is where linking comes into play and where you'll start feeling the rhythm of combos.
To get a practice combo with Cammy that incorporates all these, try:
crouching lk, crouching lp, crouching mp, hk spiral arrow
In that combo, you will chain the crouching lk into the crouching lp, link the crouching mp after the crouching lp, and then cancel the mp into the spiral arrow.
I wish I could like posts on gaf. This pretty much covered all the bases.
Wow, thanks for that write-up. Can't wait to get home in 90 minutes and play some more.
What do you guys mean by punishing?
What do you guys mean by punishing?
I'm getting punished a lot. But I think I'm doing alright punishing back. Still on med-hard and Ken is a word I can't use because of NeoGAFs censorship.
Not yet, I figured I'd work my way through the AI difficulties before jumping online. Am I detrimenting myself?Have you played online yet (or against someone in vs)?
Not yet, I figured I'd work my way through the AI difficulties before jumping online. Am I detrimenting myself?
Temptation to pick up my arcade stick again rising. But hot damn do I suck at fighters
Anyone got an opinion on a good character to learn first? I guess someone that isn't "too" technical. I have always liked Sagat for his Muay Thai backround.
Thanks gaf.