@Kevo:
GGs, this was my first night ever playing SSFIVAE with knowing the game's basics. I keep mixing up punches and kicks (not used to having both) and up-backing to chicken block, haha. I can't believe people think Marvel is more random than this game. Lay it on me.
Shoutouts to USD, DBJ and Vexco! Didn't get to meet you Rice Eater but you looked good on stream.
someone teach me how to play this game.
Having trouble?
That is an understatement.
What seems to be the problem?
off the top of my head:
- How do you tech properly, most of the time if I see a throw coming an I tech or crouch tech the throw happens anyway
- How do you properly use focus attacks? I've been trying to incorporate them into my game and they seem to make me die faster. I can't FA jumpins as the opponent can always block the FA after landing yet people can always do it to me. I also don't know the proper time to use it to try and get in on the ground. I've been trying to force myself to only neutral jump and jump back and try to use FA's to get in.....It's not really working as intended.
- When do you know when you can punish attacks? I have no idea what's safe and what's not leading me to constantly eat damage when I think something is unsafe, press a button, and eat a ton of dmg. Like the other points above most people can do it to me(either through reversals or normals) is it something where I just have to check frame data for everyones moveset? I generally find it harder to judge what normals/specials are safe in Capcom titles compared to other fighters.
That's it atm as that's what I've been focusing on this past week. The rest would be character specific.
Hm, throw teching is all about anticipation and timing. Personally, I don't really "see" throws coming, I usually just anticipate then and then try to tech. Watch some videos of people playing with the inputs showing, and see when they try to tech.
You can also try to plink throw tech with medium punch to give you more chances to tech.
You probably shouldn't try to FA jump ins that much, just focus and backdash or something. A lot of FAs are too slow to be reliably timed to beat out a jump in + shoryuken, for example.
Getting in with only FAs is more of an advanced technique. You might want to get more familiar with the game before relying on that too much. You can jump in once in a while, just don't be predictable. Try to read your opponent's behavior, and jump in when they do a slow attack, like a fireball.
You could read frame data...but that's kinda boring. You get an idea for what's safe just by playing the game. At least be familiar with your own frame data a little, and remember what your fastest moves are. Then, see which of those moves you can use as a reliable combo starter.
As a general rule, you can probably punish most blocked or whiffed special attacks. For some characters, their recovery animation on their normal moves is deceptively fast, so they are good at frame trapping you. If you keep getting blown up by this, just block more. Or, counter poke with moves that have a faster start up time.
I get blown up by gimmicky shit. ie gouken doing a crouching forward into fireball x infinity when I'm in the corner, same with rose's crouching forward into drill. If I press a button I get blown up. Then there's Ryu/Ken/Akuma whiffed light SRK into another SRK.
How do you not be predictable with jumping in? I feel like my jumpins are always predictable, which is why I've been trying to limit it as much as possible.(for reference I use Makoto/Yun/Akuma)
Sorry for the stupid questions but how do I execute moves like this? My controller's d-pad is way too mushy so I've been using the analog stick, still suck too much to do this.
I get blown up by gimmicky shit. ie gouken doing a crouching forward into fireball x infinity when I'm in the corner, same with rose's crouching forward into drill. If I press a button I get blown up. Then there's Ryu/Ken/Akuma whiffed light SRK into another SRK.
How do you not be predictable with jumping in? I feel like my jumpins are always predictable, which is why I've been trying to limit it as much as possible.(for reference I use Makoto/Yun/Akuma)
For the gimmicky stuff you mentioned, be more patient with your blocking. Not everything is punishable, and players can use their opponents' tendencies to push buttons against them. Recognize that this is a strategy your opponent is using, and adjust your playstyle accordingly. You obviously see the pattern if you're talking about it now. The key is to realize this during the match, and adjust in real time. If they keep spamming that stuff out, you can mash out an SRK now and then, but don't do that too much otherwise they'll get wise and then start to bait out SRKs from you.
At the least, try not to jump in when your opponent has a good opportunity to anti air you. If you are both in a neutral position, and you just decide to jump in for no good reason, a decent player will probably knock you out of it, especially if his character has a lot of good anti air options.
If you're gonna jump in, do it in a safe manner. If you feel like a player keeps anti airing you with the same move, the next time you jump in, do it slightly farther away so that their anti air whiffs and you get a free punish. Or, score a hard knockdown and try to do a safe jump in. Google this if you dont' know what that is.
Learn to read your opponent's patterns, and jump in whenever they do a slow move. Always watch for habits and see if you can take advantage of them.
Once you get good at jumping in without getting blown up, you can move on to advanced jump in techniques like cross ups, or jumping in and then immediately going for a low short to start a combo, or srk to blow up a throw tech.
Other ways of getting in is to use footsies and take a gradual approach.
Move in close, inch by inch, and throw out some pokes and play footsies with your opponent. You can search for videos of playing footsies in SF4 on youtube. Akuma has a lot of good tools for this. His sweep in particular is really strong, and once you score a hard knockdown, you can start some demon flip or safe jump tricks.
Also with Akuma, you can have a relatively safe jump in to close distance by using the air fireball and the EX air fireball to cover you while you are in the air.
onemic: VesperArcade on youtube has a great series of tutorials.
shoot me a PSN message (Beckx) and next time I'm on we'll play (unfortunately I don't have a PSN headset), my low level of execution should help.
I'm down. I think I've only played you in P4A before.
Problem is, minus Akuma my reversal options are pretty limited with Yun and especially with Makoto who has no real reversals(EX oroshi dont count )
in terms of the footsie game my problem with Yun comes from him having no good sweep, so I'm rather limited to trying to get in on the ground, but yet I hear that to be a good Yun you need to have a very solid ground game.
With Akuma, I don't really know what to do if they're always crouch blocking. I'll hit training mode for trying to get in with an air fireball. I usually can never the placement right.
Anyone else wish fireballs were a bit stronger overall? Too many ways to avoid them, too many dead zones to land in without taking damage, and too easy to land in spots that keep the ground-game at a neutral. Full-screen pressure is non-existent unless the opponent makes a human error of mis-timing a jump. And so forth...
I know fireballs weren't too good in 3S and SFA3 but I'd like to see some kind of a return to semi-glory.
Problem is, minus Akuma my reversal options are pretty limited with Yun and especially with Makoto who has no real reversals(EX oroshi dont count ) in terms of the footsie game my problem with Yun comes from him having no good sweep, so I'm rather limited to trying to get in on the ground, but yet I hear that to be a good Yun you need to have a very solid ground game. (which is why I've been trying to limit myself to neutral jumping and FA's with all my chars) With Akuma, I don't really know what to do if they're always crouch blocking. I'll hit training mode for trying to get in with an air fireball. I usually can never the placement right.
Throughout the past year my winrate was around 10-20% (when i was really grinding it out in the past I would lose about 50-60 games daily while winning about 5), so yeah. I'd even post some stats (yo 12k matches what's good) but my saves for all versions of this game have been deleted multiple times.Ever lost so many games you think "am I the worst player on XBL!?"
Then I remember Beef and I come back to my senses
Throughout the past year my winrate was around 10-20% (when i was really grinding it out in the past I would lose about 50-60 games daily while winning about 5), so yeah. I'd even post some stats (yo 12k matches what's good) but my saves for all versions of this game have been deleted multiple times.
Don't you play deejay? Aren't you like over 3k pp? Liesss.
Ever lost so many games you think "am I the worst player on XBL!?"
Ever lost so many games you think "am I the worst player on XBL!?"
Then I remember Beef and I come back to my senses
Problem is, minus Akuma my reversal options are pretty limited with Yun and especially with Makoto who has no real reversals(EX oroshi dont count ) in terms of the footsie game my problem with Yun comes from him having no good sweep, so I'm rather limited to trying to get in on the ground, but yet I hear that to be a good Yun you need to have a very solid ground game. (which is why I've been trying to limit myself to neutral jumping and FA's with all my chars) With Akuma, I don't really know what to do if they're always crouch blocking. I'll hit training mode for trying to get in with an air fireball. I usually can never the placement right.
We should play sometime, since I just started. I play a scrubby as hell Akuma right now, because it lets me jump and do things. I like jumping!someone teach me how to play this game.
I never tried pushblocking, so I guess that's good. I just up-back too much. Which is funny since I don't up-back with Dormammu really.GGs Karst. Welcome to Street Fighter IV haha
I know how you feel, sometimes I would come back to SF after a long layoff and I'll try pushblocking lol
What should I do when you are right next to me and I don't want you there? Haha. I guess I should learn the input for Akuma's teleport...Some fundamentals, though I won't go too in depth since you probably know or are aware of these concepts:
Try to only jump-in if you're going for a setup or it's a guaranteed safe situation. I picked Gief and landed his aerial ultra 2s on you to try to illustrate the point that jumping is fundamentally not the best option for movement.
Yeah, I was learning my inputs still. Sagat just seems to have s.FK and the SRK for anti-airs. I was learning Akuma's as we went. Often you got in on me through a jump-in for free because I would go for the SRK input and not get it out in time. I need to get used to using normals as anti-airs more often.Learn the ideal anti-airs for your character. if someone is jumping in free and getting pressure on you all day you're in trouble.
Does that have to be EX SRK?Practice SRK xx FADC. it's safe pressure and can keep your blockstrings going.
I am not good at this.I plink almost every input out of habit. Just helps to give you that extra frame of input.
My SRK inputs are really solid since I spam Purification with Dormammu all day. ;-) I'd rather not become lazy, too.There are a lot of input shortcuts in this game like down-forward x2 = srk. Some of them might be useful to you, but i don't really use them too often.
Can you tell me what all those are, or recommend a particular Akuma video guide for me? I feel weird playing Akuma in SFIV but not using him in Marvel, but everyone else is just too grounded for my taste. I like that free air fireball pressure...Safe jump setups are really character dependent on you to learn. I know honda has like 3 safe jumps, but other characters can have a ton and they really are useful.
I don't really use option-selects since Honda's game isn't too dependent on them but they have their uses too. I wouldn't worry about them and safe jumps at this point. I would stick to learning anti airs, safe pokes, and a couple of bnbs (off different confirms and/or jump-ins) to get you started.
I'm not touching SRK. I'd say that I like what Akuma has to offer, but I'm not set on him. The only thing entirely off the table for me are charge characters - I just can't handle them. And I'm primarily an aesthetic player with a love for harassing people with projectiles, so Akuma seems like a good fit. I tried Evil Ryu and he doesn't seem to offer much. Oni isn't anything like my style.Okay, so it seems you've taken a liking to Akuma? I'm pretty much a Honda character specialist, so I would have to refer you to the SRK boards (if you dare, that site is atrocious now) for specifics on matchups and combos. There may be some Akumas that can chime in here for some advice too.
Yeah, I have to learn his inputs for the demon flip and such. I did it in training mode for the first time after we quit. In our matches I had to stick to the basic f.MP and c.H mix-ups. I'll try to remember to use his roundhouse more.So with Akuma, his walkspeed is A+ Walking forward and using roundhouse is generally a good way to apply pressure. His crouching mk xx fireball isn't too bad. Akuma really can mix it up with zoning and pressure, but at heart he's a vortex character. Once you score a knockdown, look to start the vortex with demon flip, empty jump, etc.
I probably won't learn all that stuff, my play for this game will be very casual.A lot of street fighter is knowing your matchups and your options in each matchup. There are a lot of instances of character-specific combos, as well as punishes on block.
I figured I should be doing stuff like that, I just don't know what it is. I know I see tatsu > DP a lot as a combo, though.Generally since this is a heavy footsie based game, you'll need to learn how to confirm your combos off of certain pokes or light punch/kick. for example, a basic punish if someone tries to hit you with a sweep (or something else that is like -7 on block) would be like cr.lp x2 > cr.mk xx fireball (i have no idea if this is an actual combo for akuma, but you get the point).
Are they good for learning practical things for your character? I suppose Marvel has jaded me.You can still do trials in this game (even though they're not configured to AE2012), and maybe like the first 13 or so will help you understand combos with cancelling and links in this game. A prime example is Ryu's trial of cr.mp > cr.mp > sweep, which is just links.
Maybe I should watch the SSFIVAE GF for FR...Obviously the best Akuma in the business is Infiltration, so I would check out his match footage. Tokido is a good one too. Eita has a good akuma but is more grounded in fundamentals, so that might be a better starting point. You can find a lot of their online matches though, so you can see their inputs too.
Can you lay out all the specifics of focus attacks? I got nailed with a lot of unblockables until I figured out that (apparently?) 2 or more hits breaks focus.Did you have any specific questions? I feel like you can really be good at this game, it just takes some time and learning the matchups.
I just want to find the character that's right for me.edit:
oh yeah, i forgot about frame traps. these are a good way to catch people who mash option select crouch tech (i mash dat shit all day). frame traps and safe jumps are the only reason why i'm starting to learn bipson, because he has quite a few of them. he's also not a heavy execution character which is perfect for me. are there any other characters you were interested in learning?
I still have the scars.
100% true. Ask anyone i play with regularly.Don't you play deejay? Aren't you like over 3k pp? Liesss.