The Fighting Game Noob Thread: From Scrub to Master

I would love to play you, but EU-USA connections are no good. Anyway, you need to work on punishes and mixups. There were so many times when you could punish the clap and other stuff with at least sweep. On which you can do basically anything.

Also more mixups, none of the pokes were low for example, that will make the opponent think about one more defensive option in spite of his offense. Last obvious thing is less normal spamming. A skilled opponent will punish you doing st.mp over and over big time. You need to hold back on those and use them with thought.

One more thing that helps anybody - take a bit of time reading the opponent and look for patterns. You destroy so many lesser players just exploiting their attack and movement patterns.

Why would you love to play me? Hope that's a compliment!

I do the normal spamming because it's Hugo and I don't want him in my space and I get it from watching say, Infiltration:

http://youtu.be/ZtAQt5_xQyA

http://youtu.be/2drSFjHHSjU

But maybe I'm not doing it right like him. Thanks for the advice. :)

As for the lack of punishes, it was mostly nerves and doubts in my own skills.
 
I was also wondering about the lack of 3DS mention in the OP. 3DS is my main system and I play Smash on it now and it's pretty fun. I only started playing again a month or two ago. I haven't got Street Fighter for 3DS though, Smash Bros is my only 3DS fighting game. I guess it's not great for competitive fighters but it's decent to play on and I'm having fun with it.
 
I'm going to make a Google Doc with all of the links and games in it. That will size the thread down a sizable amount. I'll cut out the pad and stick section and link straight to MarkMan's thread.

That should be enough to save room and maybe people will actually read it now. :(

The mentors aspect is a huge part of this thread, as well as the monthly tourneys.
Have you used Google Forms before?

Also, a major heads-up: a lot of people will sign up for tournaments and then disappear. It's just how it goes. SmashGAF made it through 4 seasons of ranbats before I retired them:
http://www.neogaf.com/forum/showpost.php?p=166842991&postcount=2
 
Mentor needed

Game: GG XRD
Character: Ky
Sub characters: Trying to learn Sin
Platforns: PS4
Territory: Canada
Strengths: SF4 fundamentals son
Weaknesses: General understanding of all the mechanics, blocking, knowing when to burst, pressing buttons after fafnir, air movement, fighting against every character that isn't Sol, knowing when to burst etc
 
Mentor needed

Game: GG XRD
Character: Ky
Sub characters: Trying to learn Sin
Platforns: PS4
Territory: Canada
Strengths: SF4 fundamentals son
Weaknesses: General understanding of all the mechanics, blocking, knowing when to burst, pressing buttons after fafnir, air movement, fighting against every character that isn't Sol, knowing when to burst etc
You should ask Q, since he mains Ky and is quite good with him.
 

SephLuis

Member
Mentor needed

Game: GG XRD
Character: Ky
Sub characters: Trying to learn Sin
Platforns: PS4
Territory: Canada
Strengths: SF4 fundamentals son
Weaknesses: General understanding of all the mechanics, blocking, knowing when to burst, pressing buttons after fafnir, air movement, fighting against every character that isn't Sol, knowing when to burst etc

I was training with elphelt for a while and I can spar with you if my connection allows it.

With a little fighting, I can help with your weaknesses
 

Kuksune

Member
Anyone have any general tips for using Mila in DoA5LR? I always have a hard time with characters that have/focus on low attacks (ie all of them) and straight up get butchered by characters like Marie Rose and the ninjas. It's damn hard to do much when she's literally nothing but insanely predictable high attacks while the rest of the cast has mids and lows for days that I can never see coming.
I have some friends that use her often, they usually do throwpunishes as often as they can. It works for them and I get slaughtered pretty often by them.
 
I made a room for any Xrd scrubs that want to scrub it up:

Room Name: Karsticles
Password (quote to reveal):
Search ID: oih3

Edit:
I remade it without the ID. North America #2.
 

Sinatar

Official GAF Bottom Feeder
Yo XRD heads, how in the world do you make both hits of Ky's "Stun Dipper" (236K) combo? I mean it's one move, you can't hit buttons during it yet 98% of the time the second hit doesn't combo.

This is confusing as shit.

EDIT: Example:

23689512609_f8a622c602_o.png

I can get this whole combo except that stun dipper doesn't combo the second hit so it fails 100% of the time. Yet I watch the sample and nothing is different from how I'm doing it from eyeballing it.

I dun get it.
 

vocab

Member
Yo XRD heads, how in the world do you make both hits of Ky's "Stun Dipper" (236K) combo? I mean it's one move, you can't hit buttons during it yet 98% of the time the second hit doesn't combo.

This is confusing as shit.

Opponent must be spaced far enough for the 2nd hit to connect
 
Need help.

I love Infiltration's fb Chun game. He tends off three of E. Ryu's fb's at the beginning of the fight start at 12 seconds in. I can't for the life of me replicate it even with light hadouken's. Tips? I'm charging immediately too.

http://youtu.be/2drSFjHHSjU

12 seconds in.

Edit: didn't notice Ryu light punch whiffed in between fb's. That makes sense.
 

Sinatar

Official GAF Bottom Feeder
Hmm ok I got it when the HS at the end pushed me far enough back. If you put a gun to my head I couldn't recreate that if I tried.
 

Kuksune

Member
Hi, EU DOA player here. I am pretty good at DOA so I can be a mentor if anyone wants/needs it. It would be fun to learn VF5FS since I play mostly Akira and Jacky in DOA. And lastly, I play GGXRD (terrible at it) maining Chipp and i am interested in learning Potemkin too.
 

oneida

Cock Strain, Lifetime Warranty
Hi, EU DOA player here. I am pretty good at DOA so I can be a mentor if anyone wants/needs it. It would be fun to learn VF5FS since I play mostly Akira and Jacky in DOA. And lastly, I play GGXRD (terrible at it) maining Chipp and i am interested in learning Potemkin too.
always up for VF5FS sets, have been playing competitively for years and am more than happy to help you get stronk.

PSN- oneida_vf
XBL- oneida1
 

pretty much lol. it's like everything i've learned from past fighting games gets thrown out the window and is replaced with fuckery.

With SF it feels like it can be broken down into rock-paper-scissors where you know this will beat that and etc.

In SF - You throw a fireball, they jump, you uppercut - You win in that outcome

XRD (speaking from a Ky perspective) - you throw a SE, they jump, you uppercut, it clashes with their jump in - fuckery ensues

or better yet, you get a danger time moment and even more fuckery.

In SF- Someone jumps, I AA with cr.HP - You win that outcome (depending on character ofc)

XRD - Someone jumps, I AA with 6P - maybe 2/5 times it'll actually AA, the other times = L


feels like every character I play against is Seth shiiet
 

Skilletor

Member
pretty much lol. it's like everything i've learned from past fighting games gets thrown out the window and is replaced with fuckery.

With SF it feels like it can be broken down into rock-paper-scissors where you know this will beat that and etc.

In SF - You throw a fireball, they jump, you uppercut - You win in that outcome

XRD (speaking from a Ky perspective) - you throw a SE, they jump, you uppercut, it clashes with their jump in - fuckery ensues

or better yet, you get a danger time moment and even more fuckery.

In SF- Someone jumps, I AA with cr.HP - You win that outcome (depending on character ofc)

XRD - Someone jumps, I AA with 6P - maybe 2/5 times it'll actually AA, the other times = L

6p has upper body invincibility, so you're probably timing or spacing it wrong if it's not winning vs. an air attack.

On the whole, though, it just sounds like you should stop trying to play SF and look at Guilty Gear as something entirely different.
 

Tornix

Member
pretty much lol. it's like everything i've learned from past fighting games gets thrown out the window and is replaced with fuckery.

With SF it feels like it can be broken down into rock-paper-scissors where you know this will beat that and etc.

In SF - You throw a fireball, they jump, you uppercut - You win in that outcome

XRD (speaking from a Ky perspective) - you throw a SE, they jump, you uppercut, it clashes with their jump in - fuckery ensues

or better yet, you get a danger time moment and even more fuckery.

In SF- Someone jumps, I AA with cr.HP - You win that outcome (depending on character ofc)

XRD - Someone jumps, I AA with 6P - maybe 2/5 times it'll actually AA, the other times = L


feels like every character I play against is Seth shiiet

Just know that even most of the top Xrd players don't like danger time.

6p is a good anti air for Ky, but also try throwing out 2hs every now and then in neutral if you think they'll do something.
 
6p has upper body invincibility, so you're probably timing or spacing it wrong if it's not winning vs. an air attack.

On the whole, though, it just sounds like you should stop trying to play SF and look at Guilty Gear as something entirely different.

I'm probably doing both wrong. I also don't know if I'm able to 6P Sol's dive kick because I ate so many of them shits.

And yea, bringing SF logic into XRD is definitely not the way to go.

Just know that even most of the top Xrd players don't like danger time.

It's like they're throwing in more mechanics just for shits
 

Tornix

Member
Sol's divekick is hard to 6p for ANY character. You're better off using a high reaching attack like 2hs or dp (if you have time to react). Or you can chicken block the first hit and throw him before the fire comes out.
 

Kuksune

Member
pretty much lol. it's like everything i've learned from past fighting games gets thrown out the window and is replaced with fuckery.

With SF it feels like it can be broken down into rock-paper-scissors where you know this will beat that and etc.

In SF - You throw a fireball, they jump, you uppercut - You win in that outcome

XRD (speaking from a Ky perspective) - you throw a SE, they jump, you uppercut, it clashes with their jump in - fuckery ensues

or better yet, you get a danger time moment and even more fuckery.

In SF- Someone jumps, I AA with cr.HP - You win that outcome (depending on character ofc)

XRD - Someone jumps, I AA with 6P - maybe 2/5 times it'll actually AA, the other times = L


feels like every character I play against is Seth shiiet
why don't you just use a shoryuken move?? I do it with Chipp and then just RRC it if i have enough metre.
 
decided to upload a few of the many Ls that were taken tonight

I'm pretty sure the Sol was half trolling cause I've never seen anyone use Sol's dragon form on purpose.

Also, I'm still trying to learn Sin which as you can see.. is going no where. I probably would've done a bit better with Ky but I gotta learn somehow.

Sol's divekick is hard to 6p for ANY character. You're better off using a high reaching attack like 2hs or dp (if you have time to react). Or you can chicken block the first hit and throw him before the fire comes out.
I'm still not sure how air blocking works, if you're not FD'ing in the air, you can get hit right?
why don't you just use a shoryuken move?? I do it with Chipp and then just RRC it if i have enough metre.

With Ky I had faith in DP'ing them.. not so much with Sin, or rather, Idk what special to cancel into afterwards. Which I could take the time to learn if I really wanted to stick with the game.
 
Yo XRD heads, how in the world do you make both hits of Ky's "Stun Dipper" (236K) combo? I mean it's one move, you can't hit buttons during it yet 98% of the time the second hit doesn't combo.

This is confusing as shit.

EDIT: Example:



I can get this whole combo except that stun dipper doesn't combo the second hit so it fails 100% of the time. Yet I watch the sample and nothing is different from how I'm doing it from eyeballing it.

I dun get it.

Hmm ok I got it when the HS at the end pushed me far enough back. If you put a gun to my head I couldn't recreate that if I tried.
There are blockstrings that place your opponent exactly where you want them to be for it to hit. It's pretty particular, though.

pretty much lol. it's like everything i've learned from past fighting games gets thrown out the window and is replaced with fuckery.

With SF it feels like it can be broken down into rock-paper-scissors where you know this will beat that and etc.
It's still RPS, it's just that jumping is a better option in GG. Whereas you want to spent 95% of your SF time on the ground, in airdashers it's more like 50/50.

In SF - You throw a fireball, they jump, you uppercut - You win in that outcome

XRD (speaking from a Ky perspective) - you throw a SE, they jump, you uppercut, it clashes with their jump in - fuckery ensues
DPs in Xrd are solely intended to be reversals. You don't really anti-air with them often because you have other buttons that are just as good, but MUCH safer in case your opponent decides to block.

In SF- Someone jumps, I AA with cr.HP - You win that outcome (depending on character ofc)

XRD - Someone jumps, I AA with 6P - maybe 2/5 times it'll actually AA, the other times = L
I don't play Ky, but Zato has 4 anti-air buttons, and you need to know when to use all 4 of them to effectively anti-air. If I only used 6P, I'd hardly ever anti-air my opponents.

feels like every character I play against is Seth shiiet
That's why it's fun!

Be glad Testament isn't in this game yet:
https://www.youtube.com/watch?v=o_HD9wVLgRI

Danger time is stupid as fuck.
Yes.
 

Marvel

could never
Resisting the urge to jump-in on an opponent in SF is like the hardest task ever in a video game for me, holy shit. I'm trying to stop doing it lol physically hurts
 
I don't even know how to pick a character in the first place. Besides aesthetics at least. Do people have some obvious way they choose a main? I look at SFV and I don't really know who I want to main. I think I liked using Chun Li in SFIV, but that was ages ago. Cammy has always looked fun to me too.

Even if I go and try all of them out, it's not like I use them properly to actually get a good feel. Plus, sometime it dilutes the characters. They all end up seeming the same (apart from obvious differences).

I did thoroughly enjoy using Tina in DOA5 though, so maybe I should first try Rainbow Mika. I never used to like grapplers, but Tina changed me.
It helps trying to distil what core principle you like about the characters you end up maining in various fighting games. Aesthetics can play a part in your choice as well - I for example can't muster up any interest for walking animé clichés like schoolgirls - but that sort of interest is only skin-deep, ultimately. To give you a more concrete example of what to look for, though:

I personally tend to gravitate towards characters that either have deceptive movement in 3D fighters (Yoshimitsu in Tekken, Voldo in Soul CalibEr, Aoi in Virtua Fighter) or are loosely based on counter-gameplay (Goh in VF and Bayman in Dead or Alive), whereas in 2D fighters I have a penchant for characters who either have superior range than most other members in the cast or just end up being fixated on zoning to a certain degree. We're talking about Peacock in Skullgirls, Dhalsim in Street Fighter, Billy Kane + Duo Lon in King of Fighters and so forth. I'll elaborate more on the latter category to paint a clearer picture. Part of the reason for me taking a liking to these is quite frankly me compensating for my lacklustre combo execution - I for the life of me can't play anyone requiring dexterity in order to reach his/her full capacity - but the primary motivator here is that I just like the idea of playing someone who (ideally speaking) is vulnerable up-close, but has the keep-away tools to fend off whatever offensive approach your opponent may be resorting to. It's the dynamic in itself that hooks me: rather than focusing on maximizing your damage at every chance you get up close and personal, I'm moreso inclined to constantly keep an eye out for openings that allow to slip through general strategies, all the while slowly chipping away at the enemy's health pool for carelessly (whether or not unbeknowest) overextending. Maybe even apply a couple of my own set-ups or unexpected aggression when the moment is right depending on the tools at hand, since changing the established pace tends to confuse less experienced players. Anyways though: if I mess up, against good players there's a high chance that the round is a done deal but it's this exact intensity that compels me... even if it is an exhausting endeavour at times.

In other words: it's the match-up related tactics that the zoning archetype (usually) exemplifies that bring me far more enjoyment than going through standard combo motions, because persistent attempts to push one another outside their comfort zone and forcing one another to adapt to an (almost exclusive) ruleset. It's why Dhalsim vs Zangief (+ other slow grapplers) are my absolute favourite in Street Fighter: on a competent skill level, both of them demand meticulous understanding of their distinct abilities and they're simultaneously stellar opposites with sufficient options available to them to turn the tide in how the match flows. Zangief gets poked all day by Dhalsim and it's a difficult wall to break, but the stress gradually piles up thanks to his high health pool allowing him to push Dhalsim towards the corner just by presence / careful movement alone, or inch just close enough to land a crucial SPD if for example Zangief dances around his anti-air ranges with each jump-in.


tl;dr The above is very much a... highly specific anecdote, but hopefully I got some points across in how to look for what really resonates with you in a character. And for what it's worth, although quite irrelevant: I'm looking to toy around with Birdie and F.A.N.G alongside Dhalsim in Street Fighter V based on these preferences.
 

K.Sabot

Member
General XRD tip, if you're new to Guilty Gear, it's generally recommended you stay away from matches with other players for a while. I asked a lot of good GG players going into +R back in the day, and they told me this too.

Grind out training mode with your preferred character / fight CPU (its randomized blocking patterns forces you to readjust your pressure) / do the tutorial and missions (helps with some important character specific matchup stuff).

AND WATCH MATCH VIDS OF YOUR PREFERRED CHARACTER.

Taking mad Ls in the beginning doesn't make for a good use of your time generally, and imprints bad habits when you don't know what you're doing.
 

Sayad

Member
decided to upload a few of the many Ls that were taken tonight

I'm pretty sure the Sol was half trolling cause I've never seen anyone use Sol's dragon form on purpose.

Also, I'm still trying to learn Sin which as you can see.. is going no where. I probably would've done a bit better with Ky but I gotta learn somehow.


I'm still not sure how air blocking works, if you're not FD'ing in the air, you can get hit right?


With Ky I had faith in DP'ing them.. not so much with Sin, or rather, Idk what special to cancel into afterwards. Which I could take the time to learn if I really wanted to stick with the game.
With Sin, you seem to be trying to zoon them out, Sin is more of rush down character despite his reach, you should only be backing off when you need to find space to eat. You want to always be within poke(Sin's poke) distance from them.

You're not using food meter cancels for mixups when they block one of your special moves, I know it may seem gimmicky, but it works, mostly safe, build the opponent's risk meter and even if blocked does a lot of chip damage, you won't get far with Sin without using them.

Conversion is a huge part of Xrd, especially for characters like Sin who may have difficulty opening people up but can dish out huge damage once he does. You got a lot of clean hits in the video which you didn't follow up with anything.

Against most characters, it's never good idea to start charging that spear attack when they're outside the attack range.

Generally, you're not mobile enough, which makes you an easy target for the opponent to set up on or position himself at an advantageous position. Mix between jumping double jumping back/forward, air/ground back dashing and try to bait out stuff by dashing forward on the ground and canceling the dash with FD. Don't stay still, waiting for the opponent to do something and try to react to it, try to be as active as possible.
 

Astarte

Member
General XRD tip, if you're new to Guilty Gear, it's generally recommended you stay away from matches with other players for a while. I asked a lot of good GG players going into +R back in the day, and they told me this too.

Grind out training mode with your preferred character / fight CPU (its randomized blocking patterns forces you to readjust your pressure) / do the tutorial and missions (helps with some important character specific matchup stuff).

AND WATCH MATCH VIDS OF YOUR PREFERRED CHARACTER.

Taking mad Ls in the beginning doesn't make for a good use of your time generally, and imprints bad habits when you don't know what you're doing.

This is basically what I'm doing for Bedman. It's actually really intuitive and I'm writing down notes for matchups and the like.
Keeponrock.in is great for stuff like this

I still need to get used to Bedman's dashing and oki. I loathe fighting Elphelt and Venom.
 

Fitts

Member
controller players, how do you guys do the 2x qcf supers on 2nd player side? are you using mainly the nail part of your thumb or the side?

I've (semi) recently made the full move to pad and don't find the motion to be an issue on the 2p side. I'm using a Hori Fighting Commander and the d pad hasn't given me any issues just running my thumb over the down/left directionals as I normally would. I'm playing claw style, so the way I'm holding it may make a difference with d-pad execution.

The one motion that has been difficult for me is x2 qcf on the 1p side. In reviewing my inputs, I'm failing to reliably hit the right directional on my second qcf. If I slow down it's not a big deal, but considering the speed of which I can nail every other execution it's foreign to have to consciously slow myself down when attempting the motion. Hopefully I'll get better with time because honestly, I like playing on this pad otherwise. I was never able to play claw on the Mad Catz pads but the face buttons on this one are great for it.
 

bryt

Member
I don't even know how to pick a character in the first place. Besides aesthetics at least. Do people have some obvious way they choose a main? I look at SFV and I don't really know who I want to main. I think I liked using Chun Li in SFIV, but that was ages ago. Cammy has always looked fun to me too.

Even if I go and try all of them out, it's not like I use them properly to actually get a good feel. Plus, sometime it dilutes the characters. They all end up seeming the same (apart from obvious differences).

I did thoroughly enjoy using Tina in DOA5 though, so maybe I should first try Rainbow Mika. I never used to like grapplers, but Tina changed me.

I usually pick characters who have a sword. They're usually top tier or close to it. (ie. Zero, Dante, Vergil in UMVC3, Yu/Minazuki in P4A, Sol/Ky in Xrd, Jin/Ragna in BB)

This is also why I don't play Street Fighter. No one's got a sword.
 
Top Bottom