The Fighting Game Noob Thread: From Scrub to Master

Some Sin Progress

Got lucky in the first match then learned that I can't block against Millia
and probably will never be able too tbh

I still can't get a reversal out on wakeup to save my life, so it's pretty much just free pressure when I'm knocked down. Each time I fail to get the reversal it's just more counter hits. much fun
You lost against the thought of not being able to block Millia's mix-ups, not the actual mix-ups, b. ;p

She only got you into one proper oki set up(the one in the corner) and you ate the disc clean without her even trying to mix you up(assuming you tried to jump out of it).

Few things about Millia...

- Don't respect mid screen disc unless it was after canceling 2D directly without a roll or it's a YRC disc, otherwise, it's not meety, and she can't hit you meety, you can jump, backdash or even attack before the disc hits. Don't give her a free mix-up mid screen.

- Millia's frame traps are a bit hard to do, and most online Millias don't use them outside the roll(see the next point), feel free to try and mash your way out of her block strings. Don't respect them unless they show that they can punish you for it.

- Her roll mix up is not much of a mix up. Roll > spear comes out really fast so you can't even jump out of it, it's a solid frame trap and the only thing you need to respect out of the roll. She don't have a low attack from the roll so you should never get hit by roll > dust. Basically, delayed jump or delayed attack deal with all of Millia's roll options. Unless she YRC. Roll > roll grab should never get you because you shouldn't be staying still for that long.

- Corner disc oki is what you should fear, probably need to save your burst for when she get you in the corner. Jumping or back dashing doesn't work here.

- Millias love to air-dash in a lot, especially at the end of block strings or air recovery, be ready with your anti air-dash anti-airs, if she's dashing after a block string, you probably can attack her before she throw out the pin.

- Millia will jump around trying to find proper spacing to use the pin, basically, when she's in the air, you never want to be in the pin's line of fire. Jump back, back dash or do whatever. Don't give her a free chance to get with the pin.
 
I knew I did bad so give it to me
Worst Cammy in da world:
https://www.youtube.com/watch?v=pOCmORJkDCU
surprisingly not bad at all given the difference in rank. You kept falling for his wakeup moves. At first I thought you were baiting it out but then you kept getting hit lol. Also you didn't punish as much as you could have at times. There's more I could say but start there :P

Definitely don't go for the hail mary critical art, figure out a way to integrate it into a simple combo like he did to you right after.
 
You lost against the thought of not being able to block Millia's mix-ups, not the actual mix-ups, b. ;p

She only got you into one proper oki set up(the one in the corner) and you ate the disc clean without her even trying to mix you up(assuming you tried to jump out of it).

Few things about Millia...

- Don't respect mid screen disc unless it was after canceling 2D directly without a roll or it's a YRC disc, otherwise, it's not meety, and she can't hit you meety, you can jump, backdash or even attack before the disc hits. Don't give her a free mix-up mid screen.

- Millia's frame traps are a bit hard to do, and most online Millias don't use them outside the roll(see the next point), feel free to try and mash your way out of her block strings. Don't respect them unless they show that they can punish you for it.

- Her roll mix up is not much of a mix up. Roll > spear comes out really fast so you can't even jump out of it, it's a solid frame trap and the only thing you need to respect out of the roll. She don't have a low attack from the roll so you should never get hit by roll > dust. Basically, delayed jump or delayed attack deal with all of Millia's roll options. Unless she YRC. Roll > roll grab should never get you because you shouldn't be staying still for that long.

- Corner disc oki is what you should fear, probably need to save your burst for when she get you in the corner. Jumping or back dashing doesn't work here.

- Millias love to air-dash in a lot, especially at the end of block strings or air recovery, be ready with your anti air-dash anti-airs, if she's dashing after a block string, you probably can attack her before she throw out the pin.

- Millia will jump around trying to find proper spacing to use the pin, basically, when she's in the air, you never want to be in the pin's line of fire. Jump back, back dash or do whatever. Don't give her a free chance to get with the pin.

Thanks for the help.

Most of the time when I wasn't blocking on wake up was because I was trying to do a wakeup reversal 623S but couldn't get it out since the reversal window is so tiny. I really gotta get the timing down.. seems so unnecessarily hard :/

Here's another match of me against the same Sol/Millia players
 
You should try to use LKs to hitconfirm more on jump ins. Her st. LP can whiff sometimes so LK is a better option. Also when you did close st. HK into super you should've used the MK version since she does it a lot closer. You might already know that though. Challenging with the jp. MP juggle would've helped too.

Thanks for those pointers :)
 
This makoto ate me up trying ex axe kick

The close hp to axe kick is possible right? I'm doing all of his other specials after it but maybe I'm not doing it on time
I main E.Ryu.Close hp will combo with lk/mk/ex axe kick but not hk axe kick. Hp. Into ex ax kick is an easy way to get a hard knock down at the cost of a meter so you have to decide if its worth it or not. The Makato was eating you up because ex axe kick is slow ...it's 21 frame start up and you flash yellow to boot so just doing it raw will get you hurt . It a not even a good block string as I've. wen able to demon people between hp ex axe kick before
 
a problem ive been having with Evil Ryu is that most of the time when i go for c.mkxxfireball i get axe kick instead of fireball, cause of negative edge.
Try holding down the mk until after the fireball comes out. So like this

d - press MK and hold down - df - f - punch - release mk
 
I main E.Ryu.Close hp will combo with lk/mk/ex axe kick but not hk axe kick. Hp. Into ex ax kick is an easy way to get a hard knock down at the cost of a meter so you have to decide if its worth it or not. The Makato was eating you up because ex axe kick is slow ...it's 21 frame start up and you flash yellow to boot so just doing it raw will get you hurt . It a not even a good block string as I've. wen able to demon people between hp ex axe kick before

I throw ex axe kicks in blockstrings from time to time to catch people off guard, it's the online special.

This makoto ate me up trying ex axe kick

The close hp to axe kick is possible right? I'm doing all of his other specials after it but maybe I'm not doing it on time

Yes, you can take off ~40% off of most characters health pools without even using meter with that.
 
So I was playing e ryu and like every version of mk is just too good lol, just getting in there from so long feels so good but I don't see myself using ace kick for anything that isn't wake up. I did use it for a combo to end the game: m.axe, red focus, cr.mk, ex. Tatsu, ultra.

Tbh it was my second time using red focus in a match ever

a backdash could have gotten you the win on rufus, also too much jumps, good on you tho
These are his links after a mk axe kick ..it's the only one you can combo after with out FADC. Lots o one and 2 frame links..
Xyuuz87.jpg



I throw ex axe kicks in blockstrings from time to time to catch people off guard, it's the online special.

Grrrr....*shakes fist *
 
These are his links after a mk axe kick ..it's the only one you can combo after with out FADC. Lots o one and 2 frame links..

Grrrr....*shakes fist *

Keep in mind some of those links are character specific.

That works surprisingly often.

Edit: A less fraudulent would be kara-throwing after ending a blockstring with mk axe kick.
 
Keep in mind some of those links are character specific.

That works surprisingly often.

Edit: A less fraudulent would be kara-throwing after ending a blockstring with mk axe kick.


They are? I've never noticed...maybe it's one of the standing ones , I never do those..

I have to try the kara follow up..sounds ditry!
 
They are? I've never noticed...maybe it's one of the standing ones , I never do those..

I have to try the kara follow up..sounds ditry!

Close MK works on Abel, Seth and Poison iirc. On Abel you can also do mk axe kick, cr. mp, st. mp(or another cr. mp if you wanna sweep him after a tatsu).
 
I like this thread. It brings hope that more people will pick up anime airdashers. I don't mind being a mentor for two people: Mainly for Blazblue and Persona. I have enough experience either playing as or playing against the cast for both games to know what their gameplan is. I'm up in Canada. Ontario specifically so if anyone wants to hit me up and play some rounds for critique I'm up for it. I also have a mic too. My PSN is remapthesoul or you can PM me as well. Hope to see you guys out there.
 
This is a good idea for a thread.

https://www.youtube.com/watch?v=RQgEl_8tiJM
A couple of my Karin matches in the SFV Beta. I have plenty, but I'm mostly here for the Karin mirror at the end. I know there's many places where I screwed up, like my love of Ressen, but it was a good fight. Just wanted to see what GAF sees from that loss.

I do mostly play MKX at a so-so level on PS4, so if people want a D'vorah/Kitana player to fight, I'll try and find the time. PSN: RADRAD1985
 
Try holding down the mk until after the fireball comes out. So like this

d - press MK and hold down - df - f - punch - release mk
Ill have to go into training mode and get used to that then cause its been annoying me whenever im doing my most basic combo and i get axe kick instead. I fought a t hawk once and it threw me right into a 360 lol
 
What are things every new Blaz Blue player should know? I didn't know what a meaty was or about different invincibility properties in SF until over 100 hours in when someone just decided to tell me.

I don't want another 100 hour surprise.
 
I use Ryu on USF4. How do I beat the following when I play ranked or player matches:

A) M Bison

B) Vega

C) Balrog

D) El Fuerte

F) Chun Li

Please PM me or help me. I need immediate response.
 
Q and Anne:

HALP

Look at my poor Tao Tao. :(

http://youtu.be/E8NXjVyUU5M

This is still very early tao, but some things to start with and point out about Kag

When you are coming down from the air stick with j.B

Once you score a knockdown keep pressure on don't back up if you are worried about reversals just block and punish *if they cancel block the fallow up but one of his leaves him air borne so in some cases you might be able to squeeze out a 6P but don't push your luck*

Use your overhead a bit more once you are close and off a knockdown. You can cancel it into her air cat kicks move and keep pressure going.

Kagura in general has a lot of wide sweeping moves so be careful not to get clipped by them but at the same time he is pretty slow once you are in close the only things you really need to watch out for are his super and DP. So keep on top of him once you get in as much as possible.

Anne can give much better Tao advice for starting from scratch than me though :P They main the character!
 
I would if i could upload stuff but my wifis down, i have one video from recently but its a win. Although im only proud of the read at the end of round 1 and the kara demon scrubby evil ryu is me
Edit: a problem ive been having with Evil Ryu is that most of the time when i go for c.mkxxfireball i get axe kick instead of fireball, cause of negative edge.

Match start: quite a risk dashing in on Sagat like that at match start! You have balls!

Work on your anti-air. He whiffs Uppercuts a lot and jumps in when you could just dragon punch or st HK. instead you always go for a sweep.

Use you sweep when you KNOW it'll sweep. Don't whiff it. It's high in recovery and will get you fucked.

0:40 - more fireball pressure. He had two bars, and you could bait him with the fb's to use up his bars. As E. Ryu you also have the upper hand because you can shoot out red fb's without meter.

There's an entire 10 seconds between round 2 start before a hadouken is thrown. When you're that far away, and the opponent is doing random kicks like that, hadouken their ass.

1:30 - 1:35 - three jump ins within five seconds. Far too many, especially on Sagat who has a knee and an uppercut.

Against Sagat you should be using Ultra I. In round 2 he throws out Tiger's and you've got Ultra but not the right Ultra. If you had U1, you could shoot it out as a punish when he shoots his fb. Big tip: when picking characters, wait on the ultra screen until they pick their character, that way you can choose your Ultra strategically.

1:42 - Random tatsu. As you can see, that gets you wrecked.

You dropped the fireball fight for some reason, despite having meter and despite Sagat's life lead, you still went in on close quarters when you should have played it far away and beat out his fireball's.

When you're in the negative life-wise, you have zero reason to play risk and get in your opponent's face unless that is how that character is played. Even then, you should use caution.

1:50 - Good sweep read.

1:57 - Good block string onslaught. Now would have been the time for FIREBALLS to push that dude back in the corner where he BELONGS.

1:58 - Instead, you back off despite having the offensive advantage.

2:00 - Over reliance on cr HK. cr MK should be your go to. It's your BREAD AND BUTTER. Sweeps only for punishes that need sweeping or for mind games.

Your biggest weakness, besides the sweeps is the lack of fireball game, even against a fireball character.

Like I said earlier in the thread, watch this:

https://www.youtube.com/watch?v=iL2emvRGMLE

Rules for throwing out fireballs:

1. Only one fireball per screen per character.

2. You can buffer or dial in a fb input the second an fb comes out and press punch when it lands or misses.

3. You can shoot out an FB the SECOND your first FB lands. You can do this to apply pressure.

In the Kaizen Master video linked above, watch at 0:18 - See what he's doing? That fast FB after another? That's what you should be doing against Sagat. Burn that nigga DOWN with that shit. Mix it up with a regular single hadouken to keep him guessing. Shoot it out at different speeds. Shoot it out fast with High FB, and then when he's comfortable, shoot out a slow FB, and if he jumps, he may get hit because the timing threw him off. Then push into his space. Keep throwing em out. Mix in some ex fb's. Take another one of Sagat's eyes.

You are ignoring one of E. Ryu's biggest positives and strategy assets by ignoring a solid fireball game foundation.
 
A+ thread Cindi. Subbed.
Hoping to improve in Smash beyond the absolute scrub level. Now that Bayo is hitting.

Down to mentor what little i can in Tekken to anyone. Play everyone around mid-lvl except afew(Ling xiayou,Asuka,Nina, Lei)
Region-EU




Rivals-
Wn3b9z4.gif
 
I use Ryu on USF4. How do I beat the following when I play ranked or player matches:

A) M Bison

B) Vega

C) Balrog

D) El Fuerte

F) Chun Li

Please PM me or help me. I need immediate response.

Those first 3 (or at least Bison and Balrog) are considered something of a difficulty wall. They don't have strong mixups, but they're all safe on block and have strong pokes/ anti-air. For Bison, you need to stuff him with long-lasting normals. Far s.mp or c.mp with Ryu are both decent, though Evil Ryu's normals far outclass Ryu's for stuffing Bison. When he gets close, block low and watch for grabs. Bison doesn't have any overheads without meter (I think EX scissor kick is), but he has a fast walk speed so always be ready for a grab. Don't try to walk in on him much in neutral or jump in, they'll just spam far roundhouse. If he does his Bison jump shenanigans, don't try to anti-air unless you can get it on reaction just as he comes down in front of you. Generally you want to walk backwards; the worst that can happen is you block him, or he lands in front of you and is vulnerable for a few frames.

Vega doesn't have particularly strong pressure. You need to get him knocked down, because he has terrible wakeup. Throw fireballs, because he doesn't have much in the way of anti-fireball tools, though one of his EX moves might be able to punish it, so don't be too zealous to throw fireballs if he's sitting and blocking low. Don't be afraid to grab him, his pokes don't lead into strong rewards unless they're an incredibly good player, and his reversal is a charge move.

Balrog is similar to Bison in ways. Lots of safe pressure and ridiculous normals. You can actually throw him out of his punches, but that's risky and difficult. Most of his punches can actually be Focused, so don't forget to use Focus Attack, but don't spam it to be too obvious, because his turn punch breaks Focus.

El Fuerte there isn't much to be said about. You get knocked over and you have to guess. It's completely stupid and there honestly isn't a lot more to it than that. I don't know how much I can help with that.

Something to know about Chun-li: That stupid c.mk xx Hazanshu online players LOVE to use is not a blockstring. You can Shoryuken the Hazanshu on reaction. Her only reversal is EX Spinning Bird, so try to bait it out, and when she doesn't have meter, don't show any respect on knockdown because there's nothing she can do. Also, again online players like to use her fireball and then approach. If they start doing that, block the fireball, see if they try to follow it up with an attack, and reversal Shoryuken them. Don't do this every time because they'll learn to bait, but keep it in mind for when they think that crap is going to work over and over again.

It kind of comes down to one of the more prominent/ unfortunate aspects of SFIV, which is abuse knockdowns. All of those characters have mediocre wakeup where even just crossing them up is a serious threat, especially Bison.
 
2 days of good progress and starting to get a good feel for fighting in ranked without feeling like im on hot coals. Today i'm losing every match because i get flustered and fall for the dumbest shit. Ugh..
 
I would if i could upload stuff but my wifis down, i have one video from recently but its a win. Although im only proud of the read at the end of round 1 and the kara demon scrubby evil ryu is me
Edit: a problem ive been having with Evil Ryu is that most of the time when i go for c.mkxxfireball i get axe kick instead of fireball, cause of negative edge.
How you do the kara demon? Teach me pls.
*More fireballs
*Use MK to bully the opponnent
*After sweep you always try to bait a wakeup attack, other opponents won't fall for that.
*Practice combos, E.Ryu can do much more damage. Try HP, Axe Kick lk, Red Focus, Ultra or atleast HP, Shoryuken HP.
 
2 days of good progress and starting to get a good feel for fighting in ranked without feeling like im on hot coals. Today i'm losing every match because i get flustered and fall for the dumbest shit. Ugh..

If you make ranked the only thing you play online then it becomes easier and easier to get relaxed.
Will be second nature soon.
 
If you make ranked the only thing you play online then it becomes easier and easier to get relaxed.
Will be second nature soon.

Yeah. I did a couple days of training mode in between but that only built up the anxiety i get in ranked :D

Felt nice having a 50% win rate and feeling completely average for a while.
 
So any tips on my game?

Your sweep is not supposed to be used as a poke, stop doing that. Use cr mk or st mk, preferrably cr. mk.

Practice anti-airing

Jump less.

Work on your punishes, you either did sweep or cr mk > hadouken when you could've at least done cr mk/st. mp > lk tatsu > hp dp

How you do the kara demon? Teach me pls.
*More fireballs
*Use MK to bully the opponnent
*After sweep you always try to bait a wakeup attack, other opponents won't fall for that.
*Practice combos, E.Ryu can do much more damage. Try HP, Axe Kick lk, Red Focus, Ultra or atleast HP, Shoryuken HP.

I do forward mk/mp, throw, forward lk~hp. Alternatively you can buffer the first two jabs by doing pressing lp twice while crouching(only one comes out), do forward mk/mp and finish the input quickly.
 
Also Bison is going to want to scissor kick through your fb's. DON'T LET HIM. A few scissor kicks will push you into the corner on block and any Bison player who can charge will do two scissor kicks one after the other for pressure. Mix up your fb's with normals. A good strategy against Bison isn't to start it off with an fb but with a good normal that spaces that fucking asshole dictator like the chump he is. Like say, far HK. Mix it up so that you hadouken when he isn't expecting it or when he's not charged. Remember that Bison can only charge if he's crouching or holding back. He can't charge if he's walking forward. Be cognizant of details like that fighting him. Watch out for his standing HK which is a fantastic beast of a poke. Try hitting it low with a well times cr mk or even sweep. Go to the lab to test move distances against that move.
 
Try to imitate and record what you see Bison players do with the CPU in training mode and see if anything works.

Yup, like I said in the OP:

Step 5. Review. Watch replays of losses. Take notes of what you did wrong. Did you hit a dragon punch when you tried to do a hadouken? Next time you're in training mode do twenty hadouken's on both sides to make sure you got it. Did the opponent do something you're not familiar with? Go to training mode, pick that person's character you played, and use the recording dummy to replicate the exact thing they did. Not surprisingly, replicating situations in training mode also teaches you how to play other characters. Keep working that situation they did to you until you can reliably defend against it. Situational training is a great tool to use to expand your game. Look up the best players in the world who play as your character of choice and take notes on their general strategies and how they play the character. Implement it into your game via training mode.


I understand where you're coming from in regards to Bison too. Know what I did?

I used to play Poison. I was having trouble with a friend's Bison. So I watched the replays to see what he did. He pushed me into the corner with scissor kick and standing HK. Both are abusable against people not used to the Bison match up. Especially projectile characters.

So I went into the lab and recorded the dummy to use nothing but st HK for thirth minites to find holes in that move and ways to beat it. Then I picked Bison and went to ranked and set it to fight people More Skilled than me so I could see how they defend against his crazy HK.

By the end of the night I had enough data to fight my friend and have a good position towards beating him. I couldn't beat him still, but our fights were no longer so one-sided.

Train the dummy and play as those characters and do what players do that gives you trouble to other players. See how they counter it. This may not necessarily teach you how to blow those characters up but it will teach you to fight against them and what their game plan may be, which is pretty important.
 
These are his links after a mk axe kick ..it's the only one you can combo after with out FADC. Lots o one and 2 frame links..
Xyuuz87.jpg





Grrrr....*shakes fist *
Thanks, tbh I've just been watching old e ryu matches and been trying to mimic people

Like I know e ryus game is to gain meter just to use it on a combo but I've been saving it a lot to forward mk, to raging demon people lol. I saw that used a lot in this old evo I think 2014
 
Also to you guys playing ultra where are you playing? I got the ps4 port but then I tried the PC port and was blown away at the modding

Not to mention I was pulling off more links on the PC. So I've moved to here
 
I got mk axe kick to link after hp, why is this allowed.

I know it takes a full bar of super but red focusing to ex tatsu and the ultra on a corner is like 55%
 
Cool thread, so I really suck and need someone to help me "git gud". I know my problems are that I don't hit the training room long enough and also mind game is weak. Would like a mentor if any one is nice enought to help. BTW it's for usf4. I am getting sf5 and planning to put some serious time into it when it comes so I don't even know if it's worth taking the time to really learn usf4.
 
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