The Fighting Game Noob Thread: From Scrub to Master

I tried to AA with 6P like 4 times and it only worked once (I had other matches outside of the two in the video) shit feels so unreliable

Millia's whole air approach hinges on her knife throw. It's the anti-anti-air. If you can get used to how Millias use that, fending her approach off becomes way more manageable.
 
first smash

OK. I'll be serious about it then.

Much like Street Fighter, Marvel, Tekken, KoF etc, there are a few characters I would recommend which give you pretty much all of the tools and are great for learning the basics without being overly advanced with crazy tech and are also good.
Zero Suit Samus
Mario
Captain Falcon
Link
Luigi
Marth
Fox
Falco


The reason I pick these characters is because, as I said before, they have no real additional tricks to them. They are great for learning the basics of Smash and have appeared in all(most) Smash games which results in being able to transfer a lot over, even if this is your first Smash games, they are still good at learning Smash 4 regardless of tier list.

That being said, what character are you playing though?
Basically, you can learn the game from playing your character outside of my recommendations and also learn the game that way.

Aight, explain this one for me pls
kttcolicomeon

1) This might help you regarding Millia:
http://www.dustloop.com/forums/index.php?/forums/topic/2878-millia-mixup-blocker-flash-app/&page=1

it's an app that lets you pratice against her mixups. (Can be played in browsers or downloaded)

2) Instead of trying to avoid or saying what not to do, at the end of the day, you're still going to get knocked down and hit with her silly stuff.
So:
Oki is basically Beak Driver if they are really far., once condition to block Beak Driver, you can start using QCB K/P to leap up and then apply air dash pressure. If they land, you can do 3K from long range to bait throw, or, if they backdash, you can do 6HS to get a full combo.
 
OK. I'll be serious about it then.

Much like Street Fighter, Marvel, Tekken, KoF etc, there are a few characters I would recommend which give you pretty much all of the tools and are great for learning the basics without being overly advanced with crazy tech and are also good.
Zero Suit Samus
Mario
Captain Falcon
Link
Luigi
Marth
Fox
Falco


The reason I pick these characters is because, as I said before, they have no real additional tricks to them. They are great for learning the basics of Smash and have appeared in all(most) Smash games which results in being able to transfer a lot over, even if this is your first Smash games, they are still good at learning Smash 4 regardless of tier list.

That being said, what character are you playing though?
Basically, you can learn the game from playing your character outside of my recommendations and also learn the game that way.

.

im playing mario right now
 
im playing mario right now

Well good, because Mario is good.
Smash 4 was kind to Mario in that he has an improved game now on top of his stuff from the old games.

Basically his NAir....
wKRt5Q.gif

...is still just as good as Sex Kicks used to be.

Side B is still just as good/annoying as ever
Use this turns any on coming projectile into your ally and then back at the opponent allowing you to perform from dirty setups.

You're go to combo for Mario
Down throw + up tilt (repeat for braindeadness)
JJuWSz.gif

There's nothing the opponent can do out of it, so yeah, Welcome to Smash 4. The throw helps to set you up as then go into it, but this can be done normally.

I recommend using his B project to keep opponents on edge. They can be hard to get around since they bounce and can also make for good ledge guards.

What was a pretty meh attack now has use in Smash 4. That's FLUDD, it makes for a great ledge guard as you can aim it and it pushes opponents away from you. The salt maker of recovery. Try to charge FLUDD as much as possible.
tumblr_nr3sce2kbT1txam4mo1_400.gif


Mario has alternate recoveries that don't leave him in freefall like Up-B does.
For example
latest

Down B (mash rapdily) > Jump > Up B

Even though it's Melee, you can still do all of this. Just keep in mind his Side B works a little bit differently in Smash 4.
K6rWGhD.gif
 
Well good, because Mario is good.
Smash 4 was kind to Mario in that he has an improved game now on top of his stuff from the old games.

Basically his NAir....
wKRt5Q.gif

...is still just as good as Sex Kicks used to be.

Side B is still just as good/annoying as ever

Use this turns any on coming projectile into your ally and then back at the opponent allowing you to perform from dirty setups.

You're go to combo for Mario
Down throw + up tilt (repeat for braindeadness)
JJuWSz.gif

There's nothing the opponent can do out of it, so yeah, Welcome to Smash 4. The throw helps to set you up as then go into it, but this can be done normally.


I recommend using his B project to keep opponents on edge. They can be hard to get around since they bounce and can also make for good ledge guards.

What was a pretty meh attack now has use in Smash 4. That's FLUDD, it makes for a great ledge guard as you can aim it and it pushes opponents away from you. The salt maker of recovery. Try to charge FLUDD as much as possible.
tumblr_nr3sce2kbT1txam4mo1_400.gif


Mario has alternate recoveries that don't leave him in freefall like Up-B does.
For example
latest

Down B (mash rapdily) > Jump > Up B

Even though it's Melee, you can still do all of this. Just keep in mind his Side B works a little bit differently in Smash 4.
K6rWGhD.gif

shiiittt thanks man never knew smash was this deep
 
https://www.youtube.com/watch?v=E6my6gW88FI

couple of matches i had against a sagat and cody.

Here's my take on your sagat match:

1) Less air tatsu's if you do it just make sure it's for a ambiguous setup that makes the opponent guess if it's a cross or not. But the jumping at opponent mid screen no, it's dangerous.

2) Don't be afraid to empty jump forward.

3) Throw more fireballs as you walk forward so you can either push him to the corner or make him commit to jump at you so he can eat a DP. For reference this is how I push a sagat with fireballs into the corner http://youtu.be/K9_dQsl6YCU Granted you got the better fireball character so it should be easier for you.

4) You did a great job baiting out DP's but you failed to maximize damage, hit the training mode and set the dummy to DP and see which is the best punish you can do after a whiffed DP from the opponent.

5) Finally don't throw that sweep so casually.

Overall you're leveling up Jay keep up the good work bro.

The Cody Match:

1) if you're going to wake up DP make sure it's light version and anti air medium version.

2) DP that fool he jumped at you several times with no fear, if you can't anti-air time remember you always got crouching fierce. It happens to me at times but it's a good button.

3) after that crumble attack unleash that ultra.
 
So I'm free when I IAD?
During the dash animation you can't cancel into block or FD, from what I can tell. You can cancel into attacks, so you have to be careful and delay your FD input when trying to get in.

Although you are playing I-No, so I am not sure how important all of this is for that character considering her dash puts her in the air as it is and if she has different cancel options or gimmicks.
 
During the dash animation you can't cancel into block or FD, from what I can tell. You can cancel into attacks, so you have to be careful and delay your FD input when trying to get in.

Although you are playing I-No, so I am not sure how important all of this is for that character considering her dash puts her in the air as it is and if she has different cancel options or gimmicks.
Is this unique to I-No? Everyone else can dash cancel into FD.

So I'm free when I IAD?

I should always cover my approach with a projectile like Guile?
Cover with the note if you can, absolutely. Otherwise you're naked.
 
shiiittt thanks man never knew smash was this deep
No problem. A lot of this also applies to Dr Mario. There's plenty more I can add and I'll come back to it. But with those, alone you should be fine.

Wish I had the funds for a wii u atm, would love to try smash.

Honestly not missing out on much for Smash 4.

https://www.youtube.com/watch?v=E6my6gW88FI

couple of matches i had against a sagat and cody.

Good stuff.
Only thing I can say that use less Air-Tatsu when going into the opponent as it's really unsafe, even in the air. When you jump back, do a back Air-Tatsu just as you're about to land as it gives you that little bit of bar while still keeping yourself safe ;D

Use all of Ryus Anti-airs. Medium Punch is the best DP to use as it has better invincibility frames. (It is also good to use as a follow up move after EX Tatsu in the corner as it has juggle points). If you don't wanna do the command for a DP, you can use Crouching Heavy Punch, Standing Heavy Punch, Standing Heavy Kick and my personal salt maker favourite, (far)Standing Light Kick. Probably Ryus most underrated move is (Far)Standing Light Kick. It's bloody amazing but hardly ever used.

Focus at the beginning of Sagat round 2 was risky, as a Sagat will see that and Tiger Knee you. Tiger Knee breaks Focus Attacks and since the only option you have is to Dash Forward/Back, it means a good Sagat will know you can only do those things. The most obvious option being to dash back, which means the Sagat player will already have screen advantage and you won't be able to throw out much due to the recovery on your dash and then the startup frames of whatever you'll throw out next.

Tighten up them combos but other than that, some good Ryu there.
 
Is this unique to I-No? Everyone else can dash cancel into FD.
That's how it works for Sol, so I imagine it applies to everyone without special air movement options like Flight or Bedman's 8 way dash. You can only FD dash cancel on the ground.

Edit: You can blitz shield earlier than you fan FD when doing an air dash, if that's something you want to try.
 
Is this unique to I-No? Everyone else can dash cancel into FD.


Cover with the note if you can, absolutely. Otherwise you're naked.

Off her hoverdash you can't FD/attack/block until after the initial startup animation. It's not long and you have to dash slightly longer to get access to your aerial options iad/double jump
 
Any ways to cover approach besides sending out a note? Chemical Love? Stroke the Big Tree? And then dash to push the opponent? Stroke the big tree makes opponent's have to jiggle their stick, so that's a big advantage.

Stroke yrc to slip by stuff/throw people off.

Honestly dont expect to hit it too often
 
What exactly is yrc for? People keep telling me to use it.

As Q mentioned, it lets you cancel moves early and has a slowdown. Some potential uses:

- Recovery-less projectiles - a lot of projectiles in the game can be YRC'd right when they come out, allowing you to follow after it / react to the opponent's response to it. Usually very advantageous on block.

- Mobility - if the startup of a move has some immediate momentum effects, you can YRC the startup to quickly launch yourself in a direction while still being able to act afterwards.

- Feints - you can throw out a move and cancel it before it goes active to bait and punish responses from the opponent.

- Slowdown - the YRC slowdown can be used get a grasp of the current situation.

- Input-eating scumming - self-explanatory.

Your imagination is the limit. :3
 
Keep in mind that YRC does have a few recovery frames so you can't say do it to slow down any attack and just jab someone. Though there are cases where you can do this with really slow stuff or on people's approach
 
Here's some of the set I had with Riou.

http://youtu.be/pzwwp8KfMSU

GG.

Time to self critique! I'll only be doing the first round of the first fight because there's too much content here and too many goof ups to list them all. :P

0:22 - air dash without cover into a whipped j.H
0:24 - air dash without cover at mid-range, not punished for it.
0:25 - IAD without cover, goal was to push into the corner
0:26 - nice j.D but no follow up combo. Need to learn some combos.
0:35 - forward dash without cover on approach.
0:45 - 45 seconds before I send out the first note. That's far too long.
0:47 - Riou does a good avoidance on the my anti depressant bait. I knew he'd jump but I figured I could land a hit and start a gatling. A YRC would have helped here.
0:48, my plan worked and I get a hit in but the assault stops there as he blocks the rest of my combination. I should have went for a Gatlin but didn't. Again, need to work on bnb.
0:53 - Good note approach, and I almost tagged him. Jump in to get away from his distance.
0:55 - Fuck up combo AGAIN.
0:57 - Input issue. Trying to get in with Stroke. Do a 4H instead?
1:01 - Successful hit with Stroke. Dash over him during its massive hit stun to cross him up. he Bursts. Good thinking, Riou.
1:20 - 1:23 - there's distance between us and I want to end this round with a victory. I realize that my dashing is predictable, so I do a tiny dash, stop so I can bait, throw out a note, then dash in for the overhead and it WORKS. UNF BITCH. Dropped combo after, of course. *nervous laugh*
1:24 - Riou STUFFS my air dash without cover.

I guess one thing I've been trying to do, is to assume that block strings work the same way in GG as they do in SF. So while being open, I see pushing back with my air dash assaults as an offensive front to space them into the corner. So I definitely have a game plan but it's probably not the best way to do it.

My homework:

Weaknesses:

- Lack of system knowledge. Need to brush up on RC's and their applications so I can use them in my game plan.
- Lack of solid bnb's.
- Overuse of IAD and dash without cover.
- Too little anti depressant scale use.
- Input error and still adjusting to the inputs. Need to work on Stroking the Big Tree input. I need to input every special at least 20 times in a row without a mistake to make sure this is drilled into my head.
 
I haven't played enough to do anything creative with YRC. If I have meter, might as well projectile and approach. Not very calculated.

shiiittt thanks man never knew smash was this deep

Mario can't use his Tornado to recover anymore. It was switched to his down aerial and you can't gain height with it. The Smash Bros Wii U thread is still somewhat alive, although everyone has moved to Discord. It's pretty easy to critique and learn in Smash Bros. since you don't need to know dozens of character-specific inputs.
 
Mario can't use his Tornado to recover anymore. It was switched to his down aerial and you can't gain height with it. The Smash Bros Wii U thread is still somewhat alive, although everyone has moved to Discord. It's pretty easy to critique and learn in Smash Bros. since you don't need to know dozens of character-specific inputs.

well im used to play SF4 MKx etc im playing smash and its so a different system of fighting but its a fun game
 
Taking at least an hour a night ot play SF from now on ever other game is on the back burner

1st Win

Realized Guile has been my main since I was 5 and I have left him always to come back never was good with him but playing him always felt right.

Anyone mind breaking down my fight ? What I should do different ?

Going to try and post one vid a night for thoughts
 
Taking at least an hour a night ot play SF from now on ever other game is on the back burner

1st Win

Realized Guile has been my main since I was 5 and I have left him always to come back never was good with him but playing him always felt right.

Anyone mind breaking down my fight ? What I should do different ?

Going to try and post one vid a night for thoughts
There's nothing there o.O
 
Taking at least an hour a night ot play SF from now on ever other game is on the back burner

1st Win

Realized Guile has been my main since I was 5 and I have left him always to come back never was good with him but playing him always felt right.

Anyone mind breaking down my fight ? What I should do different ?

Going to try and post one vid a night for thoughts

Okay , In my opinion : 1. Stand your ground more. You back yourself into a corner almost instantly. Guile only has 2 special moves but awesome normals and an insanely fast recovery on his sonic boom to keep people at bay. Fighting a good defensive Guile is like running into a brick wall .

2.Normally I'd say take it easy with the flash kicks but hey they were working right?? Not to take away from your win at all but that guy is a perfect example of knowing a nice long combo but not actualyl knowing how to land it properly without walking into 30 flash kicks. So be weary of when your flash kicks stop working you're going to need to find some other way to get damage...

I'm sorry if this wasn't helpful ...I want to help people but I'm terrible at it ..olol
 
Here's some of the set I had with Riou.

http://youtu.be/pzwwp8KfMSU

GG.

Think the biggest thing you should work on is making sure to gatling your normals. There are a lot of situations where you hit with 5K and don't follow up with anything.

My go-to string online at close-range is 5K/2K 2S 2D.

You can cancel 2D into 214P so you can go high/low with relative safety.

My main mixups are:
-hoverdash j.K j.S into ground stuff
-hoverdash string into j.D (not a true block/combostring so it catches people expecting lows after the string)
-empty hoverdash into 2K into stuff

Another very strong tool for oki is her VCL. It can be stuffed by a blitz shield, but it's still incredibly strong. If you do VCL YRC you will be safe (FD after YRC if they have a DP) and you will get a super strong combo starter if it hits in the corner.

Also practice cancelling her hoverdash into airdash. It lets you get across the screen even faster. If you use VCL at the start of an airdash, you also get a fastfall VCL. Less recovery so you can do 2K, 2S, 2D then hoverdash~airdash VCL for oki as well.
 
shiiittt thanks man never knew smash was this deep

Side B has changed since the 3DS version, you don't gain as much forward moving inertia anymore so it isn't a very viable recovery option. Down throw into uptilt is basically his bnb, another option at 0% is up throw into down air which should be used against certain characters who would otherwise be able to DI out of the uptilt followups. With mario you want to just kinda create openings with his projectile and use it to approach to open up his throw mixup game, stuff like fullhop fireball, fireball when recovering back on stage, etc. Since he kinda suffers as a result of the range of his normals you use that, short hop bair, and autocancel down air to approach. His better kill options are running upsmash, forward smash, back air, back throw, downsmash if you can read a roll or as a fast shield punish. upsmash and downsmash both have more knockback if you can connect with the hitbox behind mario. If you have any specific questions about the application of his moveset feel free to ask. That's just some info about his general gameplan.
 
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