I'm not active at the moment, but I do own the game and have intermediate skill level play in it. Steam ID is Karsticles.Anyone here play Skullgirls? Could use a buddy to play with every now and then to git gud.
I'm not active at the moment, but I do own the game and have intermediate skill level play in it. Steam ID is Karsticles.
i did the akira ones, pretty easy honestly. i think the input for his knee is super forgiving in doa.Now I'd like people here to actually do the challenges in DOA![]()
Chun Li critique please. I'm not good at reacting with U1. I try to predict and it fucks me over. In this case I'm waiting for an fb and I just completely lose patience waiting for a reaction. How do I temper my patience in this scenario?
This is between my rival and I Booyah. Booyah is waiting for his gaf account to be accepted before he can post. Every few days/weeks we do a short set of games to see how we've improved. Before this, I took out my Ryu. I got a win, but he got 3 more wins. Then I switched to Chun and he couldn't beat my Chun Li once. Compared to last time, he wrecked my Chun Li. It's like we go back and forth. My Chun Li gets a bit better and he struggles, his Ryu gets a bit better and I struggle. I'm pretty sure this will make his Ryu even better.
https://www.youtube.com/watch?v=y1OVpWCzetM
You can't use prediction with that ultra. You have to react to it. An intelligent player will know that you are looking for it, and will use weird timings or never throw a fire ball period. Look for it a few times, but once you can establish that they know you are trying to punish a fireball with u1, just go back to the game plan with the occasional charge buffers. They will stop looking for the obvious calls (chun holding down back at a certain distance), and that's when you can catch them with a reckless fireball.
So how do you guys get over the tedium of execution and combo drills? I can't do it. I'm way too ADD. I get bored so quickly in training mode. I love fighting games but I lack the patience and discipline to get to the next level. I don't have any friends who want to get good with me, either.
Chun Li critique please. I'm not good at reacting with U1. I try to predict and it fucks me over. In this case I'm waiting for an fb and I just completely lose patience waiting for a reaction. How do I temper my patience in this scenario?
This is between my rival, Booyah, and I. Booyah is waiting for his gaf account to be accepted before he can post. Every few days/weeks we do a short set of games to see how we've improved. Before this, I took out my Ryu. I got a win, but he got 3 more wins. Then I switched to Chun and he couldn't beat my Chun Li once. Compared to last time, he wrecked my Chun Li. It's like we go back and forth. My Chun Li gets a bit better and he struggles, his Ryu gets a bit better and I struggle. I'm pretty sure this will make his Ryu even better.
https://www.youtube.com/watch?v=y1OVpWCzetM
A lot of Chun's do cr.HP to move forward slightly then react to the fireball. It makes it easier for me doing that.
So how do you guys get over the tedium of execution and combo drills? I can't do it. I'm way too ADD. I get bored so quickly in training mode. I love fighting games but I lack the patience and discipline to get to the next level. I don't have any friends who want to get good with me, either.
Speaking of combos, any tips on transferring them from training to actual fights?
I can do a U1 combo in training mode just fine, but during a match I hesitate. Any help with overcoming that to someone new to combos?
Her cr.HP moves her forward to get a better guarantee of being in range for U1. For non-charge characters its sometimes easier to do that because you can buffer the motion in-between the normals then just press the button when you see a fireball. With charge characters you can't necessarily buffer the motion since you'll lose charge, but it helps you stay in spot or move forward.Can you explain this more thoroughly? So the goal is to whiff and then punish?
Speaking of combos, any tips on transferring them from training to actual fights?
I can do a U1 combo in training mode just fine, but during a match I hesitate. Any help with overcoming that to someone new to combos?
Thank you.
Yeah, we all have them. I tend to think it's because we play on autopilot and aren't breaking down the match in our heads. For example, I went back and played UMvC3 for the first time in a while at locals about 6 months ago, and I was struggling against my opponent. Then I realized that I was playing Dormammu like I was using my main team, instead of using the strengths of the current team. When I forced myself to adjust, I started doing better.
However, analyzing your play mid-match and making adjustments is extremely difficult. I think it takes at least 6 months of dedicated play to be able to do it, because you need to first be able to recognize that you're doing the wrong thing, which means having a solid fighting game knowledge backdrop. Then, it takes even longer to be able to break down play mid-matches. The highest level players are doing this every second of their match - they're analyzing at a level that is extremely hard to get to because...well, it would take a while to explain.
Let's just say that it's really easy to push buttons and then get annoyed that you lost. That's the default, low-level existence of humanity. Everything else takes effort, and we all fail to reach our potential on some days due to tiredness, low motivation, distractions, etc.
Some USF4 protip: you can also watch their EX bar, since it only fills up when doing specials.Her cr.HP moves her forward to get a better guarantee of being in range for U1. For non-charge characters its sometimes easier to do that because you can buffer the motion in-between the normals then just press the button when you see a fireball. With charge characters you can't necessarily buffer the motion since you'll lose charge, but it helps you stay in spot or move forward.
Another tip would be to really listen to sound cues, so wearing headphones when playing could help. Right when you hear the hadouken you know it's time to go. Or when you see him start doing a crouch motion you can start to feel that its about to come out. Chun's U1 is a very good anti fireball Ultra so you don't have to do it immediately.
This is a very important and good insight, there.Thank you.
Yeah, we all have them. I tend to think it's because we play on autopilot and aren't breaking down the match in our heads. For example, I went back and played UMvC3 for the first time in a while at locals about 6 months ago, and I was struggling against my opponent. Then I realized that I was playing Dormammu like I was using my main team, instead of using the strengths of the current team. When I forced myself to adjust, I started doing better.
However, analyzing your play mid-match and making adjustments is extremely difficult. I think it takes at least 6 months of dedicated play to be able to do it, because you need to first be able to recognize that you're doing the wrong thing, which means having a solid fighting game knowledge backdrop. Then, it takes even longer to be able to break down play mid-matches. The highest level players are doing this every second of their match - they're analyzing at a level that is extremely hard to get to because...well, it would take a while to explain.
Let's just say that it's really easy to push buttons and then get annoyed that you lost. That's the default, low-level existence of humanity. Everything else takes effort, and we all fail to reach our potential on some days due to tiredness, low motivation, distractions, etc.
I would play against the cpu sometimes to simulate a match.Speaking of combos, any tips on transferring them from training to actual fights?
I can do a U1 combo in training mode just fine, but during a match I hesitate. Any help with overcoming that to someone new to combos?
Thank you.
Yeah, we all have them. I tend to think it's because we play on autopilot and aren't breaking down the match in our heads. For example, I went back and played UMvC3 for the first time in a while at locals about 6 months ago, and I was struggling against my opponent. Then I realized that I was playing Dormammu like I was using my main team, instead of using the strengths of the current team. When I forced myself to adjust, I started doing better.
However, analyzing your play mid-match and making adjustments is extremely difficult. I think it takes at least 6 months of dedicated play to be able to do it, because you need to first be able to recognize that you're doing the wrong thing, which means having a solid fighting game knowledge backdrop. Then, it takes even longer to be able to break down play mid-matches. The highest level players are doing this every second of their match - they're analyzing at a level that is extremely hard to get to because...well, it would take a while to explain.
Let's just say that it's really easy to push buttons and then get annoyed that you lost. That's the default, low-level existence of humanity. Everything else takes effort, and we all fail to reach our potential on some days due to tiredness, low motivation, distractions, etc.
Here's a very brief rundown of the important aspects of frame data. Please note that you DO NOT need to know this but it can help with certain situations and knowing which moves are punishable. If you don't understand this then don't worry about it, I have friends who consistently finish Top 3 in local tournaments with no frame data knowledge whatsoever.
Street Fighter runs at 60 frames per second so when I say something takes 1 frame to perform, then it means it takes 1/60 of a second, more or less.
Lets look at Evil Ryus cr.mp. When you attack with this move it is +5 on hit and +2 on block. What this means is that if an opponent blocks it then you are at an advantage of 2 frames. So if you throw out a 3 frame normal then this would create a frame trap because the opponent would need a 1 frame normal to match it, which doesnt exist. So if they press basically any button then they will get hit. It can however be beaten by certain supers and invincible moves but those are hella risky.
The on hit part is also really important. E. Ryus cr.mp is +5 on hit which means that any move that starts up in 5 frames or less is comboable after the cr.mp, range allowing. This means that he can do a st.mp afterwards because it has 5 frames of startup and is therefore a 1 frame link.
On the opposite end of the spectrum. Evil Ryus cl.hp is -7 frames on block. This means that any move that comes out in 7 frames or less will be able to punish it because Evil Ryu has to wait 7 frames before he can even press another button or block.
Worth noting that some moves can be safer depending on the distance they are used at. For instance, if Im not mistaken Vegas slide is unsafe on block but if he spaces it correctly then it only hits for some of the active frames making it more difficult/impossible to punish. But that stuff is a bit more high-level so I wouldnt worry too much right now.
Like I say, I'm not amazing or anything but I'm trying to help out the community with what knowledge I do have. If I'm a little off on the numbers then please let me know. I just hope I can help someone improve their game and have a bit more fun.
The 3 days I decided to play Chun Li I was using U2, it was easier for combos and anti-airs. It's not a charge motion which is better for me at least.Speaking of combos, any tips on transferring them from training to actual fights?
I can do a U1 combo in training mode just fine, but during a match I hesitate. Any help with overcoming that to someone new to combos?
The 3 days I decided to play Chun Li I was using U2, it was easier for combos and anti-airs. It's not a charge motion which is better for me at least.
If Beef were here he'd say,"Fuck combos, play grapplers." RIP Beef.
I'm not sure because I just recently starting learning combos and implementing them into my game in SFIV. GG though, I don't find it tedious at all. I find it fun. The hard part is remember the combos in the first place for me.
If you're going to drill a combo, do so for short periods. If your attention can only handle 10-20 minutes, leave to working on it for 20 minutes and come back to it. You shouldn't work on a combo for more than an hour, though because otherwise you'll probably feel like you're not making much progress.
Yeah, I guess that makes sense. I meant execution in general, too. Not just combos. People say, like, you should be able to do 100 fireballs in both directions without error.
I feel like another thing I need to do is memorize range and priorities - not just my character but also my match-ups.
As far as combos go, i would be happy with consistency with smaller, damaging combos and being able to combo into supers reliably. In a real fight I tend to get mashy from tension. Or straight up choke, get pushed into a corner.
When I play online I really have nothing to prove to anyone but that's when I get the most anxiety and make a lot of dumb mistakes. It's not so bad in a local match.
Comboing with U2 is easier but there are some match ups where U1 is better and I need to combo on the fly just in case.
Unforunately I don't have any additional constructive criticism to provide, but I will say you're correctly dissecting where you went wrong in your matches. Being able to recognize which of the finer details to work one is a good quality to have.I recorded a couple online ranked matches. I'll do a little self-critique. Any input is appreciated.
(Please ignore the Hotline Miami 2 music, I hope they don't get taken down because of it haha)
Match I got wrecked
*snip*
Match I barely won
*snip*
Who in this thread is from Europe and an SF4/5 player? I'd like to help out people with actual matches on Steam or PS4 but seems like mostly everyone is North America or Asia![]()
Who in this thread is from Europe and an SF4/5 player? I'd like to help out people with actual matches on Steam or PS4 but seems like mostly everyone is North America or Asia![]()
From EU
But complete garbage at the game
EU, I'll be playing V but I don't play Ultra.
Now I'd like people here to actually do the challenges in DOA![]()
Done all of Lisa's but they seemed easier that alot of the restNow I'd like people here to actually do the challenges in DOA![]()
Excellent! Would be good to get games with you both when V drops.
but there's an easier start to it every intermediate player should try to get to first: recognizing your opponent's playstyle in the first seconds of the match. Is he the defensive type? Is he pushing you? Does he jump too much? Is he being reckless or solid? Is he trying to reversal DP every time he goes down? The list goes on and on, and it basically boils down to being able to detect weaknesses in your opponent's play so as to know how to counter him.
Cool
There is a lack of EU matchmaking
Tired of all the laggy matches with US and the rest
Are you actively trying to improve at SF or is it just a side-game thing? Which platform?
I decided to just stick with Rachel to make it easy on myself. Cutting the number of strings I have to memorize in half from Helena and Lei Fang is going to help me adjust, I think.The only one I've had problems with is Ein's. It has 3 WS+k in the combo into 66kkk. I'm going to feel so badass when I finally hit it.
Cool seeing people give DoA a legit chance. I'm used to seeing people shit on it because boobs.![]()
I decided to just stick with Rachel to make it easy on myself. Cutting the number of strings I have to memorize in half from Helena and Lei Fang is going to help me adjust, I think.
After I decide on a character, I'm the kind of guy that goes right to the frame data. In looking at Rachel's frame data, I noticed that:
2) There's a color-code system of green/orange/red for frame advantage on block. What does it mean?
I'm not sure. I'm going to guess green means safe. Orange means disadvantage and red probably means punishable on block. Is this ingame or on FSD?
3) There are terms I don't understand, like "Delay Frames", NH (Neutral Hit?), CH (Counterhit), HCH (???), and BH (back hit?).
Because Counter hits cause critical stun, neutral hit would be a hit without a counter. Counter hit is correct. High Counter Hit would be if you land an attack while you're opponent attempts a throw.
4) Positive frame advantage on block is pretty much not a thing. I counted one non-charged PB attack that was positive, and it's a long-range poke with lots of startup. I usually go for lots of positive frame advantage pokes on block for frame traps in games, but after looking through a few characters, that seems to...not be a thing in DoA. Am I right? What's my thought process in strings if they're all negative on block, with some being really negative on block?
Most strings are negative on block. You almost never want to end a string unless your opponent is in critical stun. The mindset is that your opponent doesn't know whether or not you're going to finish a string, so it makes it more difficult to react and punish. This is why delaying strings works so well in the game.
5) What does (GB) mean under "Guard"?
Guard Break.
7) What is a "fast" jab in DoA? I notice Rachel's P is 11 startup (based on 6's assumptions), which would be ridiculously slow in most fighters.
I think Christie's jab is 9 frames. Her and Kasumi have fast jabs.
8) A lot of moves are apparently negative on hit. PP, for example, is -3 even on counterhit, which seems insane to me. Am I reading that right? Then it seems like pre-emptively ending a combo for a grab is rarely advisable.
I'd think that's wrong on counter hit just because of the stun it would cause. I would guess. But not sure.
9) What are "Hotzone Vaulting Attacks"? I don't remember those in Command Training.
Hotzone Vaulting attack would be like...the Army battle stage when they hit the tank, or the clown nose in the circus.
10) What's a Cliffhanger attack?
Cliffhanger is when you knock a person over the ledge and they grab on. You both guess attack or throw, if the defender guesses right, they avoid damage, if not, the attacker gets the damage.
Thanks. This is all from FSD.Answered what I could.
Thanks. This is all from FSD.
So according to FSD, PPP is a guard break...is that true?
So how do you guys get over the tedium of execution and combo drills? I can't do it. I'm way too ADD. I get bored so quickly in training mode. I love fighting games but I lack the patience and discipline to get to the next level. I don't have any friends who want to get good with me, either.
Yeah, I guess that makes sense. I meant execution in general, too. Not just combos. People say, like, you should be able to do 100 fireballs in both directions without error.
I feel like another thing I need to do is memorize range and priorities - not just my character but also my match-ups.
As far as combos go, i would be happy with consistency with smaller, damaging combos and being able to combo into supers reliably. In a real fight I tend to get mashy from tension. Or straight up choke, get pushed into a corner.
When I play online I really have nothing to prove to anyone but that's when I get the most anxiety and make a lot of dumb mistakes. It's not so bad in a local match.
Speaking of combos, any tips on transferring them from training to actual fights?
I can do a U1 combo in training mode just fine, but during a match I hesitate. Any help with overcoming that to someone new to combos?
Who in this thread is from Europe and an SF4/5 player? I'd like to help out people with actual matches on Steam or PS4 but seems like mostly everyone is North America or Asia![]()
Who in this thread is from Europe and an SF4/5 player? I'd like to help out people with actual matches on Steam or PS4 but seems like mostly everyone is North America or Asia![]()