The Fighting Game Noob Thread: From Scrub to Master

https://youtu.be/WNvoheHy5cU

This is the second part of my online set with a player in Third Strike. I think it's pretty exciting since he switched from Dudley and Akuma to Ibuki instead. It's a pretty fast pace fight for Alex, but I had fun. Feel free to critique if you can't stand watching me scrub a dub dub.

Enjoy
 
I had a really bad day today with people picking lesser used characters and spamming hard to punish moves.

I had to try and figure out everything on the go and spent too much time thinking how to respond to their gameplan to get my own game going. Their strategy worked I guess.
 
I had a really bad day today with people picking lesser used characters and spamming hard to punish moves.

I had to try and figure out everything on the go and spent too much time thinking how to respond to their gameplan to get my own game going. Their strategy worked I guess.

Could you give an example of which characters/moves you were having issues with? (If this is SF4)
 
Could you give an example of which characters/moves you were having issues with? (If this is SF4)

Dudleys Machinegun blow was one. I guess this depends on which version they go for whether you can punish it or not. Maybe I can stuff it with a move of my own as Cammy? s.mp, probably maybe perhaps i think so.

Second was a Blanka doing the electric shock and Blanka balls. I was able to sweep him a few times while shocking but the spacing is a bit too specific for me to be able to hit it just right, spacing normals altogether is a point i need to work on. The balls were easier since I had some earlier experience with them.
 
Dudleys Machinegun blow was one. I guess this depends on which version they go for whether you can punish it or not. Maybe I can stuff it with a move of my own as Cammy? s.mp, probably maybe perhaps i think so.

Second was a Blanka doing the electric shock and Blanka balls. I was able to sweep him a few times while shocking but the spacing is a bit too specific for me to be able to hit it just right, spacing normals altogether is a point i need to work on. The balls were easier since I had some earlier experience with them.
You can punish any of Dudley's MGB's except for the LP version. As for Blanka, you can sweep his electricity of you hit it with the tip of your poke. You should also be able to punish his Blanka balls on block. Stuffing it beforehand is, I have found, wildly inconsistent (much like a lot of collision interaction in USF4). Just block it and punish.
 
Anybody wanna get some SF4 games on PC in tonight? I'm Midwest/Chicago area. I'll be home around 6PM Central. Looking to play a few new people and get some practice in; I've been slacking lately. I've got some serious holes in my neutral/defensive game that I need to iron out in anticipation of V.

Steam profile: http://steamcommunity.com/id/markwaters

I play Yang and Evil Ryu somewhat competently. I also mess around with Ibuki, Abel, Dictator, Cody, Ken, and Hugo.

I'd be down for some 1-on-1 sets, or a small-ish (4/5 people) lobby!
 
Dudleys Machinegun blow was one. I guess this depends on which version they go for whether you can punish it or not. Maybe I can stuff it with a move of my own as Cammy? s.mp, probably maybe perhaps i think so.

Second was a Blanka doing the electric shock and Blanka balls. I was able to sweep him a few times while shocking but the spacing is a bit too specific for me to be able to hit it just right, spacing normals altogether is a point i need to work on. The balls were easier since I had some earlier experience with them.

Dudley's LP Machinegun blow is safe on block and all the others can be punished by at least a st.HP or cr.MP.

Blanka's electricity is safe on block but can be knocked out of it on start up, and if it isn't spaced right you can just sweep him or cr.MK spiral arrow.

You should be able to punish most blanka balls with a heavy spiral arrow.
 
You can punish any of Dudley's MGB's except for the LP version. As for Blanka, you can sweep his electricity of you hit it with the tip of your poke. You should also be able to punish his Blanka balls on block. Stuffing it beforehand is, I have found, wildly inconsistent (much like a lot of collision interaction in USF4). Just block it and punish.

Thanks. Spacing my stuff and timing my punishes better seems to be the lesson for today.
 

Not a particularly good player myself, but the first thing that comes to mind is that you need to practice either anti-air, or just general blocking aerial attacks. If your on the ground and the enemy is jumping at you, just block standing.

It can take some practice to apply proper anti-airing regularly in matches so just blocking will do.
 
So the other day I went to try out C. Viper trials. I'm having trouble doing cr.hp -> thunder knuckle cancel -> Ultra 1 and doing cr.hp -> thunder knuckle cancel -> cr.hp. Also, I'm having trouble doing her hjc such as st. lp -> hjc -> Ultra 1 or cr. mp -> hjc -> Ultra 1. Can anyone help me?
 
So the other day I went to try out C. Viper trials. I'm having trouble doing cr.hp -> thunder knuckle cancel -> Ultra 1 and doing cr.hp -> thunder knuckle cancel -> cr.hp. Also, I'm having trouble doing her hjc such as st. lp -> hjc -> Ultra 1 or cr. mp -> hjc -> Ultra 1. Can anyone help me?

I've never really been able to do Viper's trials because I never really learned how to use her at all. I'm not sure how to do the thunder knuckle cancelling quickly but for the HJC what I input is

qcf cr.MP -> qcf ending in upforward (numpad: 2369) + all punch
 
So the other day I went to try out C. Viper trials. I'm having trouble doing cr.hp -> thunder knuckle cancel -> Ultra 1 and doing cr.hp -> thunder knuckle cancel -> cr.hp. Also, I'm having trouble doing her hjc such as st. lp -> hjc -> Ultra 1 or cr. mp -> hjc -> Ultra 1. Can anyone help me?

Break the combo down into segments.
First practice doing
cr.hp -> thunder knuckle cancel -> any button

This gets you into the feel of how quick you can cancel her buttons. It's actually very quick. Once you get the hang over going from Thunder Knuckle Cancel you can then try and input the motion for the ultra. That's how I approached it. Just practice the combo in parts and then piece them all together.

The cancel itself can actually be made easier by the games relaxed inputs. For example,
Dragon Punch/Thunder Knuckle will come out if you do
Forward > QCF
Since you've already input the first QCF, you can the input QCF once more and ultra, making it easier to do.


-Hmmm, stop guessing what the opponent will do.
-Cammys spin knuckle goes through fireballs
-Use alternate Anti-airs such as crouching HP
-You can play a good footsie game as Cammy, you don't need to jump around as much or do Hooligan Combination as much.
-Tidy up combos
 
-Hmmm, stop guessing what the opponent will do.
-Cammys spin knuckle goes through fireballs
-Use alternate Anti-airs such as crouching HP
-You can play a good footsie game as Cammy, you don't need to jump around as much or do Hooligan Combination as much.
-Tidy up combos
Noted.
 
I've never really been able to do Viper's trials because I never really learned how to use her at all. I'm not sure how to do the thunder knuckle cancelling quickly but for the HJC what I input is

qcf cr.MP -> qcf ending in upforward (numpad: 2369) + all punch

I tried it and it works. Thanks. The hardest part is adding links prior to the inputs, something I can't do at this moment.

BumblebeeCody said:
Break the combo down into segments.
First practice doing
cr.hp -> thunder knuckle cancel -> any button

This gets you into the feel of how quick you can cancel her buttons. It's actually very quick. Once you get the hang over going from Thunder Knuckle Cancel you can then try and input the motion for the ultra. That's how I approached it. Just practice the combo in parts and then piece them all together.

The cancel itself can actually be made easier by the games relaxed inputs. For example,
Dragon Punch/Thunder Knuckle will come out if you do
Forward > QCF
Since you've already input the first QCF, you can the input QCF once more and ultra, making it easier to do.

I tried, I got it to work but it's hard. I pressed two punch buttons as soon as I did her thunder knuckle, but sometimes it won't cancel whether I do it really fast or slightly fast. I can't do it consecutively. Do you use qcb hp to do thunder knuckle cancel? Can you give me an input on how it's performed?
 
Started playing Third Strike. Have actually managed to win, but generally a lot of my attacks get parried. Any time I go low, especially, but I'm completely free to sweeps and low pokes unless I jump over them.

I've kept playing Xrd and I wouldn't say I'm giving up on Venom, but there's just so much to him that I want to play other characters rather than dedicating all of my time to one very complicated character. Slayer is supposedly underwhelming competitively but he's fun to play. Sin seems like he would be appealing to play but every time I get completely lost in neutral.
 
I seriously cannot get the Shoryuken input down :/ either the double tap down forward or the other one.

Any tips? I have no issues with Hadouken but whenever I do Shoryuken it's like 30% chance it'll happen.
 
I seriously cannot get the Shoryuken input down :/ either the double tap down forward or the other one.

Any tips? I have no issues with Hadouken but whenever I do Shoryuken it's like 30% chance it'll happen.

Practice and pump them out in training mode. 10 reps each side without failure for EACH starting point on the stick (from neutral, from down-back, from back are common situations). Start over every time you fail. Make sure your inputs are clean by enabling input view and starting slow at first and slowly speed up (if you're going too slow to execute the SRK don't worry about it just focus on the motion coming out clean first then work your way up). Don't allow for more inputs than required to show up. Do this in training mode with fight request on between matches and it should come easy to you soon enough. Practice both the regular input and the shortcut input.

Use the shortcut only for when you're starting from crouching and use df, d, df instead. It also crouches your character down before the SRK so you're less likely to get hit while you're anti-airing. The shortcut's not df, df it just so happens it works that way a lot of the time because people usually also input a d or f in between.
 
Practice and pump them out in training mode. 10 reps each side without failure for EACH starting point on the stick (from neutral, from down-back, from back are common situations). Start over every time you fail. Make sure your inputs are clean by enabling input view and starting slow at first and slowly speed up (if you're going too slow to execute the SRK don't worry about it just focus on the motion coming out clean first then work your way up). Don't allow for more inputs than required to show up. Do this in training mode with fight request on between matches and it should come easy to you soon enough. Practice both the regular input and the shortcut input.

Use the shortcut only for when you're starting from crouching and use df, d, df instead. It also crouches your character down before the SRK so you're less likely to get hit while you're anti-airing. The shortcut's not df, df it just so happens it works that way a lot of the time because people usually also input a d or f in between.
Alright, I'll try that! Thanks!
 
Great Thread, can some of you pro SFIV GAFers add me to PSN please? I' like to practice some USFIV...

I also am in dire need of practicing good anti airs, I always mess up the timing, and fall victim to cross ups.

I play Oni, Zangief, Ryu and Fei .. I bascially need to learn how to anti air with all these characters, of course Ryu's anti air seems to be the easiest to pull off, out of all four.

I'd like to learn how to anti-air specifically with Fei Long.
 
Thanks so much for the advice guys! Got it down now. This is gunna sound stupid but in the forward + Hadouken one I was letting it get back to neutral before the Hadouken bit. :P
 
I seriously cannot get the Shoryuken input down :/ either the double tap down forward or the other one.

Any tips? I have no issues with Hadouken but whenever I do Shoryuken it's like 30% chance it'll happen.
If you have no issues with the Hadoken, then you have no issues with the Shoryuken.

Input your Shoryuken as tapping forward, and then doing the Hadoken motion. It will register the same as f, d, df + P with almost every game out there.
 
Started playing Third Strike. Have actually managed to win, but generally a lot of my attacks get parried. Any time I go low, especially, but I'm completely free to sweeps and low pokes unless I jump over them.

I've kept playing Xrd and I wouldn't say I'm giving up on Venom, but there's just so much to him that I want to play other characters rather than dedicating all of my time to one very complicated character. Slayer is supposedly underwhelming competitively but he's fun to play. Sin seems like he would be appealing to play but every time I get completely lost in neutral.

Even if it's not Venom (who is admittedly a complex character), you'll still get better results by focusing your efforts on a single character rather than splitting your attention amongst several.
 
Great Thread, can some of you pro SFIV GAFers add me to PSN please? I' like to practice some USFIV...

I also am in dire need of practicing good anti airs, I always mess up the timing, and fall victim to cross ups.

I play Oni, Zangief, Ryu and Fei .. I bascially need to learn how to anti air with all these characters, of course Ryu's anti air seems to be the easiest to pull off, out of all four.

I'd like to learn how to anti-air specifically with Fei Long.
With Fei you big ones will be medium flame kick and standing heavy kick. Close heavy punch is good when they go for a cross up.
Heavy kick os good for farther jumps. Flame kick for closer jump. Standing close heavy punch for crossups. For close heavy punch you can wait wait a surprising amount of time before you have to press it. They all do pretty good damage. This Fuddo vs SnakeEyez match is a great showcase for Feilong and Gief's anti airs and their ranges.
 
This has probably been answered half a million times but usually when I look it up I get impressions from several months ago.

With 1 final SFV beta left, how has the netcode been so far? I've only even played Soul Calibur V and MKX online. SCV seemed pretty good in my experience and of course MKX was awful, oh I played Injustice online too and it was poop.

What has everyone thought about the SFV netcode? How was it compared to previous titles in the series?
 
Use the shortcut only for when you're starting from crouching and use df, d, df instead. It also crouches your character down before the SRK so you're less likely to get hit while you're anti-airing. The shortcut's not df, df it just so happens it works that way a lot of the time because people usually also input a d or f in between.

i prefer the traditional input but it's interesting i never knew the actual shortcut before lol

This has probably been answered half a million times but usually when I look it up I get impressions from several months ago.

With 1 final SFV beta left, how has the netcode been so far? I've only even played Soul Calibur V and MKX online. SCV seemed pretty good in my experience and of course MKX was awful, oh I played Injustice online too and it was poop.

What has everyone thought about the SFV netcode? How was it compared to previous titles in the series?

i'm on 75/75 in a densely populated area and it was excellent. not sure how much of it was netcode and how much was good internet.
 
Been looking on Youtube for tutorial vids and I'm finding that even those described as for beginners are assuming way too much knowledge.

There's a whole bunch of terms I don't really understand, or only have a vague idea of.

Teching, footsies, crossups etc etc.

Think we could do with a decent glossary, maybe in the OP, too help us total beginners decipher some of the language.
 
Been looking on Youtube for tutorial vids and I'm finding that even those described as for beginners are assuming way too much knowledge.

There's a whole bunch of terms I don't really understand, or only have a vague idea of.

Teching, footsies, crossups etc etc.

Think we could do with a decent glossary, maybe in the OP, too help us total beginners decipher some of the language.

Here's a couple links to help
Street Fighter
http://www.eventhubs.com/guides/200...minology-acronyms-lexicon-and-glossary-guide/

Tekken
http://www.tekkenzaibatsu.com/wiki/Glossary

Guilty Gear/Anime
http://www.dustloop.com/wiki/index.php?title=Notation
 
Good stuff

Your Sean is way better than my Alex. It looks like you've got more of a plan going on.

Thanks man. I appreciate it. Sean is the worst character in the game. Everything is either unsafe on hit or just slow as shit. After playing him for 12 years I picked up some things along the way such as plating somewhat gimmicky since he's a shit character and some feints. I'm not the best Sean but he's really my main character and I like playing as him. I can play Makoto and Ken a little bit too.
 
Watching lots of top-player matches on Youtube hoping that some of it's sinking in.

Question though:

having seen a couple of pretty amazing Ryu (SF5) parry compilations - how is this not game-breaking? If you can get the timing down it looks like you would welcome a super attempt as you just block each strike and you're then free to do whatever.

But then looking at some tournaments I barely ever see any of the top players using it.

What am I missing?
 
Question though:

having seen a couple of pretty amazing Ryu (SF5) parry compilations - how is this not game-breaking? If you can get the timing down it looks like you would welcome a super attempt as you just block each strike and you're then free to do whatever.

But then looking at some tournaments I barely ever see any of the top players using it.

What am I missing?

There's risk/reward to it. The recovery of the animation is pretty bad so if you parry say, Ryu's super, the Ryu that super'd can walk up and throw you while you're still in recovery of the parry animation.

Also if you mistime the parry, it's a counter hit which in this game can be big.

If the recovery on the parry was quicker or instant, then it'd definitely be really strong though.
 
Watching lots of top-player matches on Youtube hoping that some of it's sinking in.

Question though:

having seen a couple of pretty amazing Ryu (SF5) parry compilations - how is this not game-breaking? If you can get the timing down it looks like you would welcome a super attempt as you just block each strike and you're then free to do whatever.

But then looking at some tournaments I barely ever see any of the top players using it.

What am I missing?

Ryu parry has a 'whiff' animation - which means if you guess wrong you'll go through a few frames of animation when the opponent land something big on you.

also, SF V is way too early to talk about what top players are doing - it'll take months and months for everyone to figure out the true strengths/weaknesses of moves.
 
Ah, OK cheers guys.

Certianly looks cool when it's pulled off right.

Could someone briefly explain counter hits?

My understanding is that it's hitting someone in an animation of a whiffed move and does more damage. Is that right?

Is that what you're fishing for when you're doing the whole foosties thing?
 
Ah, OK cheers guys.

Certianly looks cool when it's pulled off right.

Could someone briefly explain counter hits?

My understanding is that it's hitting someone in an animation of a whiffed move and does more damage. Is that right?

Is that what you're fishing for when you're doing the whole foosties thing?
no need to make counter hits complicated, very simple concept

a counter hit is when an attack hits your opponent's attack but does not trade, ie hits during startup

actually even trades are ch, at least in VF
 
Ah, OK cheers guys.

Certianly looks cool when it's pulled off right.

Could someone briefly explain counter hits?

My understanding is that it's hitting someone in an animation of a whiffed move and does more damage. Is that right?

Is that what you're fishing for when you're doing the whole foosties thing?

a counter hit is hitting someone during the animation of their attack, either a whiff or even if you "stuff" your opponents move with your own.

in SF V, there is something called Crush Counter - every character has at least 1 (it's usually something like standing hard kick [noted s.HK]) that has additional properties (ie, increased stagger, pops an opponent up, etc) when you counter hit with that move.
 
a counter hit is hitting someone during the animation of their attack, either a whiff or even if you "stuff" your opponents move with your own.

in SF V, there is something called Crush Counter - every character has at least 1 (it's usually something like standing hard kick [noted s.HK]) that has additional properties (ie, increased stagger, pops an opponent up, etc) when you counter hit with that move.
Neat

I hope Alex uses his st.HK as his Crush Counter and it has wall splat. That boot is just too ridiculously powerful looking an animation and the way it knocks jumping opponents away is just brutal.
 
Top Bottom