Showing posts with label street-fighter-4. Show all posts
Showing posts with label street-fighter-4. Show all posts

Friday, April 6, 2012

What is a “fraud”? [closed]

Question

I have often heard someone accusing another player to be a fraud, especially in the Beat 'em Up genre, like Street Fighter. It is used like this:

  • He is a fraud
  • I will expose him as a fraud

What does that mean and what is the difference to being a noob?

Are there any preconditions that you need to match to be a fraud?

Asked by ayckoster

Answer

Basically Fraud is what @yx said, "fraud noun  [frawd] 4. a person who makes deceitful pretenses; sham; poseur. – yx."

Noob is a person that one that think that know more that he actually does. Does not want to learn.

From Urban Dictionary:

Fraud

(n) 1. Imposter. 2. Fake. 3. Homer Simpson. Homer: What if people think a guy's a hero, but he was really just lucky? Magic Johnson: Don't worry. Sooner or later, people like that are exposed as the frauds they are.

Noob

A. INTRO I. What is this? II. Defining 'Noob'

B. COMMON NOOB CHARACTERISTICS I. Noobish II. Where to find noobs III. Behavior of noobs IV. Noob religion V. More about noob habitats

C. AVOIDING NOOBS I. Make sure you aren't one II. Major noob avoiding strategies


A. INTRO

I. What is this? This guide is designed to give you a better understanding of what a noob is, how to recognize them, some details about them, and how to avoid or get rid of them. It mostly applies to online forums, which are the main targets of migrating noobs.

II. Defining 'Noob' Contrary to the belief of many, a noob/n00b and a newbie/newb are not the same thing. Newbs are those who are new to some task* and are very beginner at it, possibly a little overconfident about it, but they are willing to learn and fix their errors to move out of that stage. n00bs, on the other hand, know little and have no will to learn any more. They expect people to do the work for them and then expect to get praised about it, and make up a unique species of their own. It is the latter we will study in this guide so that the reader is prepared to encounter them in the wild if needed.

Noobs are often referred to as n00bs

Answered by Michel Ayres

Friday, February 24, 2012

Strategies for finding the timing and other tips for trials

Question

Having recently switched to fightstick about a year ago I thought it would help with the timing and execution of combos but I'm still having issues with timing and staying persistent for trials. My main and the character I have been playing with for years is Ryu and I figure he is going to be the easiest for me to jump into for trials, but after completing about half of them I am just stuck.

So aside from the tip of always doing combos in the corner, any other advice on the timing or any other training I should maybe do before trying (and failing) the trials? Right now I spend time in training just doing fireballs and what not to get more familiar with the fightstick and playing random matches online. I also play through hardest difficulty arcade to kind of get in the groove.

I asked a somewhat similar question a couple years ago but now the situation has changed, and if the answer is really just keep at it and just mash it till it works then I do apologize for asking. But if there is a proven practice method for getting the timing for the trials or combo's in general advice would be grand.

Also, this kind of feels like it could start a discussion so to keep the question open please just provide links to either forums that talk about this or video's that help, along side any personal advice. I am aware though this is kind of a gray question though so no hard feelings if it gets closed.

Thanks again.

Asked by stay

Answer

I can only answer from my experience of playing on the PC, some of this may or may not apply.

  1. The timing of everything in SF is based on frames rather than actual elapsed time. If you are on the PC like me, the first thing you'll want to do is to make sure that vsync is on and that you are getting a steady frame rate of 60 fps. If your frame rate fluxuates, it will become extremely hard to land any difficult combos with any degree of precision.

  2. I've found that while getting the timing down (to build up muscle memory), it helps a lot to look for specific animation motions rather than trying to sense the time. Specific example: for Fei Long's bread and butter Rekkukyaku - standing fierce - Shienrenkyaku combo, it was extremely difficult to get the combo down until I started watching Fei Long's legs during the Rekk recovery. I eventually learned that at the exact moment when his legs crossed after the attack was the moment I should be hitting the fierce to continue the chain. After a few times of watching that to get the timing down, it became much easier to do.

  3. For linking, you may want to practice them outside of really long chains in order to get a feel for them.

  4. There is a technique called plinking that can lengthen the number of frames to link your combos but the only way you can get this down is by pure habit and muscle memory. Plinking doesn't really apply for trials as the extra buttons will consider the chain lost, but it should be used in actual matches.

  5. Finally, when in an actual fight you have to decide ahead of time the combo you are planning to use should your initial hit succeed. There is really no time to decide you want to work in a FADC into the combo once you've started.

Here is an example for plinking:

Answered by yx.

Wednesday, January 18, 2012

Must know tactics for Blanka

Question

So, my Blanka is pretty weak right now. What are some of the key things I need to use to be a good Blanka player? For example:

  1. What is Blanka's poke(s)?
  2. How do I keep people from hammering on me when I'm getting up (is this called a wake-up game?)
  3. Should I be keeping the pressure on or should I be turtling?
  4. What moves have the least number of frames / highest priority?
  5. Nice bread-and-butter combos?

I'm probably missing stuff, so please enlighten me! :)

Answer

Here's a 1UP article on Blanka.

Also, here are some excerpts from the article:

Strengths

Very quick and tricky, enables him to punish and mix up his opponent in a number of ways Great assortment of command normals to help him deal with numerous situations Ultra does great chip damage, hits low then high so great for using on unsuspecting opponents.

Weaknesses

Limited combos mean most of his damage comes from single attacks and throws. Cannot juggle into Ultra like some other characters can, and the Ultra itself is a bit of a gimmick once people understand it's tricks.

Notable Normal Moves

  • Standing Hard Punch
  • Crouching Hard Punch
  • Down-Forward Hard Punch
  • Crouching Hard Kick

Combos

Crouching LK, Standing LP, Hard Punch Rolling Attack
Standard close range combo. Useful after you cross up with jumping MK.

Crouching Medium Kick cancel into Hard Punch Rolling Attack or Hard Kick Vertical Roll
A combo to use when you are too far to land the crouching LK combo, and you can land either his Rolling Attack or Vertical Roll off the crouching Medium Kick

Crouching Medium Kick cancel into Hard Punch Rolling Attack, Level 1 Focus Attack
The Focus Attack does a bit more damage, but this is useful if they end up blocking the combo, you can still stay on the offensive. You can even try charging the Focus Attack to level 2 or 3 and try to land a a crumple!

Crouching Medium Kick, Ultra
This is a great way to land Blanka's Ultra if you have the timing down, just keep in mind you aren't canceling from the crouching Medium Kick, but instead you are waiting fr the MK to recover and then doing the Ultra. Your opponent will still be recovering from the C. MK attack and will end up being hit by the Ultra if you do it right!

Street Fighter 4 normal moves linking

Question

What's the best way to link normal moves? I have been playing Street Fighter 4 for quite some time now, but I always have had trouble learning any combo that isnt two inputs long (for instance: hp -> dp+hp). Are there techniques to hitting the links more consistently?

To be clear, my main problem isn't about canceling or focus canceling. I am concerned with combos where a technique like "plinking" would be useful.

Answer

It's just very, very tricky. The rule of thumb is to watch the animation. The common mistake is to try and link too soon - you literally have to wait until the last animation has finished. Also, some moves just don't link. The timing windows in SFIV are really strict - which allows for a real range of skill levels.

Generally speaking, to get long combo strings out, you need to work more with lights and mediums - so you might jump in with HK, standing LP, crouching LK, crouching LK

There are several methods for linking moves:

  • Cancelling: Most common, where you break out of a normal by executing a special. Same goes for specials to supers, and supers to ultras.

  • Focus Cancel: Where you execute a move but hit the focus attack during it to cancel, generally used in the opening of a special

  • Kara Cancel: you start a move, but hit throw during it, allows you to throw from extended range. Have yet to pull this one off

  • Plinking: Hitting a descending strength of attack almost simultaneously - i.e hk -> mk

Here's a combo for you to try that should give you a feel for it

Akuma:

Jump in - HKStanding HPLK Spinning kick (juggle)HP Dragon Punch * you can focus cancel the Dragon Punch and try a fireball if you're up to it..

You'll get a good six hits out of it.

Friday, January 13, 2012

What is a tick/tech throw in Street Fighter 4?

Question

I read about tick / tech throws on Street Fighter sites. What is this? Are there differences between the terms I mentioned or do they refer to the same thing?

Answer

A tap (tick/tic) throw is one where you repeated jab at your opponent, forcing them to go into blocking motion often, and then surprising them with a throw attempt. This is one of the best ways of pulling off a throw against an unprepared opponent. You can mix this up to great success if you do it right. For example, if your first high kick (gets blocked) -> throw is successful, next time you try it, your opponent might anticipate it. Instead, you can do high kick -> low kick instead. If he tries to anticipate your throw this time, you get in a free low kick which can lead into a combo.

Tech throwing is what you can do to counter a throw attempt by an opponent. As the throw motion starts, you have a few frames of reaction time to attempt to prevent the throw (called a technical) by performing a specific action.

This video demonstrates that as well as some advanced plinking techniques:

Tuesday, December 20, 2011

What is the proper way for using a special move that requires charging?

Question

I can't say I'm a professional (or even well versed) SF4 player, so pardon any terminology discrepancies I make.

Though I've had a copy of SSF4 lying around for quite a while, I've gotten into it only recently and came across an issue that has always bugged me in fighting games.

While some characters (such as Ryu) have very precise means of performing special moves, others (such as Guile) require charging directional input in order to pull off a special move. I find that this charge really gives away your intentions (unless you pull off the move during some insane combo. That's not what I'm talking about) and makes it difficult to react with a special move quickly.

When I'm playing as Ryu, my opponent has no way of knowing that I'm about to dish out a Hadoken, and if he happens to jump over me, I can counter with a Shoryuken without too much preparation.

However, when I'm playing as Guile and I want to pull off a sonic boom, then I either have to start backing away, or crouch back to hold my position, both rather obvious giveaways. Also, there's no quick way to react with a Flash Kick when someone is jumping at you.

Again, Guile is just an example, and I have these issues with most charge based moves. Is there a better way to use such moves that I'm missing, or do you simply have to use characters with such moves in a different manner when playing?

Answer

With charge characters, there's not much you can do to hide the fact that you are charging (for the most part, sliding input buffers allow you to mask charge somewhat).

However, this is part of the balance of the game, moves that require a charge such as this usually have quick recovery time.

In your specific example, Guile has the fastest recovery time in the game with his projectiles (outside of Seth).

Ryu (even though he has a great projectile) has some recovery time and you can punish him easier than you would Guile.

Speaking about Guile specifically, you can perform a Sonic Boom and retain the charge for the Flash Kick. If you hold the controller down and back, the charge counts for both down and back. If you perform the Sonic boom like so:

DBDDF

Then you'll be able to perform the Sonic Boom while still retaining the charge for the Flash Kick. If someone jumps late enough, since you still have the joystick in the down position and have char

Note that joysticks with square gates make this much easier to perform than on pad (with a square gate joystick, you can move the stick along the bottom edge, as opposed to a pad where you have to roll your thumb across the D-pad or roll the thumbstick, which is round).

Monday, December 19, 2011

Street Fighter IV Achievements on iPhone

Question

When I finish SFIV on iPhone I get presented with a screen that says something along the lines of:

"You have unlocked the following achievements blah, blah, blah..."

What is the purpose of achievements in the game? Where can I view all of my achievements?

As well as the message above it also has another message which will say you have a total of X achievements. However, this number never increases, it is always just 1 or 2. Why is that?

Answer

You'll need to be logged into Apple's Game Center if you want to view or track your achievements in this game. Game Center requires iOS 4.2 or later. It's possible that if you don't have Game Center set up on your iDevice, that achievements won't "stick" across play sessions of the game.

I believe that Game Center has a friends list/leaderboard functionality where you can compare your achievement progress against your friends. Other than that, I don't believe they have any special significance.

There's quite a list of achievements for this game, and they're all listed on this page, if you're interested.

Wednesday, December 7, 2011

Dee Jay taunt to Sagat SFIV

Question

Just playing Street Fighter IV on the iPhone and lost to Dee Jay using Sagat and received the following taunt:

"They say you are the king of tigers. Now I know why."

I don't understand how this is supposed to be an insult, 'king of the tigers' sounds like a cool thing to be called, but why would it be appropriate if I just lost?

Answer

It's not meant as an insult, but as a sign of respect.

Wednesday, November 9, 2011

How do I perform directional inputs for Street Fighter 4 on a PC Keyboard?

Question

I play SF4 on a Windows PC using the keyboard. How do I perform moves related to circle movements (ex:- quarter circle fwd, half circle fwd) using the keyboard keys?

Answer

I've managed to figure out all the moves of ken (after properly mapping the controls) and it turned out to be the same (almost at-least) for many others. It wasn't really easy figuring them out. Make sure you have the movement controls as wasd, uio as punches, jkl as kicks, y as triple punch and h as triple kick(or whatever its called). The rest where ever you find convenient. The ultra combo for Ryu is sd sd and y. Check how the movement is in the command list and cross check for a similar movement in the below mentioned characters. Here's a list of players having a similar controls(i.e.combos) scheme - Sagat,Ken,Ryu,Sakura,Dan,Abel,Viper & Dhalsim.

Note: some characters may have a slightly different movement for certain combos. Thanks to that, I've managed to finish the game as Sagat,Ryu,Ken,Dan and Sakura in medium difficulty and yes, I am aware of every move of those characters.

Monday, October 3, 2011

(Super) Street Fighter IV “Option Select” and “Hit Confirm”

Question

What do the two terms "option select" and "hit confirm" mean in the context of Street Fighter IV? Do they carry on to other fighting games?

Answer

Option Select refers to combinations of buttons that will result in a different action depending on what the other player is doing. One example is crouching and pressing light kick and light punch, which would perform a throw if you were standing. If the other player tries to throw you while doing this then you will tech the throw but otherwise you will perform a crouching light kick. I don't really know of any other examples or if it is used outside of SF4 but I think it could be.

Hit Confirm is a pretty common fighting game term and relates to combo's where you have time to confirm that you have hit someone with the first attack before continuing with the combo or stopping if it is blocked/misses. This is kind of the opposite to moves which can be cancelled where you will pretty much have to instantaneously perform the next move in the combo for it to work.

Monday, July 25, 2011

Graphical glitches

Question

I have graphical glitches when I play Street Fighter IV on PC.

Sometimes when I play, the 3D models are like leaking to or from nowhere. An image is worth a thousand words, isn't it. Please visit that IS gallery.

I'm wondering why this happens. Look under Sakura's skirt, on Chun Li's cheek or Dan's hand. It happens randomly.

Obviously I didn't have the problem in the beginning and then it happened but deeper than what you can see on the screenshots, then I changed my monitor because the previous died and it even happened on char select and vs screen (greenish and magenta dotted lines on 2D graphics) but now it seems it got better. I had to play over an hour to get these screens.

I preferred to play on windowed mode and now I play in full-screen mode.

My previous screen was displaying at 1280×1024 as far as I remember and the new one displays HD (1920×1080) so I bet it had to display Windows desktop AND the game graphics and the change of definition may have made some extra work to the GC. Maybe full-screen mode allows it to ease the GPU a bit.

Another thing that happens is the game quitting suddenly.

As I told earlier, my pc is quite old (it actually passes the minimum required config)
Athlon 64 3800+
1 GB of RAM
ATI Radeon x1600 Pro
Windows Seven x64

In short : why do these glitches happen and what are the solutions?

Answer

Sometimes even if it passed the minimum required configuration, you won't have a perfect gameplay. Some glitches like this may occur because of the small amount of RAM left to play the game and the graphic card can't handle it at all. Running Win7 on 1Gb of RAM .... seriously, you should consider putting more RAM since Win7 already needs that 1Gb of RAM to run in the background.

Win7 on 64 bit needs at least 2Gb of RAM minimum, so I think you should upgrade

http://windows.microsoft.com/en-CA/windows7/products/system-requirements

Tuesday, July 19, 2011

How can I prevent the SF4 game engine from misinterpreting special commands?

Question

I play with Ryu and in his footsie game I have to press forward and backward often followed by c.MK, Fireball. My problem is that even if my input is correct (quarter circle forward + HP) the game engine misinterprets my input as Dragonpunch.

Instead of forward, c.MK, Fireball I get forward, c.MK, Dragonpunch.

Is there some kind of trick to force the game engine to do what I want? The input is correct from what I read in training mode.

Edit: I use a MC Tournament Edition Fight Stick.

Answer

The dragon punch input in SF4 is notoriously easy to trigger--down-forward down-forward is all that's needed to trigger it, because the game counts the first df for both the forward and the down input of the DP motion, forward, down, down-forward. Since you are often jiggling through the down inputs while crouching, it's easy for the game to interpret a dragon punch. You're not alone, many people have this problem and give the SF4 games flak because of it. I think the square stick gate on TE sticks exacerbates the problem slightly, because it can be difficult to get a straight horizontal input, as opposed to a diagonal one.

When going for things like cr.MK xx fireball, a dragon punch can happen when you hit the button while the stick is still on down-forward, instead of forward. Be sure to follow through with your fireball motion, making sure you hit forward, and then delay the button press just slightly so that you are definitely hitting it after the motion.

In fact, it can help to go all the way from down to up-forward, making a 135 degree arc instead of 90. This explicitly makes sure you hit the forward input. This is useful in a lot of cases when the game has trouble distinguishing inputs. For example, it's especially helpful when doing M. Bison's Ultra 1, which has a very bad habit of coming out as a teleport. Instead of charge back, forward, back, forward + kicks, you can do charge back, forward, back, up-forward + kicks, which makes sure that the game sees the forward input instead of down forward.

Friday, July 15, 2011

Why did Capcom cut the Championship off the Super Street Fighter IV Arcade Edition?

Question

I need to know why. SF used to provide a key-based championship mode, and it's not in Arcade Edition anymore. I was told that it let cheat happen, but that could be solved without cutting this feature off.

Answer

The Championship Mode DLC you are talking about is tagged as Downloadable Content (DLC).

Super Street Fighter IV: Arcade Edition (DLC) is also tagged as DLC.

Capcom decided that they wanted two different experiences, so they released them as separate DLCs. Meaning that the features from the Championship edition are not available in the Arcade Edition.

Wednesday, July 13, 2011

Street fighter 4 on laptop

Question

I just get a street fighter 4 pc version and installed on laptop machine. however, it is really slow. My laptop is 2 dual-core CPU and 3G mem, and with integrated video card... is there any workaround?

Answer

The problem is your integrated video card. Most likely its not up to the task of rendering SF4. I would suggest try turning down every setting in the video options, but that may not be enough.

Monday, July 11, 2011

On what should I rely to time links in the Street Fighter 4 Series?

Question

Street Fighter 4 Series has different kind of links, depending of the frames to perform the following action. The hardest ones being 1-frame links. There are different techniques to stretch this frame window (e.g. plinking, double tapping etc.) but still you need to know when to push the buttons.

A link depends on the recovery frames of the 1st move and the startup frames of the 2nd move. You have to execute the 2nd move when the 1st recovery frame starts.

But how do I know when a character (e.g. Ryu) stops performing a move and starts the recovery phase?

I know several approaches but somehow they are all not that reliable.

  • Listening to the sound, and getting a feeling (not accurate)
  • Looking at animations (does not work that good, because of different delays of TVs / monitors)
  • Looking at recovery highlighting of opponent on his health bar
  • Disregard any kind of timing approaches and keep trying until muscle memory remembers the timing

So my question is: Is there some kind of reliable trigger to know when to start linking or does it just boil down to experience and muscle memory?

Answer

The best approach is a combination of all of the items in your list. Muscle memory is the most reliable trigger. This allows you to perform these links in different conditions, such as with network or TV lag. However, the sound and animation also contribute and aid your muscle memory. Many tournament players will play with headphones so that they get the maximum benefit from all factors.

When learning a new link, it takes some effort to learn the timing. There really is no trick, it just comes after trial and error. For example, take Ryu's f.HP -> cr.HP. If you don't see the cr.HP come out, you were too early--slow down. If the cr. HP comes out, but the training dummy blocks, you were too late--speed up. Once the timing is in your head, it comes down to repetition to build your muscle memory.

Plinking is very useful. You should get in the habit of plinking in bread and butter combos. You might want to turn your inputs on in training mode to verify that your plink inputs are correct. The inputs should appear similar to how they do in this tutorial video. If plinking is done properly, this should almost double your success rate for the 1-frame links.

Also, it can help to think "outside the combo". Is your opponent mashing dragon punch when you go for a combo? Then it might not be in your best interest to go for the combo on autopilot--do one or two hits of the combo, but then block and bait out the uppercut.