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SRK Newbie Saikyo Dojo Execution Guide (read me!)

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  • Carbs2kCarbs2k Joined: Posts: 139Registered
    How exactly do you double tap the buttons on your stick so you get a double input within a few frames(1-3). I can double tap with one finger manually but I think that that is too slow. I've been try to do the method where you like drum your ring then index finger on the button but it only registers as one input for me. Could it possibly be because of my buttons? I have a madcatz SE stick and i don't have the funds to get sanwa parts. Would getting sanwa buttons help me double tap or do I just need to get better at my technique somehow?

    I drum using my middle then my index.
  • JablesJables In Training Joined: Posts: 240Registered
    After playing pad for 2 years, I've finally caved in and bought a stick (MvC2 tournament edition, didn't even know those were still in circulation lol).

    I'm just curious as to what exactly "riding the gate" means.

    Good deal on grabbing a stick, I think you'll find it's going to help a lot in the long run.

    As for "Riding The Gate", I suppose it helps to know what the "Gate" is. This is just based off my pretty basic understanding of things, but...

    When people refer to a "Gate" on an Arcade Stick, they're referring to a little restrictor plate inside the stick that determines the directions that a directional stick can freely move. These Gates come in Square and Octagoanal forms. I believe the MVC2 TE Stick is a Square Gate, just like the other MadCatz TE sticks (and the one I have).

    So if you move the directional stick on your TE Stick, you'll feel that the boundaries in which you can move the stick resemble a square, with four perfect corners to fit in. Octagonal gates don't really have these Corners, but rather allow a little more of angular motion in the corners, which is great for people who play QCF/Fireball motion Characters (Ryu, Ken, Akuma, etc).

    So when someone says "Riding the Gate" they just mean to move the stick perfectly along the boundary of the gate as you're doing your motions.
    Rockin Out Tasty Abs Washerboard Style with "Team Smiley Chins" - DeeJay/Dictator
    In Street Fighter Online, much like in real life, all that matters is how big your PP is
    Avatar by Master Chibi
  • ilitiritilitirit Joined: Posts: 3,969Registered
    Daigo demonstrates:
  • m0ng00sem0ng00se Joined: Posts: 254Registered
    After playing pad for 2 years, I've finally caved in and bought a stick (MvC2 tournament edition, didn't even know those were still in circulation lol).

    I'm just curious as to what exactly "riding the gate" means.

    the gate is what restricts the motion of the stick. typically (always? w r to fightsticks) there are square, octagon and circle gates, the shape determining what positions are easiest to keep the stick in. they're not a huge deal but a lot of people find specific gate shapes more comfortable and easier to play with. riding the gate is when you follow the outside of the range of motion for the joystick to do your motion (push it to the edge and keep it there).

    it's not entirely bad but it's often unnecessary, and sometimes a hindrance. depending on your stick, you can do motions like hadoken inputs by just making a straight line from down to forward (passing through the throw [the area that upon entrance by the joystick is considered to have activated the input] to activate the down+forward input) instead of following a curve, and some motions are harder to do if you ride the gate when it's a square gate.

    edit: oh someone replied already

    holy damn daigo does shinku hado motion fast.
  • Unknown Joined:
    Didn't want to start a new thread so I'll just post this here. What are the frame differences between a normal throw and a tech throw? It seems that a normal throw comes out so much quicker. Is there a hierachy for which throws have priority over other? I think I read somewhere that Abels TT can beat out zangief's ultras?

    Oh and while on the subject of throws, while training I found out that if I mash throw (lp+lk) while standig and blocking I can tech any throw attempt, but If I'm crouching I get thrown. Why is this? Thank you
  • JablesJables In Training Joined: Posts: 240Registered
    Are you sure you mean Tech Throws? A Tech Throw is just a way to cancel your opponents throw, by initiating a throw of your own within a certain number of frames that your opponent's throw was started. Basically, if your opponent inputs a throw, and you input your own throw within (I believe) 10 frames, you will Tech his throw and nothing happens.

    It sounds like you're really asking about Command Throws, which are throws that are initiated WITHOUT the normal LP+LK input (Abel's TT, Zangief's SPD, etc). I'm not completely sure if a Normal Throw will Beat out a Command Throw, but I do know that Command Throws ARE Un-Techable (can't be stopped with a normal throw response).

    Also, Command throws like Abel's TT have their own unique priority, frames, ranges, etc. Even different versions of the throw (LP, MP, HP, EX) may have their own unique properties. (I believe one such example is Abel's LP TT has the longest range out of the TT throws, but the least damage). I'm not sure that his TT will beat out Gief's Ultra, since looking at the frames the TT has a startup of 5 frames and Gief's Ultra has a startup of 1. That might be a question for the Abel forums specifically, but you can always check out the wiki and the characters under it for more information about frames and move properties: http://shoryuken.com/wiki/index.php/Super_Street_Fighter_IV

    As for the second question, I think the easiest way to explain it would be to have you watch this video on Option Selects:
    Rockin Out Tasty Abs Washerboard Style with "Team Smiley Chins" - DeeJay/Dictator
    In Street Fighter Online, much like in real life, all that matters is how big your PP is
    Avatar by Master Chibi
  • m0ng00sem0ng00se Joined: Posts: 254Registered
    some/all of abel's command throws are throw invulnerable
  • Possum Hill KidPossum Hill Kid Joined: Posts: 297Registered
    Daigo demonstrates:

    Hey, it's sure nice of Daigo to help his fellow country men level up. Lord knows they could use the training, so they can catch up to the rest of the world when it comes to Street Fighter. We all know how the Japanese rarely play fighting games.
    Clem: First thing you wanna do is gouge the dude's eyes out.
    Luther: Hey, its just kids in high school.
    Clem: Oh. So you're gonna want to fight dirty
  • Unknown Joined:
    Hey, it's sure nice of Daigo to help his fellow country men level up. Lord knows they could use the training, so they can catch up to the rest of the world when it comes to Street Fighter. We all know how the Japanese rarely play fighting games.


    lol so true. I wonder who his videos are actually aimed at? Old people? I'm sure a few of them are experts already. I've seen one of his video's and he moves his hands so fast that its completely useless as a tutorial.
  • Trouble BrewingTrouble Brewing AAAAAA! Joined: Posts: 3,697Registered, Moderators
    Not really. I regularly find really, really terrible Japanese people online.
    The artist formerly known as Starcade RIP
  • Possum Hill KidPossum Hill Kid Joined: Posts: 297Registered
    Not really. I regularly find really, really terrible Japanese people online.

    Well, Starcade if what you're saying is true it might be because most of the really good players might still be playing only in the arcades. I'm sure there have to be some Japanese players at scrub level--especially online. But I wouldn't roll into any arcade in Japan and expect to run into a large number of scrubs.
    Clem: First thing you wanna do is gouge the dude's eyes out.
    Luther: Hey, its just kids in high school.
    Clem: Oh. So you're gonna want to fight dirty
  • Possum Hill KidPossum Hill Kid Joined: Posts: 297Registered
    I've seen one of his video's and he moves his hands so fast that its completely useless as a tutorial.

    Daigo is not human, man. I'm sure that he's like part android or something. But I give him major props for doing those vids. While most can only hope to one day match his machine like execution, it still is helpful for those totally new to the game to see a master at work.
    Clem: First thing you wanna do is gouge the dude's eyes out.
    Luther: Hey, its just kids in high school.
    Clem: Oh. So you're gonna want to fight dirty
  • Bionic PicklesBionic Pickles will srk for food. Joined: Posts: 39Registered
    The guide is helpful, everytime I begin to play street fighter I go into training mode and practice some combos. I can do it consistently in training mode but, when I go into a match I always mess up the combos that I've had been practicing for days. Is there something I'm doing wrong or should i explain more on what I'm doing when i play.
    launching weapons of mass destruction since 1801.
  • Unknown Joined:
    Cancel into Supers

    It could be just a matter of practice makes perfect, but I'm having trouble canceling into supers on a stick for double input moves. I can do it, just not consistently. For example, Juri's Pinwheel to Super (:qcb::k::qcb::k:), Ryu's Hadoken to Super (:qcf::p::qcf::p:) or Shoryuken to Super (:dp::p::qcf::p:). I'm struggling with the timing, and I'm double tapping the same button if I want to do say :hp: DP to Super. Is that ok or should I be using negative edge (:qcf: hold :hp:, :qcf: let go of :hp:), which I can never ever get out (but I can double tapping...sometimes). Basically does anyone have any tips or just practice practice practice? Great great thread btw, totally helped me level up my own game.

    Edit: Found a partial answer here: http://shoryuken.com/showthread.php?t=237475&p=8937780#post8937780
  • PANDEMlCPANDEMlC Joined: Posts: 100Registered
    I wasn't sure where to ask this and I didn't want to make a separate thread so I'll leave it here.

    I've always been curious as to why I hear people tapping buttons while blocking, it always seemed timed and not just mashing to catch people if they whiff their combos. Is there a reason for this? My worst problem is my defense(teching grabs, blocking crossups, etc). So I'm open to whatever this might be.

    I thought I saw it talked about somewhere in the Bison threads but I couldn't find it again.

    Anyways, if someone can redirect to me this topic or give me a little brief summary of what I'm thinking of and how to do it, I'd appreciate it.
    SFxT: Heihachi/Rolento/Ogre/King/Law
    MK: Kung Lao/Cyrax/SubZero
    SG: Cerebella
  • Bionic PicklesBionic Pickles will srk for food. Joined: Posts: 39Registered
    I wasn't sure where to ask this and I didn't want to make a separate thread so I'll leave it here.

    I've always been curious as to why I hear people tapping buttons while blocking, it always seemed timed and not just mashing to catch people if they whiff their combos. Is there a reason for this? My worst problem is my defense(teching grabs, blocking crossups, etc). So I'm open to whatever this might be.

    I thought I saw it talked about somewhere in the Bison threads but I couldn't find it again.

    Anyways, if someone can redirect to me this topic or give me a little brief summary of what I'm thinking of and how to do it, I'd appreciate it.

    I think the reason people do this is because even though your pressing buttons; block stun doesn't allow the attack to go through. So, if the opponent is doing his/her block string correctly, you'll remain in your block state through the whole string even if your pressing a button. If they happen to mess up, then you will punch them out of there combo.
    launching weapons of mass destruction since 1801.
  • Unknown Joined:
    I have been wondering how to execute a certain directional move that is required to do my character's move. In the command list it shows; Down Arrow/ Up Arrow + Fist. Sorry I'm new and and I dont know how to stick in those handy dandy images.

    How does it want me to input the Down Arrow/ Up Arrow. This is Dee Jay's Machine gun Upper.

    It also shows the same motions for things as his Air Slasher but with the arrows going opposite sides. How do input the motions for these arrows?
  • Tetsuya HikariTetsuya Hikari Androgyny+Boxing= Joined: Posts: 272Registered
    I have been wondering how to execute a certain directional move that is required to do my character's move. In the command list it shows; Down Arrow/ Up Arrow + Fist. Sorry I'm new and and I dont know how to stick in those handy dandy images.

    How does it want me to input the Down Arrow/ Up Arrow. This is Dee Jay's Machine gun Upper.

    It also shows the same motions for things as his Air Slasher but with the arrows going opposite sides. How do input the motions for these arrows?

    I don't play DeeJay, but sounds like a charge motion :P

    It's basically like Guile's Flash Kick and Honda's Headbutt. Just try holding the down direction, then push the up direction followed by the punch button. Same thing for the other move. Just hold back to charge, then push forward plus the punch button.
    "Some things are worth fighting for. Some feelings never die. I'm not askin' for another chance. I just wanna know why."
  • Jake Baby.Jake Baby. JakeBabeH . Joined: Posts: 147Registered
    Good read :tup:

    I do need to practice my execution from both sides, it could be better :lol:
    SoCAL, FFA
  • Unknown Joined:
    Helpful

    ty, this was really helpful
  • Frank LucasFrank Lucas Joined: Posts: 143Registered
    I asked about this in another thread but I thought I?d mention it again here so that the answer may benefit more people. Regarding the points made about chains and cancels: ?It is important to know that in the SF4 series, you cannot cancel specials or supers out of a chain combo.? Does this mean for example I cannot as Ryu chain 2 cr.lp?s together and then cancel into a SRK but that I could chain the cr.lp?s and then LINK the SRK after the second crouching lp to get the whole thing to combo? What about linking a normal AFTER an initial chained attack? So for example can I CHAIN 2 crouching lp?s together, LINK the second light punch with a crouching mk and then CANCEL the crouching the mk into a hado for a full combo? The quote taken from the sticky reads as though you cannot cancel into a special if you start the combo with chained attacks and if this is not so I think it would be a good idea to reword it slightly. I?m not suggesting this just to be difficult, but misunderstanding this is causing me to make incorrect adjustments when combo training. How, you ask? Well using the latter combo as an example I?ve been practicing it by plinking the cr.mk and whenever I do a successful plink (ie the correct input is displayed) and get a cr.lk instead of a cr.mk AND the hado doesn?t come out I?ve been assuming that I had pressed the cr.lp?s too quickly in succession making it a CHAINED combo that I believed was the reason that the hado wasn?t coming out. To counter this I end up doing the cr.lp?s much slower thinking they HAVED to be linked in order for me to end the combo with a special which I believe is bad practice given I?ll be opening myself up for reversals against people that mash DP. Is it true that I can chain the cr.lp?s together by pressing them in real quick succession and then only need worry about timing the cr.mk as a link which can then be cancelled into a hado? An insight into this would greatly affect my training.
    Gamertag: ThePugz83
    PSN ID: Frank_Lucas83
  • Unknown Joined:
    Yes, everything you stated above is true. The reason a c.lk came out even though you successfully plinked is because your timing was way too fast, so that you chained the last lp and the lk! You pressed (mk) (mk lk) in a situation where mk could not come out, but the lk could be chained to the last lp. I don't remember if you can cancel moves off c.lk, but certainly in this situation hadoken can not be cancelled off a chained lk.

    Also realize that if you don't chain the two lps you can cancel the last one into an srk if you want. I'm not too sure you actually want to do this though.
  • EntropyEntropy CROSS-COUNTAH!!!! Joined: Posts: 61Registered
    Awesome thread. I've dabbled in fighting games since I was a kid, but I'm just now diving into the scene. I've got a LOT of work ahead of me, but so far I've found quite a few people on the PSN who have completely destroyed me who are willing to set aside some time and teach me a few things.

    Definitely underestimated the training mode... gonna dive into it today when I get back from work.
  • Dr. FaustDr. Faust 6HS the forbbiden move Joined: Posts: 556Registered
    One qustion. What the heck is mash out? I was watching DPS and he keeps saying players "mash out" mash out hidoken, mash out 360, mash out blah blah blah. He also talks about how alot of his move can't come out online but I've watched FREE1UP play online and most of his moves come out and I know the lag has to be the same most of the time.
    XBL: J4 Dustloop
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  • SSblankaSSblanka Joined: Posts: 681Registered
    I asked about this in another thread but I thought I?d mention it again here so that the answer may benefit more people. Regarding the points made about chains and cancels: ?It is important to know that in the SF4 series, you cannot cancel specials or supers out of a chain combo.? Does this mean for example I cannot as Ryu chain 2 cr.lp?s together and then cancel into a SRK but that I could chain the cr.lp?s and then LINK the SRK after the second crouching lp to get the whole thing to combo?

    correct. it's cause the dragon punch also comes out in 3 frames (cr. lp gives a +5) so you can link the dp for the combo.
    What about linking a normal AFTER an initial chained attack? So for example can I CHAIN 2 crouching lp?s together, LINK the second light punch with a crouching mk and then CANCEL the crouching the mk into a hado for a full combo? The quote taken from the sticky reads as though you cannot cancel into a special if you start the combo with chained attacks and if this is not so I think it would be a good idea to reword it slightly. I?m not suggesting this just to be difficult, but misunderstanding this is causing me to make incorrect adjustments when combo training. How, you ask? Well using the latter combo as an example I?ve been practicing it by plinking the cr.mk and whenever I do a successful plink (ie the correct input is displayed) and get a cr.lk instead of a cr.mk AND the hado doesn?t come out I?ve been assuming that I had pressed the cr.lp?s too quickly in succession making it a CHAINED combo that I believed was the reason that the hado wasn?t coming out. To counter this I end up doing the cr.lp?s much slower thinking they HAVED to be linked in order for me to end the combo with a special which I believe is bad practice given I?ll be opening myself up for reversals against people that mash DP. Is it true that I can chain the cr.lp?s together by pressing them in real quick succession and then only need worry about timing the cr.mk as a link which can then be cancelled into a hado? An insight into this would greatly affect my training.

    the first part is correct. you only have to link the last normal if you want to cancel into a special. you can chain previous normals if you want assuming they're chainable. you don't need to link the whole combo only the last normal. that's how cr. lk-cr. lp, cr. mp>special works. you need to chain the cr. lk-cr. lp cause cr. lk doesn't give enough frame advantage to link a cr. lp. as for the 2nd part you're getting a lk even though you're p-linking correctly cause your timing is way too early. since the cr. mk cannot be chained and the cr. lk can be chained the cr. lk comes out since your timing is too early.
  • Break FuBreak Fu WATAAAH Joined: Posts: 54Registered
    Good thread, thanks

    Question though. I've been practising specials and I got the motions down and all but my timing seems to be off, consistently. From what I can tell of my input in training mode I always hit the punch/kick button too soon. When I do it on my keyboard it all works fine, I can hit those rekka's 10/10, but with the stick the timing is kinda off, is that normal that the timing is different? Could it be that the stick is slower than the buttons, reponse time-wise? I can adjust in training, cause I can take my time, but if I wanne throw it out in a live match, I want to do it as fast as possible.

    This is what my input looks like most of the time:
    rekkakeken.jpg
  • SasmastaSasmasta Joined: Posts: 6,267Registered
    Probably on a keyboard, you know that once your :r: finger [I'm going to assume it's your index finger?] hits the key assigned for :r:, you instinctively will hit the :p: during/after that happens which may give you more of a timing 'thingy'. On a joystick, since your not keeping the punch button in time with your finger but rather your hand, that probably threw you off.

    Am I making any sense? I feel I can be more clearer, however this morning...words elude me ever so much.
    :eek: -"They ate what from a cup!?"
  • Break FuBreak Fu WATAAAH Joined: Posts: 54Registered
    Yeah I see what you mean, cause it's all keys you make a 'finger-drum' motion. I'll have to find some kind of rhythm with the spinning motion I guess.
  • Nightwing1990Nightwing1990 WING-NUTT Joined: Posts: 369Registered
    I'm having a problem with FADC canceling do you dash while holding MP+MK or do u tap MP+MK then dash?
    :pray:NIGHTWING OWNZ ALLLLLL:pray:
  • Elephant GhostElephant Ghost Joined: Posts: 1Registered
    Hey, just wanted to say thanks for an excellent thread, I thought I was coming along nicely with my execution, but I now see I got a long way to go! I'm off to turn on input display in training mode, and work on execution from my bad side.
    Thanks again, it's appreciated.
    Old Soldiers Never Die, They Just Fade Away.
    SSFIV - Sakura, want to learn a 2nd but don't know where to start!
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