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The SRK Glossary - WIP

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  • RedEyeRedEye Joined: Posts: 22Registered
    tiger knee
  • X_SwordX_Sword -+FGs, Art, Manga, and Beats+- Joined: Posts: 1,620Registered
    the Term "free" and "OCV"> are there any updates to the fighting game vernacular?
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  • Trouble BrewingTrouble Brewing AAAAAA! Joined: Posts: 3,697Registered, Moderators
    Free means beating someone with little to no effort. In other words, if you call someone free, you are much better than them (or you are talking shit).

    OCV you got right in the other thread.
    The artist formerly known as Starcade RIP
  • GuiltyGuilty まこと Joined: Posts: 255Registered
    I don't think I saw the term, "Whiff" anywhere in there, but I could be wrong. I'm a little curious as to why one would want to whiff in the first place, as I've heard it being used in strategies. Could someone please shed some light onto that for me? Are you supposed to intentionally whiff to bait your opponent into charging you or something?
    Every moment gives us a chance to become more than what we are.
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  • OverworldOverworld Low Tier Joined: Posts: 1,594Registered
    It was more prominent in certain games. In 3rd Strike you got super meter for whiffing normals so many players would just stick a few whiffs in there to build meter.

    In SFIV people will whiff specials (like Honda's Oicho throw) to build meter. You wouldn't want to whiff something that leaves you completely open like a shoryuken but it can help get free meter for some characters. You can also use moves to appear like other moves. For example you'll see at times Ryu whiffing an attack that hopefully makes his opponent think a fireball is coming (a lot of time a standing kick).

    But what you'll mostly hear about it whiff punishing. It's a part of footsies. This can be achieved a bunch of ways, sometimes it's just knowing the spacing so that when your opponent attacks they miss and you can hit the limb they extended and other times it's baiting a move to whiff by moving in and out of a characters effective range.
  • GuiltyGuilty まこと Joined: Posts: 255Registered
    Wow, there's a lot more to it than I thought. That was really informative, thank you very much :) I've just been trying to learn some strategies with Makoto(SSFIV), and I keep seeing that term coming up, but had no idea why I would want to intentionally miss attacks like that, haha.

    I'm going to try and learn more about whiff punishing with Makoto, since I've been having a hard time with that lately. I keep missing when the opponent whiffs and I end up getting punished in the process instead, so I need to research better punishers with her. Thanks again for all the information. It really helped me out a great deal!
    Every moment gives us a chance to become more than what we are.
    If you aren't gay for Bridget, you're probably gay.
  • JesseJesse Joined: Posts: 70Registered
    It was more prominent in certain games. In 3rd Strike you got super meter for whiffing normals so many players would just stick a few whiffs in there to build meter.

    In SFIV people will whiff specials (like Honda's Oicho throw) to build meter. You wouldn't want to whiff something that leaves you completely open like a shoryuken but it can help get free meter for some characters. You can also use moves to appear like other moves. For example you'll see at times Ryu whiffing an attack that hopefully makes his opponent think a fireball is coming (a lot of time a standing kick).

    But what you'll mostly hear about it whiff punishing. It's a part of footsies. This can be achieved a bunch of ways, sometimes it's just knowing the spacing so that when your opponent attacks they miss and you can hit the limb they extended and other times it's baiting a move to whiff by moving in and out of a characters effective range.

    So if you if you do a special no matter if it hits, is blocked, or whiffs it still builds meter? Wow I never knew that
  • ErawanErawan 9999th Best Sagat on XBL - Top 10,000 baby! Joined: Posts: 95Registered
    Hi, could someone tell me what 'l-frames' are in reference to MvC3? I hear that Akuma and Ryu have a variety of moves with this 'feature'.
    (Talking about Daigo) "i dont see how someone who is good at SF gets to be a celebrity because i bet theres plenty of people that would beat him that dont go to tournaments, and is he good at the megadrive version or the newer releases for ps3 and 360" - Comment by SpoilerAlert, Kotaku
    23 Aug 2011 3:32 AM
  • SoploxSoplox Joined: Posts: 44Registered
    Is too many concepts I'll never learn any of this Damn!
  • onReloadonReload what's a combo Joined: Posts: 209Registered
    I'm going to try and learn more about whiff punishing with Makoto, since I've been having a hard time with that lately. I keep missing when the opponent whiffs and I end up getting punished in the process instead, so I need to research better punishers with her.
    The thing you have to remember is that different moves have different recovery times - so if someone whiffs a move with fast recovery, you either shouldn't try to punish it, or use a really quick (not much start-up) move, like close jab, or whatever her fast normals are. Basically, that's the general starting point - what's a fast normal that I can start a combo with? Will I have time to do close HP xx Hayate? Or, if they whiff something that has huge recovery, like Ryu's Ultra 1, what should you do with all the time you have? You don't want to end up panicking and throwing, 'cause that's a waste of a good opportunity.
    So if you if you do a special no matter if it hits, is blocked, or whiffs it still builds meter? Wow I never knew that
    It depends on the game, yes; in MvC3, assists and special moves that don't connect give you no meter. Also, note that in games where you get meter for whiffed moves - they'll give you more meter if they connect - blocked or hit. Some moves (normal moves in SF2, SF4) don't gain meter unless you connect with them.
    Is too many concepts I'll never learn any of this Damn!
    You go a little bit at a time - like when you're looking at a guide and you think to yourself, "Wait, what does he mean by 'Fierce'?" then you come back here, etc, and you figure it out. That's a basic example, but for more complicated ideas like hitstop or frame advantage etc, you kind of take it in as you need it. You have to start learning from playing, most importantly.
  • wanzerpilot09wanzerpilot09 There is no such thing as 'too classy.' Joined: Posts: 16Registered
    Alright I was looking at a Yun combo thread and saw the following notation:

    Main hitconfirms. If you're dive kicking, OS crouchtech (with c.mp if you can)

    What does OS stand for? I looked on the forums here and elsewhere around the internet and I have had no such luck. Thanks in advance and sorry if this is a silly question.
  • SoupyShoeSoupyShoe Check your training wheels at the door Joined: Posts: 1,476Registered
    most likely Option-Select.
    XBL gamertag- SoupyShoe SRK


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  • SolidMGSnakeSolidMGSnake Joined: Posts: 2Registered
    - c.lp, cst.lp, st.mp xx HK Upkicks

    Whats the cst.lp mean? This is a combo for Yun.
  • SoupyShoeSoupyShoe Check your training wheels at the door Joined: Posts: 1,476Registered
    - c.lp, cst.lp, st.mp xx HK Upkicks

    Whats the cst.lp mean? This is a combo for Yun.
    looks like someone made up their own abbreviation with crouching/standing.lp.....even so, you could just do his 1-2-3 chain to his scissor kick

    st.lp, st.lk, st.mp xx hk up kick
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  • Trouble BrewingTrouble Brewing AAAAAA! Joined: Posts: 3,697Registered, Moderators
    cst.lp means close standing light punch. You want to do low jab/short, close standing lp, standing mp > ender instead of the target combo for ease of hit confirming and, in the case of low short, it starts with a low.

    That target combo isn't that great really.
    The artist formerly known as Starcade RIP
  • blehbleh Joined: Posts: 116Registered
    what does no meter combos mean ?
  • onReloadonReload what's a combo Joined: Posts: 209Registered
    A combo that doesn't use any super/ultra/etc. gauge/meter, so, in SF4, it would be combos without EX, Supers, or Ultras. In MvC3, it would be without using Hyper Combos, but X-Factor could be in there, depending on your definition of meter.

    Generally speaking: no usage of meters.
  • blehbleh Joined: Posts: 116Registered
    oh i get it, thanks
  • AuthenticBlazeAuthenticBlaze Joined: Posts: 67Registered
    I'm still not completely sure about the "buffer" aspect of the game. Could anyone break it down for me noob style?
    Victory is the sweetest feeling
  • xroflmaowtfxxroflmaowtfx AKA Tai Joined: Posts: 68Registered
    this video explains it pretty well:
    http://www.youtube.com/watch?v=MlkbbtFrw_0
  • AlusAlus $$$ Joined: Posts: 50Registered
    auto-correct?
    auto-pilot?
  • YOJIMBO-武士YOJIMBO-武士 train, exectue, win. Joined: Posts: 100Registered
    what exactly are loops?
    PSN ID: yojimbo87x
  • onReloadonReload what's a combo Joined: Posts: 209Registered
    It's a series of attacks that you repeat, with or without a definite end.. if the loop doesn't have a definite end, or can go on for a very, very long time, it's sometimes called an "infinite," like MvC2 Ironman's [j.LP, MP, MK, U+H] - though technically, under normal circumstances, this infinite will end when the character "dizzies out" after awhile.

    Think of El Fuerte's last trial in SSFIV, where you have to connect three HPs in a row. People call the method for executing that combo "Run, Stop, Fierce" or RSF. You're "loop"ing [HP xx Habanero Dash, Sudden Stop]. in the case of the RSF, it will eventually end since the dummy character gets pushed back with each repetition.

    hope that helps.
  • Sabin41Sabin41 S4B1N - OG scrub :P Joined: Posts: 1,000Registered
    It hasn't been mentioned yet, but a Mist Cancel is a technique almost exclusive to Johnny in GG (is there anyone else that can do it?) which involves using a special attack, in this case a stance, to circumvent lag on normals. The character was basically designed around it, he's slow unless you cancel his normals on hit into other normals. Not sure how else to explain it.
    SFII & IV - Main: Zangief Sub: Honda
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    UMvC3 - Main: Thor (b)/ Dormammu (b)/ Magneto (a) Sub: Haggar (a)/ Sentinel (a)/ Magneto (b)
  • King9999King9999 Beware the nice ones Joined: Posts: 5,834Registered
    Cool thread! I would add some terms used in 3D fighters though, like Guard Impact, SPOD and such.
  • RichHoboRichHobo Joined: Posts: 62Registered
    Whats a fuzzy guard? Is it just a situation thats ambiguous to where opponent has to block (e.g. cross ups and instant overheads)?
  • SPECTERLIGHTSPECTERLIGHT Upgrade Your Grey Matter, One Day It May Matter Joined: Posts: 438Registered
    What is the notation for Cross Up when posting combos, etc?
    Is there a universal notation guide?
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  • onReloadonReload what's a combo Joined: Posts: 209Registered
    I don't think there really is a notation for crossup; generally when a combo can cross up, it's important that it can also NOT cross-up, which makes it into a mix-up. If you're transcribing a combo that took place in a match/combo video, then sure, you might just put like "[cross-up]", but I don't think there's a symbol for it.

    Also, here is a short notation guide from Maj's Sonic Hurricane: http://sonichurricane.com/articles/sfnotation.html
  • eltroubleeltrouble Joined: Posts: 4,195Registered
    What is the notation for Cross Up when posting combos, etc?
    Is there a universal notation guide?

    I guess you could use XU for cross-up. Or X-U. It's not very commonly used, but it's not difficult to decipher either.
  • Trouble BrewingTrouble Brewing AAAAAA! Joined: Posts: 3,697Registered, Moderators
    Sometimes combos will have (cross up only) in front of them, otherwise it's probably safe to assume it works either with or without a cross up.
    The artist formerly known as Starcade RIP
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