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The Fighting Game Noob Thread: From Scrub to Master

I got my first Online win last night, with Karin. I can identify a few problems I need to address already:

https://www.youtube.com/watch?v=ZWwYiG5PE5M

  • Learning the spacing for normal attacks (Round 2 was horrendous for just missing my opponent).
  • Still stuck with muscle memory of a crouching-forward attack pose thanks to history with Kunimitsu in Tekken.
  • Guard, guard, guard.

Any other pointers that are glaringly obvious to Street Fighter veterans? Thanks in advance for any advice.

I'm certainly not a veteran or very good, but nice win man. Like you said, if you work on guarding you should be in solid shape. You didn't try to get to fancy with your moves and didn't leave yourself open too often with those. Maybe try to make a few combos to punish with as well.

Here is my ken playing super fundamental figter V


http://youtu.be/G4MfmRkEbqg

Please critique my tecnique. I need to work my execution and punishes

Solid Ken man, and thanks for not being a spammer lol. Mika obviously tries to get close some maybe play spacing more against a match up like her. Throw out the Hadoukens to keep her away. Also careful with those Shoryukens, those are very punishable if they don't connect. Maybe try to incorporate his spinning kick (don't remember its name) into your game as well, I saw a few times where it would have been the perfect move IMO. Nice win
 

McNum

Member
Hm, got out of an interesting Training Room session. Well, as interesting as "If I'm going to be using Karin's Super, I need to be able to DO Karin's super!" can be. Ten supers facing right, ten facing left. If anything other than a super comes out, start from the top.

Three points of data acquired.

1. I have a much easier time doing it with Karin facing left.
2. My left facing inputs are super clean, like d, f, d, f+P clean. My right ones are sloppy.
3. My pinkie is sore.

That last one may seem odd to add, but it made me think, what fingers are responsible for what direction in my grip. And I might have been holding the stick wrong, or at least in a way that makes qcf x2 facing right harder than it needs to be. I should experiment with my grip, but also go fight more people. Battle experience is my sorest point.

Bonus data: qcb+LK is super-cancellable. How interesting since that's the easiest move to follow up Karin's launcher with... I smell a combo brewing, just need one more piece before I can built it: "Hitconfirm into launcher."
 

ACE 1991

Member
Just posting my info again to get some more SF newbies on my friends list to spar with tonight.

PSN: Edkinator91 SFV ID: Ace_1991
 

ACE 1991

Member
I'm gonna add you later tonight, if you don't mind! :)

Sounds good! I'll be on around 8 or 9 (EST) if you want to get in some matches.

PSA: I haven't tested this myself, but if you're like me and don't own/want to buy a separate headset just to talk over PSN while using a fightstick, apparently you can set the stick to legacy mode then turn on your DS4 and use the pack-in mic that way.
 

Pachimari

Member
Argh how unfortunate. Oh well. I'm sitting with a Dual Shock 4 anyway, so can just plug in something else. Actually, I'll just plug in my Sennheiser PC headset to the USB port on the PS4.
 

Pachimari

Member

McNum

Member
Well a good hour of nonstop fighting later and I won two. Which I consider pretty good since the matchmaking system apparently thinks Ultra Bronze to Silver is an appropriate challenge for me. My role today was being the guy fed to you when you just need one more win to rank up, it seems. Congratulations to all four of you. Still, all snark aside, it was fun, and I feel like I learned quite a bit from some of the fights. And a couple of weird things Karin can do. I have about fifteen replays to consider, but that won't be now. Favorite match of the evening was definitely the Karin mirror where I just got annihilated. Why? Because frame by frame replay mode. That's why! I got one, and I will look very hard at what my opponent did.

General takeaway from today is that I feel more comfortable. Honestly, it was more stressful to wait for the fights than to fight the fights. I tried playing cleaner, less gimmicks, more spacing and poking and what a difference that makes. Several fights went to the wire with the opponent having 5-10% health left in the third round. Of course, the only hit point that matters is the last, so... that's still a loss. I need to be those 5-10% better and I'll start winning more. I need to consider damage options. Especially after seeing what the other Karin did.

There's one matchup that I can tell will be hell no matter how good I get, though. Karin vs. Vega (Claw). Mediocre anti-air, and being outranged on the ground. That's rough. I mean at least with Chun-Li, she shares the weakness to air attacks, unless she burns meter, so being outranged on the ground is fine. But Vega? That's rough.

I'll work on getting the more interesting fights uploaded. Tomorrow. Enough Street Fighter for today.
 

Torpy

Neo Member
Some fights I had just now, one vs birdie and the other cammy.

https://m.youtube.com/watch?v=_uHfBgMmLtQ
(L)

https://m.youtube.com/watch?v=i25ME9VS6Fs
(W)

What are your thoughts? Am I doing okay?

You seem to be doing fine!

I would head into the lab and learn a short punish combo and then just experiment with use of more normals in games. But besides that maybe patience? If you play a little more relaxed you may not do things like the full screen spiral arrow or critical art.
 
You seem to be doing fine!

I would head into the lab and learn a short punish combo and then just experiment with use of more normals in games. But besides that maybe patience? If you play a little more relaxed you may not do things like the full screen spiral arrow or critical art.

Yeah, one thing I have trouble with is I'll accidentally hit the full screen spiral or CA due to my impatience, or I'll input the wrong command resulting in the mistake. It frustrates me sometimes :p

I found this video https://m.youtube.com/watch?v=EVa-3iHSvEI and I'm going to try to learn some of the combos, providing they work in game since that was made during beta.

Anyway, I appreciate the input!
 
What are some key difference between Ryu and Ken?

Ryu is more defense oriented but a bit more even all around, and Ken is more about being more offensive and getting in your face. Ryu's v-skill is parrying; Ken's is running towards the opponent.

That distills their playstyles nicely. If you're playing a more offensive Ryu look into playing Nash or Ken.
 

rrc1594

Member
Ryu is more defense oriented but a bit more even all around, and Ken is more about being more offensive and getting in your face. Ryu's v-skill is parrying; Ken's is running towards the opponent.

That distills their playstyles nicely. If you're playing a more offensive Ryu look into playing Nash or Ken.

Thx
 
What are some key difference between Ryu and Ken?

Ryu is more defense oriented but a bit more even all around, and Ken is more about being more offensive and getting in your face. Ryu's v-skill is parrying; Ken's is running towards the opponent.

That distills their playstyles nicely. If you're playing a more offensive Ryu look into playing Nash or Ken.
One another thing worth nothing is that Ryu dishes out more stun on average than Ken, which is further magnified (on some moves) when Ryu pops his V-Trigger. Ken's fireballs are also noticeably worse than Ryu's, but on the flipside gets to punish from the air easier as seen here.
 

KM2

Neo Member
hey, guys. Went to a local monthlyish thing (for SF5), went 1-2. Problem is my first match, I got absolutely bodied by a Necalli, and pretty much from then on, my mental guard got absolutely crushed and pretty much played like garbage for the rest of the evening. So, does anyone have any pointers on getting through that when it happens so early in the event?
 

Freshmaker

I am Korean.
hey, guys. Went to a local monthlyish thing (for SF5), went 1-2. Problem is my first match, I got absolutely bodied by a Necalli, and pretty much from then on, my mental guard got absolutely crushed and pretty much played like garbage for the rest of the evening. So, does anyone have any pointers on getting through that when it happens so early in the event?
First tournament? You get a megadose of nerves the first time out. That'll settle out over time.

Remind yourself it's just one match. It in of itself doesn't mean much. You just can't lose anymore.
 

Lasty95

Member
Another question guys and gals.

OK so my understanding of 'hit confirm' is having a poke which, if you see it has connected, leaves sufficient time to react to and turn it into something.

First off, is this right?

Secondly, I need something for Ryu for when I'm turtling (which I'm doing way too much of) so I can turn things around.

Basically any tips for what to do when being crouched in a corner getting whaled on?
 
hey, guys. Went to a local monthlyish thing (for SF5), went 1-2. Problem is my first match, I got absolutely bodied by a Necalli, and pretty much from then on, my mental guard got absolutely crushed and pretty much played like garbage for the rest of the evening. So, does anyone have any pointers on getting through that when it happens so early in the event?
It helps to reflect on situations both during and after the match. If the tourney rules are 'Best out of 3' matches and you're being outclassed in round 1, buy yourself as much time as possible to figure out a plan or holes in your opponent's offense. Stay calm with this in mind even if you lose the first match / round: focus on putting your ideas into practice on the next match / round if the damage gap is simply too great. By extension, pay attention to what worked and didn't work when you had the opportunity to attack, so you can push that to your advantage until the enemy proves he knows what to do against it. Pretending you want to change characters after the first match if the rules permit character swap is also helpful for regaining composure. Run down where your fundamentals went wrong post-match and keep those in the back of your head for your next fight.

I know how you feel. Stress was piling up for me during my first actual major tournament with skilled players from many countries due to the change of scenery (dozens of people including multiple commentators directly behind me) and match-up unfamiliarity. Awful first round, but you'll see how the subsequent rounds panned out as I took the above into consideration. Doesn't mean I wasn't a nervous wreck afterwards though!

Another question guys and gals.

OK so my understanding of 'hit confirm' is having a poke which, if you see it has connected, leaves sufficient time to react to and turn it into something.

First off, is this right?

Secondly, I need something for Ryu for when I'm turtling (which I'm doing way too much of) so I can turn things around.

Basically any tips for what to do when being crouched in a corner getting whaled on?
Footsies, anti-airing properly and timely V-Reversals when you're pressured in the corner. Juicebox' video on the first subject should provide you ample information on how to handle this technique and Gootecks has covered defense (with Ryu coincidentally!) in this video.
 

Iokis

Member
Hi. I'm bad.

I have a question about a Chun BnB combo (which leads to a sort of general question about charge moves):

The combo in question is j.HP cr. HP xx LK legs, cr. LP xx LK spinning bird

I can't for the life of me get the SBK to come out. I jam down on the stick as soon as I execute LK legs but after the cr. LP I just jump in the air like an idiot rather than perform SBK, so I guess I'm not charging long enough.

Is it just a matter of holding down with perfect timing or is there a way to maintain your charge while executing a move with a QCF motion? (As in I hold down during the jump-in and keep this charge all the way till the SBK)
 

Guru-Guru

Banned
Won my first ranked match! It was against another dude with zero LP. The amount of whiffed hadouken's was pretty hilarious. Even though it's just 1 win, I am starting to feel like all the practice I have been doing in training mode, as well as videos/articles on the fundamentals, is starting to pay off a bit. I still panic too much when I am playing against another player rather than CPU, but that will get better with time.
 
So I normally don't post that much in this thread, but I just had to post this particular achievement. First of all, this Laura had a 25 win streak and I beat him/her.

Then we both got a rematch, and this is a video of that rematch. I was playing a little loose in the first round, trying to keep a small distance, not zone and ... I had no game plan. Before the second round, I literally screamed out "You wanna play? OK, let's go" and I started to play more seriously and defensively, taking any opportunity I could.

But the personal highlight came at 2:14 into the video. I predicted that either he was gonna do an overhead or try to dash into something or maybe go for a regular crush counter. And I used a reactionary super :D

When you start to figure out your opponents, it's the best feeling in the world. Thanks for reading :)
 
Late response, but I'll write some general observations:

You don't have much of a neutral game going for yourself. If there's distance between you and your opponent, you kind of seem to be doing stuff without much second thought. You got away with it against the Chun-Li because she hardly ever blocked, whereas the Ken match highlighted how unsafe your overall habits are. For example: yes, you landed a fair amount of Crush Counters in both matches (moreso in the win), but this says more about the opponent than it does about your decision-making since as a rule of thumb both fierce punches and heavy kicks are really punishable on block. Stray away from doing this unless you anticipate predictable forward movement (-> sweep) or if you want to apply a frame trap during a block string (-> fierce punch) once this factors into your play, and even then you want to refrain blatant usage of this. However, said Crush Counters should almost always be used to punish a blocked / whiffed Shoryuken (and moves like it) if you have the frame of mind.

Which brings me to my next point: your up-close-and-personal pressure is rather non-existent and given how the recoveries on Nash's animations are deceptively good, this is in definite need of refining. I wish I could you character-specific tips here, but look up footage from good Nash players like LI Joe (or Juicebox) for example and take notes from there. Once you have a feeling for it, this'll increase the likelihood of you landing bigger damage through combos or punish more effective and possibly cause the enemy to crack mentally. In those two videos, your output was mostly limited to stray hits from special attacks - which also needs to be changed from 'predicting' to 'reacting' looking at these videos - or random normals with little in the way of other options like applying hit confirms, applying meaties, overheads, the works.

Last point worth mentioning: work on your projectile game. Nash's has a long wind-up, but it allows for some advantageous momentum by forcing the enemy to react if thrown at opportune moments + dirty set-ups with his V-Trigger. Find out where the ideal or safe distances are for Nash to chuck his Sonic Booms; couple of times you've thrown some within jumping range of Ken - even point-blank once! - and that's what you naturally want to avoid. Gradually learn how to change your rhythm as well (as well as an occasional EX version) to lower the likelihood of your patterns being figured out.

Be aware that improving all these fundamentals is indeed a lot to take in; just chip away at them individually at your own pace as opposed to all at once, otherwise there'll be information processing overload.
 

McNum

Member
Well, got around to recording and uploading three of yesterday's matches. All of them are losses this time, but I feel these three show my progress better than the wins do. The videos that aren't here are a complete stomp against me by a Karin mirror match, and a Vega I met twice who also beat me handily. I don't get Vega, but that matchup is something for later, he's too rare to worry about when I also have Ken matchup problems.

With that said, here's three surprisingly long fights from yesterday. As usual, I'm Karin.

Match 1: Karin vs. Bison
So, I have a suspicion that my opponent changed player on me after the first round. Can't put my finger on why, other than he clearly is AFK for the last few seconds of it. I tried to respect Bison's st. HK, probably a bit too much.

Match 2: Ken vs. Karin
I have Ken issues. I always block his moves wrong. I also can't tell when it's safe to attack. I do better than usual, and I think I've met this particular Ken before where he stomped me, but not good enough.

Match 3: Laura vs. Karin
Even I can tell what went wrong here. I mean other than not knowing that she had a dash-grab move, I got overconfident in the last round and went in with a life-lead, only to get beaten. But I DID jump out of her Super, like I was advised to here, so I am learning.

My own analysis here says that I like st.MK a little TOO much. I mean, it's a fine poke, but it doesn't do anything. It doesn't cancel into anything, it is what it is. A good poke. I need to add another move to my arsenal and that move has to be cr. MP. Advantage on block and Special Cancellable. Every close st. MK should have been a cr. MP into something, even if it's just yet another cr. MP, because it can do that. My gut says hit the lab and find easy to do 2-hit combos that do more damage than st.MK. But also that I need to be more aggressive. I spend way too much time not doing anything. But I need something to be aggressive with, then. However, neutral jump MK is okay for air-to-air fighting for now.

At least my "OMG it's a human opponent!" nerves are mostly gone. I'm tense, but focused. Which works okay.
 

pixelish

Member
could someone here please teach me how to play dhalsim? i've tried to play him in sf4 last time but i panicked easily and just pressed random buttons and it's happening again in sfv. i think what i need is figure out the proper mindset for playing dhalsim. on execution side, i've been practising tiger knee teleports for the air hp mixups and anti airing with cr. mp but i still need to learn the ranges of it and other aa moves like b.mp, b.hp and jab.
 
Guys and gals I want ALL of you to watch the Juicebox footsies video linked here.

http://youtu.be/FQQCan5oo90

Footsies is a core concept you MUST know to level up your SF and fighting game skills. It's applicable in every fighting game.

I want you to watch that video and start thinking of it and putting it to practice.

When spectating and multi person lobbies come up, I will be organizing nights where I and others teach you footsies. We will only be using footsies and we will be streaming to record and critique later.

I'm hardly a master. I'm very much new like yourselves but a bit more experienced. I have been taught footsies by multiple people and it has improved my game a lot. Now it's my and others turn to teach you too!

I'd like one other more experienced person to help me in teaching the new kids footsies.
 
I decided to record a handful of my matches and I would really welcome some criticism. I already know that I jump way too much and I'm hoping to work on it now that I realize it.

Matches from yesterday

Loss: https://www.youtube.com/watch?v=-ReJxp3AJBw

Loss: https://www.youtube.com/watch?v=AYmQavauZlU

Matches from today

Win: https://www.youtube.com/watch?v=e1Wbo2r2kfU

Win: https://www.youtube.com/watch?v=RLOWcHKoC-w

Win, but I didn't capitalize on any of the super obvious openings: https://www.youtube.com/watch?v=cP-TTAApoZM

Loss: https://www.youtube.com/watch?v=zeDp5RsqiRU

I actually baited my opponent and punished (Win): https://www.youtube.com/watch?v=oYxCc6guY-Y
I've only checked out the losses and the Nash win, for the record. Notes I took:

- Sometimes you had to right idea as to when something was punishable, but doing so with crouching FP or sweep is questionable.
- Use faster normals in other words, or a combo like st. LK x st. LP x LP Bull Head.
- You need to recognize jumpers like the Cammy you lost to. Too random to hit on the ground, so air-to-airs and anti-airing would've benefited you a lot here.
- On that subject: hardly ever seen you use Birdie's crouching MP, one of the strongest anti-airs in the game! Here's an efficient training mode method.
- You have a tendency of throwing chains too often and too soon; slow wind-up, unsafe on block and moreso meant as a tool for when you notice enemy patterns.
- Same can be said about Bull Revenger, the leaping grabs; tone those down a bit from afar. When up close, standing LK into LK Bull Revenger to catch blocking people off-guard.
- You yourself also jump too much. Grapplers (even hybrids like Birdie) shine at playing the grounded game and their jumping arcs are usually too slow or high, or both.
- Very rarely saw you use Birdie's standing MP. Solid normal at a certain range and relatively easy to buffer a Bull Head behind it.
- I felt that Birdie's standing MK was also underutilized as a poke, but you tried. Crouching MK not good up-close.
- Practice using the various V-Skills more when appropriate.
- Random examples: donuts for V-Meter if someone zones you out from full-screen, banana for pinning people down or keeping them away, can to trigger a defensive response or discourage fireballs.
- You usually neglected jumping roundhouse. Has a very long reach to it!
- Raw Bull Heads are all punishable to varying degrees: this is where the st. MP buffer comes into to negate that risk a bit, but not entirely.

Two further pieces of feedback worth elaborating on: you back yourself into a corner too easily. There's nothing inherently wrong with moving backwards when the need for it arises, be it to respect potential threats or to reposition yourself for a counter-attack of your own, but a grappler loses a lot of its scare factor if you don't create pressure by walking forwards. This is admittedly a nuance that requires confidence and patience, the latter due to the timely blocking you'll need to do, but it's necessary for the likes of Birdie so that (much like yourself in these videos) your opponent will eventually faces a wall behind him. This in turn limits their evasive choices as well as make their attack options more manageable and predictable. Here's how I took advantage of this principle in a match despite being outclassed by the Ryu. If you need to wait for your moment amidst projectile 'spam' however, use neutral jumping or one of Birdie's many tools to avoid them. Forward fierce punch for the armor on start-up, timely Bull Horns to go underneath them with the EX version also having 1 hit of armor, any of the Bull Heads or Horns during V-Trigger for armor on start-up, the chains with the EX version outright destroying them, down-forward FP for the slide et cetera.

Secondly, you have to be careful about your V-Trigger activation. Birdie's is significantly slower than most characters' and some can even punish you on-reaction from quite a length, but there's four ways to go about it. #1 is simply knowing your safe distances, and I'll illustrate the remaining three for you:

dyqtfv.gif
qdlmdr.gif
dsupfl.gif


#2 is for when an enemy stays close enough (such as when you're cornered) for a raw V-Trigger to be unsafe, so use a longer normal to take advantage of block stun.
#3 uses it as a combo extension, threatening it with a cross-up. Hold a button for Bull Horn during the chain grab animation, be careful to use it against those with wake-up reversals like a Shoryuken.
#4 is to make Bull Heads safe on block, but if you do connect a blow, you have a combo opportunity on your hands. EX Chain mandatory for anywhere else on the screen.
 

Kinsei

Banned
I've only checked out the losses and the Nash win, for the record. Notes I took:

- Sometimes you had to right idea as to when something was punishable, but doing so with crouching FP or sweep is questionable.
- Use faster normals in other words, or a combo like st. LK x st. LP x LP Bull Head.
- You need to recognize jumpers like the Cammy you lost to. Too random to hit on the ground, so air-to-airs and anti-airing would've benefited you a lot here.
- On that subject: hardly ever seen you use Birdie's crouching MP, one of the strongest anti-airs in the game! Here's an efficient training mode method.
- You have a tendency of throwing chains too often and too soon; slow wind-up, unsafe on block and moreso meant as a tool for when you notice enemy patterns.
- Same can be said about Bull Revenger, the leaping grabs; tone those down a bit from afar. When up close, standing LK into LK Bull Revenger to catch blocking people off-guard.
- You yourself also jump too much. Grapplers (even hybrids like Birdie) shine at playing the grounded game and their jumping arcs are usually too slow or high, or both.
- Very rarely saw you use Birdie's standing MP. Solid normal at a certain range and relatively easy to buffer a Bull Head behind it.
- I felt that Birdie's standing MK was also underutilized as a poke, but you tried. Crouching MK not good up-close.
- Practice using the various V-Skills more when appropriate.
- Random examples: donuts for V-Meter if someone zones you out from full-screen, banana for pinning people down or keeping them away, can to trigger a defensive response or discourage fireballs.
- You usually neglected jumping roundhouse. Has a very long reach to it!
- Raw Bull Heads are all punishable to varying degrees: this is where the st. MP buffer comes into to negate that risk a bit, but not entirely.

Two further pieces of feedback worth elaborating on: you back yourself into a corner too easily. There's nothing inherently wrong with moving backwards when the need for it arises, be it to respect potential threats or to reposition yourself for a counter-attack of your own, but a grappler loses a lot of its scare factor if you don't create pressure by walking forwards. This is admittedly a nuance that requires confidence and patience, the latter due to the timely blocking you'll need to do, but it's necessary for the likes of Birdie so that (much like yourself in these videos) your opponent will eventually faces a wall behind him. This in turn limits their evasive choices as well as make their attack options more manageable and predictable. Here's how I took advantage of this principle in a match despite being outclassed by the Ryu. If you need to wait for your moment amidst projectile 'spam' however, use neutral jumping or one of Birdie's many tools to avoid them. Forward fierce punch for the armor on start-up, timely Bull Horns to go underneath them with the EX version also having 1 hit of armor, any of the Bull Heads or Horns during V-Trigger for armor on start-up, the chains with the EX version outright destroying them, down-forward FP for the slide et cetera.

Secondly, you have to be careful about your V-Trigger activation. Birdie's is significantly slower than most characters' and some can even punish you on-reaction from quite a length, but there's four ways to go about it. #1 is simply knowing your safe distances, and I'll illustrate the remaining three for you:

dyqtfv.gif
qdlmdr.gif
dsupfl.gif


#2 is for when an enemy stays close enough (such as when you're cornered) for a raw V-Trigger to be unsafe, so use a longer normal to take advantage of block stun.
#3 uses it as a combo extension, threatening it with a cross-up. Hold a button for Bull Horn during the chain grab animation, be careful to use it against those with wake-up reversals like a Shoryuken.
#4 is to make Bull Heads safe on block, but if you do connect a blow, you have a combo opportunity on your hands. EX Chain mandatory for anywhere else on the screen.

Thanks for the advice. I'll be sure to practice it all the next time I play.
 
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