what is the best timing to continue combo? as in after the 1st hit connected ? or before the 1st hit connected? to input subsequent command
Meaning when they first play you, they don't know how to actually win a fight and they just attack constantly with no real method, which is unpredictable because it's basically random. But, once you play them one time, you see what they're doing, because what seems like random button mashing is actually repetitive. Then it's predictable and they're easy to beat. My problem is those guys keep quitting after the first match.
Some help/tips please!!!! can some of you more experienced players PLEASE giving me a few tips ( i've never played the game until recently. i'd like to play the multiplayer but i lack the confidence to play & since i'm not good i don't want to rage quit. i'm leaning toward the following characters 1-chun li 2- cammie 3-m.bison 4-sagat. i reaaly want to get into this game. i really appreciate ant help/tips. THANK YOU please don't ignore this post as i really need some help.
Street Fighter IV (the first one, not the Volt), has a very good DOJO training, where you'll learn all your characters combos, strategies, weak points and much more. I've learnt playing the game in the DOJO. Actually I'm a bit surprised and disappointed they didn't add the DOJO into Volt.
I think chun li would be a pretty bad choice to start out on. I barely see any and none of them have a good strategy so they get punished easily. With her, it's mostly about poking around and connecting to her kicks. The game is too laggy to use her and it will be hard connecting combos where people can just spam SRK in between and stop you. From your list of 4, I would pick Bison solely to combat the hadouken spammers.
After the 2nd hit of the kick, then hit a standing P. A good half-second after the 2nd hit of the kick.
The Dojo in SF4-vanilla also had a training lesson to help deal with each different opponent. For example, how to deal with fireball walls, how to deal with spin-kicks, how to punish uppercuts, how to tech-throw, and forcing you to learn and jumpkick-combo. That was actually a really good mode. It's been replaced by a more rudimentary combo-trainer in Challenge.
Of the four, either Sagat or M.Bison. I actually really like Cammy, but you need a good lag-free connection to play her effectively. She has good options to get past fireballs, but her effectiveness depends on her speed (and your opponent's hesitation and reaction time). That's heavily nullified by lag if ppl can see her moves coming. As a starter, Sagat is a non-charge character, and has very safe moves. His tiger-knee (downback+SP) is a safe move to use from about one-body-length away. he has low and high fireballs, and GREAT reach on his jump kick. he's a bit slow, so jumping over fireballs might be tough. As with the majority of characters, you're default position should be down+back, i.e. defensive crouch. I've seen a lot of beginners do a standing block by default. You should try to crouch-block, unless they're jumping at you, or a few other unusual circumstances.
i think i'll start out with m.bison or sagat. curious does anyone use the crimson viper character in multiplayer?
Bison is my second favourite character, perfect choice against fireball spammers or any slow character. Only trouble I have is against Cammy who has like the shortest recovery time for moves and is absurdly fast. It's all about timing basically, teleport behind your opponent right when s/he does any move and kick, and use that standing-on-head move. He's also the funniest looking character with very amusing moves in my opinion. Traffic cop with shinguards is what he looks like, very funny guy to be a dictator huh. Mooken uses Viper and is skilled with her, one of the few who uses her too. Most people stick with the traditional people, Ryu, Ken, Sagat. Gets boring since every other fight you play is against a Ryu, Ken, or Sagat, and most of them only use them because they are too lazy to learn strategy and thinks spamming the SP button is much simpler. Too bad they lose most of the time if that's what they do. I don't know why but I find charge-style characters easier to use than non charge characters, even though at surface glance they're supposed to be harder to use since they can't spam moves. I'm terrible with fireball characters like Ryu and much better with people like Honda or Bison.
Is there a way to export saved replays? I hate having to delete the 'least favourite' everytime I want to record a new one. And there are only 10 slots!! Why can't Capcom gives us more or at least a way to export them to Mac. I don't care in what format, even proprietary format than can only be played in Capcom ultraplayer or something.
I was playing a few rounds with a friend earlier with blanka. One of the things to remember is that diff characters have diff jumping speeds. Chun li jumps and floats in the air while landing - that's an uppercut waiting to happen. M.bison as well. This is particularly imp when jumping over fireballs and into uppercut range. Blanka jumps and lands both quick and short. Sagat is slow to start his jump, but has great range if he kicks -- you cans ometimes choose not to kick, so that they'll miss an uppercut when they try. These little nuances will affect your game and tactics.
So the only character I've played before is Ken, I want to try another character so I went with Blanka, was doing fine, figured out some of the charge combos, but when I went into Challenge mode I couldn't even get the first one, I just can't charge fast enough. Any tips?
Charging down+back counts as charging-back as well as charging-down. That's the key. Challenge 1: C.LK, C.LK, Rolling Attack Start next to your opponent, and hold down-back. Hit kick twice (while still holding down-back), then roll your thumb up to back, and hit SP, just after your second kick connects. Challenge 2: Same as Challenge 1, but start holding down-back while you're jumping w the punch in mid-ar. Challenge 4: Tricky. You'll hold the focus, let go of focus, tap forward and immediately charge-down-back (so that you'll stay close, instead of walking away). You'll have to hit revenge before his knees hit the ground. Chellenge 5 Same as 1, except you'll roll your thumb up to back, hit P, then SP. I think the rest are all pretty much non-charging. But yea, as a blanka, always be charging down-back, even when you're jumping towards them. Blanka's jump-kick has pretty good priority, esp if you stick it out early. You can stick the kick just past the top of your jump, and it'll still connect if he's blocking low.
Thanks for this as well! I've never been good at these types of fighting games but I'd really like to try. Hopefully I'll get better