2009-03-08, 10:31 | Link #321 | |
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I really haven't played much SFIV to be honest but buffering in SF IV for certain moves is basically holding down the punch or kick button then releasing it after you've inputted the move. Not all moves are like that but I believe Sakura's jp.fp,SRK is like that. So for Sakura you would jump and while on you're on your way down hit and HOLD fp(fierce punch or I think the game has it as heavy punch) and as soon as do quickly preform the SRK (Shoryuken) movement and release the button. SFIV uses a lot of shortcuts when it comes to directional inputs for example the easy way I do an SRK is like this: DF, D, DF+punch |
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2009-03-08, 14:04 | Link #322 | |
Thread Killer
Join Date: Feb 2006
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Buffering is more generally known as cancelling, but it refers to a specific type of cancelling: normal moves into special moves. So when you do a FP, SRK combo with Ryu, you are buffering the FP into the SRK, as the entire FP animation does not take place. A non-buffering combo example would be Ken's crouching Strong Punch (I guess Medium Punch) comboed into his Super Art 3 in Street Fighter 3: Third Strike. You have to wait for the cr. SP to finish before you can execute the Super Art, but it will still combo. For those trying to practice, I'd recommend 2 in 1s as a starting point. 2 in 1s refer to doing 2 moves in one motion. For example, Ryu can buffer his crouching Forward Kick (or MK) into his fireball. However, instead of letting the stick return to neutral or letting your finger move off the D-pad, you do a fireball motion, hit MK at the start of the motion, then hit a punch at the end of the motion.
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2009-03-09, 01:32 | Link #323 |
Chinese Federation
Join Date: Dec 2007
Location: Vancouver
Age: 34
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At first I was pretty hesitant to get this game, since I thought reviving a good franchise might not be such a good idea. But then I read this review, and now I am definitely going to get this baby!
So, is this game really as good as the review said it was? Because I am really pumped to get it after reading that! xD |
2009-03-11, 02:40 | Link #325 | |
Senior Member
Join Date: Apr 2006
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-> [ Jump ] Heavy Kick -> Heavy Punch -> Shoryuken -> Shinku Hadoken It seems that I can't pre-enter any key from shoryuken before I hit the Heavy punch which make this pretty hard. Is there a easier way? |
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2009-03-11, 12:58 | Link #326 | |
Senior Member
Join Date: Dec 2007
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To be honest, for me at least, I didn't find this one difficult. The key trick to pulling off the Shinku Hadoken right after the Shoryuken, is to very quickly do an Hadoken motion with any punch. You see, when you link from a special move into a super move, you don't literally have to input the whole command sequence for the super move in order to execute it. So, basically what you're going to be doing is, you do the shoryuken motion, immediately followed by just an hadoken motion. What happens in this phenomenon, is that the first hadoken motion is already registered in the shoryuken motion you've done, which means that only one more hadoken motion is required to execute the super move. The Shinku Hadoken should come out if this is done correctly. I'll give you another example to clarify what I mean. E. Honda is my main character. You're aware that Honda's super move is to charge back for two seconds, forward, back, forward +punch, right? Well, there's a way to connect his normal headbutt move (charging back for two seconds followed by pressing forward +punch) into his super headbutt move. All that is required to do this combo connection, is to perform his normal headbutt move, subsequently followed by pressing back and then forward+punch. As you can see, the first part of the super headbutt move is already registered in the prior normal headbutt move sequence. I hope this helps you.
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2009-03-11, 16:41 | Link #327 | |
Senior Member
Join Date: Apr 2006
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For a standing punch, my pad has to be in neutral and then I press the HP button. Once that is in motion, I somehow need to enter all shoryuken steps right away in a very short time. I can do a forward punch into shoryuken very easily but not a standing punch.. May be I am just not good enough yet. More practice needed.. Then, of course, I do a square circle to complete the Shin Hadokan.. This part is easy. |
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2009-03-11, 16:51 | Link #328 | |
Senior Member
Join Date: Dec 2007
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The way to transition from a standing HP into a shoryuken, is to do the shoryuken motion at the same time the HP hits. It will work, but you have to be very quick.
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2009-03-11, 17:13 | Link #329 | |
Senior Member
Join Date: Apr 2006
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Hrm... sounds like I just need to be quick..:P Ok, I will give that a try. Thanks. |
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2009-03-11, 19:42 | Link #330 | |
Osana-Najimi Shipper
Join Date: Dec 2005
Location: Mt. Ordeals
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Can't you buffer a forward motion? Unlike in previous iterations of the series, forward (or back) + HP or HK doesn't result in a throw command anymore.
As such, the way I'd do it is... 1) Land the jumping HK late 2) Forward + HP 3) REALLY quickly D, DF + HP, you only have a few frames grace here 4) in the first frame when shoryuken hits, finish off to a shinku hadouken. You might wanna experiment with just F, D, DF, F + HP, since the D, DF from 3) already counts. Quote:
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2009-03-11, 20:01 | Link #331 | |
Thread Killer
Join Date: Feb 2006
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I'd break this trial up into pieces and get those down first before putting it all together. So practice comboing the jump-in with the HP first. Then practice HP xx SRK. Then practice SRK xx Shinku. Once you can do those three 2 hit combos consistently, start piecing it together, so move onto three hits like jump in HK, HP xx SRk, or HP xx SRK xx Shinku. I generally find that trying to do longer combos is easier by breaking it up and getting the timing down for each part first and then once you've developed a bit of muscle memory, you can do them without having to put a lot of conscious thought behind it. You do have to be quick with the FP xx SRK buffer, and I can't really say more than practice and develop a quick thumb.
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2009-03-12, 13:17 | Link #332 | |
Senior Member
Join Date: Dec 2007
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I know. Sagat's fake kick move is the most useless and stupid move in the game. Trust me, it took me awhile to finally execute it. Here's what you should do and I know that it is going to sound ridiculous, but it worked for me and a lot of other people as well. Set all of the buttons on your controller to Hard Kick. Then, rub the face buttons of your controller onto a smooth/soft surface. Do you have a bed or couch where ever it is you play? It should work once you do that, and it won't really take a long time either. Let me know how it goes for you.
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Last edited by Blackbeard D. Kuma; 2009-03-12 at 14:20. |
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2009-03-12, 13:38 | Link #333 | |
Senior Member
Join Date: Apr 2006
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My PSN is : Fr33_60_f4nb0y |
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2009-03-14, 22:18 | Link #338 |
Osana-Najimi Shipper
Join Date: Dec 2005
Location: Mt. Ordeals
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To put it in short, SF4 plays a lot like SSF2 Turbo (and HD Remix by that extension). There's some things added and some things changed, but overall it played more like the original than SFA or SF3 played like.
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2009-03-16, 08:47 | Link #340 |
Lets be reality
Join Date: May 2007
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After 60 hours of playing on a dual shock 3 controller it seems my skill with the sticks has all but disappeared since I got a Hori FS3 (maybe playing it on my lap is also a reason). I lost about 900 rating trying to adapt to the stick, said fuck it and went back to dual shock 3 and went back up 1300 rating. I guess I'll stick with the ds3 for ranked now and try and get the hang of the stick better in practice.
Not being able to do Boxers headbutt 99% of the time is killing me on the stick, lucky to get it out 50%... other moves are all fine sigh.. but headbutts too vital especially linking it into an ultra. |
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capcom, fighting, ps3, recycling, windows, xbox360 |
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