just wanted to expand on this since i'm a man of culture who mainly uses grapplersFun fact: 360s are really 270s
I had trouble with QCF when I was younger but these days I breeze through pretty much all commands.
That's still basically a quarter circle move but with one extra input at the front, it's forward then quarter circle forward
Yes, the motion is forward, down, down-foward + punch, but many modern games will accept it if you stop at forward, and it's typically easier for people who are having trouble doing the motion (the people this thread is aimed at) to do it that way if the game they're playing accepts itExcept you have to stop on the diagonal. Go too far and you'll hadoken instead.
What controller are you using? There's not much difference between say, a down -> forward and a back -> forward.Nah, but I could use help with b->f motions in MK11 and NR fighters.
Holy shit the success ratio for me is poor and has caused me to pretty much abandon those games. Even the tutorials had me raging.
What's happening with charge moves for you? Maybe you're not charging long enough?I never had much problem doing hadouken/shoryuken even on the keyboard (yes I played SFIV mostly on the keyboard) but charge moves are impossible for me even in the DS4
Nah, that won't happen. Or at least it shouldn't in modern fighters.Except you have to stop on the diagonal. Go too far and you'll hadoken instead.
What's different with charging in Skullgirls?I feel like QCF and the like aren't hard to learn once the concept is there.
Charging though? Now that's a pain in the ass. I can be about mid-tier for fighters, but I'm a newbie if I'm stuck with a heavy charge character. Outside like skull girls (which is how all charging should be imo)
I've been maining charge characters since sf2 so I'm always curious when I see people struggle with them. What is it exactly? Figuring out buffer opportunities?I feel like QCF and the like aren't hard to learn once the concept is there.
Charging though? Now that's a pain in the ass. I can be about mid-tier for fighters, but I'm a newbie if I'm stuck with a heavy charge character. Outside like skull girls (which is how all charging should be imo)
Not at all. There is a massive uphill battle to learn what to do after that.It would be neat if this provided people an opportunity in a easy place to learn these basic fighting inputs. Once you have all the quarter circle stuff and dragon punch down you're pretty set in a whole lot of fighting games.
honestly i didnt even know how to chargeWhat's happening with charge moves for you? Maybe you're not charging long enough?
I'm better at it now, but for a long time I had trouble buffering back/down while doing other attacks. For example Blanka's j.HK > st.HP > Rolling Attack (forward Blanka Ball). You need to hold back the moment you jump and keep holding it while you kick and punch. It's like your left and right hand are constantly out of sync.I've been maining charge characters since sf2 so I'm always curious when I see people struggle with them. What is it exactly? Figuring out buffer opportunities?
Guile's Sonic Boom:
I think the problem is that I either used punch through the whole movement, or after i pressed forwardGuile's Sonic Boom:
- Hold back for 2 seconds.
- (Quickly) press forward and punch.
dpads are recommended over analog sticks in general for fighting games because of their immediate input - they're either being activated or they're not - whereas an analog stick has degrees it has to move before activation occurs which can feel weird. But some people prefer analog sticks for motion inputs (especially 720s) because they like to roll the stick against the edge.are dpads actually easier than the analog sticks for command inputs?
I still maintain to this day that people who can dash super with guile and deejay in sf4 are wizards.Command and charge input aren't hard once you figure out the charge time and the correct motion of a DP.
What I struggle the most is Guile's Super Input. In practice I can do them but in a match I always end up doing the wrong thing
Yeah, I can see that. I think if I were to try to start fresh and explain charge characters to someone completely new the way I would maybe try to tackle this is explaining something like: Buffering is your neutral now. Always look to get back there.I'm better at it now, but for a long time I had trouble buffering back/down while doing other attacks. For example Blanka's j.HK > st.HP > Rolling Attack (forward Blanka Ball). You need to hold back the moment you jump and keep holding it while you kick and punch. It's like your left and right hand are constantly out of sync.
I've been maining charge characters since sf2 so I'm always curious when I see people struggle with them. What is it exactly? Figuring out buffer opportunities?
The timing is definitely what gets me. I can definitely charge play, but it's really obvious that i'm getting a charge ready. Rather than being able to do it seamlessly.
. Charge moves usually have some positive to them that regular motions don't have because of this.
It's suppose to be obvious, that's the point. Charge moves usually have some positive to them that regular motions don't have because of this.
if you can stomach the dino crisis series, you can input a charge commandI can get that to a point, but you see higher level plat for Characters such as Boxer and Q and to me it doesn't come across as obvious. At least not similar to say Guile and his flash kick.
Controversial opinion:
A sonic boom is easier to perform than a hadouken.
Why? Because it's literally just back-forward+punch. Only thing is you hold the back for 2 seconds before you press forward.
I struggle with the DP motion.
It either doesn't come out or it only register the QCF motion.
The true 50-50 mix up.
Keyboard is why I think I'd struggle, I've been PC gaming for decades and I still hate it as a controller. Even on a pad or stick quick switching between multiple buttons in general can throw me off, it's a major reason I'm bad at combos too. My brain just doesn't seem to cope and I hit things in the wrong order. I can hit rotations with my thumb all day compared to that.it was awkward at first too but i love it for anime fighters. Also helps that when i was a kid, i played KOF98 and 2002 on a keyboard for years. Games with a lot of double tapping work great for me on hitbox but stuff like shorthops and SF chains for the most part i have a lot of trouble with and switch back to regular stick. Def give it a shot though if you ever get the chance. you'd be surprised.
The ol "could be anything" mixup.I struggle with the DP motion.
It either doesn't come out or it only register the QCF motion.
The true 50-50 mix up.
I will say in smash also I have TONS of problems trying to do a shoryu out of an up air. Going from up to the shoryu motion is pretty challenging and I need to get used to it.
Think of doing dragon punches like drawing a little zigzag. A fireball is a little swoosh, and a dragon punch is a little zigzag.
just wanted to expand on this since i'm a man of culture who mainly uses grapplers
as long as you hit all 4 cardinal directions in one smooth motion (counting diagonals in some games) then the game will "accept" the 360 motion
example, going from left to down to right to up-right+punch
Well judging from a number of the responses in here, it seems a lot of people can do a fireball but struggle with charge inputs. I think it's another case of not knowing how to do it properly.Oh absolutely, i'm not even sure that can be considered controversial.
Half circle then up+attack works too. Really easy on keyboard/hitbox.just wanted to expand on this since i'm a man of culture who mainly uses grapplers
as long as you hit all 4 cardinal directions in one smooth motion (counting diagonals in some games) then the game will "accept" the 360 motion
example, going from left to down to right to up-right+punch
I feel like this kind of misunderstanding is what happens a lot.
Most games, the shoryuken input has priority over the hadouken input so you might end up getting shoryuken when do dash/walk forward hadouken too quick.Except you have to stop on the diagonal. Go too far and you'll hadoken instead.
The input buffer in some games can be SO Shoryuken favoured that you can literally do forward, back, quarter circle forward and still get a DP.Most games, the shoryuken input has priority over the hadouken input so you might end up getting shoryuken when do dash/walk forward hadouken too quick..