>>323511793 There isn't a way to "speed up" charge times. You just have to learn how long it takes to get the charge for your move.
A common tactic is to start charging during a blockstring. You can charge while you are hitting buttons; you don't have to be neutral to get charge.
Also, knowing when you can start building charge again after using charge is important. For example, with Guile when you throw a sonic boom, as soon as you hit the button to throw it, you can start holding back for another charge immediately as soon as the sonic boom comes out.
You crazy nigga, try it in any SF with charge projectiles, if you start holding back before hitting the button, you still get your move, and it starts the charge on your next sonic boom. Only thing that prevents you from throwing another after that most of the time is having another on the screen already. Remy's LOV machinegun is awesome shit because of this, he can have a high and low sonic boom onscreen at the same time, so, charge, forward, back, punch, wait a bit, forward, back, kick, and just keep doing that to piss off anyone.
And to everyone else, that shoryuken shortcut does work, but it's babby tier shit that'll give you a super if you're overzealous. Best time to use that shortcut is for any shoryuken motion move that you're trying to cancel into another quarter circle move. So, for Dudley, I like to use liver blow, into jet upper, into rocket upper. F+MK, down, down forward, punch, forward, down, down forward, forward, punch again. Precise execution is what really blows people up, I'm still learning, but shit's great man.
Now that I'm playing on stick, shit like that is much easier without thinking too much in the moment. And in that shortcut I explained, the MK is the liver blow, actually steps forwards while throwing out the move, fast as hell, and if you KNOW it's gonna hit, why not cancel that into a jet upper, which is the first punch while pointing down forward, making sure it's HP so you get the 2 hit jet upper that'll leave you on the ground, and completing that second circle with a drum of all 3 punches to maximize your chances of hitting that super.
Fuck, I wanna play now, but don't feel like dealing with online bullshit lol
Just slow down, take your time, and remember, because it's what helped me on the stick, left faster than right. You MUST complete the input before hitting the button, that's all. If you mash the shoryuken motion then hit a punch when you need to, fine! Mashing the motion AND jamming the punch? Game's gonna tell you to fuck off and give you it a bit later than you needed it. It's best if you don't mash at all and just become a speed demon, but at least complete the input before hitting the attack, big issue lots of people have with SF
>>323514920 Eddie (Zato's shadow demon thing) performs moves when you release a button, so doing solid pressure with Zato involves pressing buttons for Zato's moves and releasing buttons for Eddie's moves in tandem
>>323511793 You don't, it's all about holding the charge while performing another action; there is no restriction on when you're allowed to charge a move (though you will lose the charge fairly quickly if you let it go) and charge times are somewhere around 1.5-2 seconds in SF (they're even shorter in most other games)
I pretty much play Remy to be a lockdown prick, Hugo to run around and just gigas motherfuckers out of dashes (DASH INTO GIGAS MOTHERFUCKER HELL YEA), and Dudley to just go all around "Fuck you, I'm hitting low again bitch!". Truly one of the last great SF games, taking out parrying. Like,not a damn thing is overpowered about precisely stepping into an attack and nullifying it's damage. When I parried my first denjin hadouken, then did a command dash and cancelled it into a rocket upper, that SFIII was the BEES FUCKIN KNEES
Damn.......... I gotta leave this thread before I lose my night to online rage lol
How the fuck do you play chun li? I was trying to figure some street fighter characters for the hell of it, and she was really weird
Also I think it was zangief that had some impossible shit where you have to rotate the stick in a full circle, then attack, but when you did the full rotation, you would jump from pressing up, and jumping would ruin the move
>>323520693 Nah you can do f, hcf and still get a dp if you are fast enough. It's all about waiting just enough time so the f doesn't register anymore.
Also for whoever said it: 33+P doesn't actually register a DP input in SF4. You need a minimum of 3 inputs to do a srk: any forward input, followed by any down input followed by any forward input then punch. If you did a trough 33+P no dp would come out.
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