Ultra Street Fighter IV

Ultra Street Fighter IV

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ToxicVampire May 3, 2015 @ 10:00am
Help with combos
So with SF5 on the horizon, and the fact I got this game free through Loot Crate, I want to spend some time with it. I'm new to SF (haven't played since 2) so need some help on combos. I'm doing Ryu in trials and can't do the simple crouching medium punch, crouching medium punch, crouching heavy kick. I'm fine in games like MKX or Killer Instinct but this seems really strict on the timing. I'm using the MKX X1 controller but I also tried with keyboard but didn't seem to matter. Thanks for any assistance.

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Showing 1-15 of 19 comments
I think crMP to crMP is a 2 frame link. It's fairly difficult for a beginner. You basically have a ~32ms window to press MP the second time. Too early = nothing; too late = blocked. After a lot of practice overall you'll be hitting that close to 100% of the time though
ToxicVampire May 3, 2015 @ 11:00am 
Thanks for the quick replies. I think I just needed to spend more time. Chalk it up to a beginner wanting results instantly I guess. I think I'm up to trial 12 now with Ryu. It took me a while to do some of the more advanced ones after the one I was having issues with, but it helped to break them down a couple moves at a time to see what they looked at. And Exzyleph what helped me to bridge the attacks was when I saw the attack land, hit the next button.

Yuns and Roses I need to read up on frames and what not. I've read through the Shoryuken beginner's guide and it talks about it but I've never spent time looking at moves and how many frames they take.

Anyways thanks again to the both of you for the help. It's a fist pump moment for a noob when you finally nail down a big combo.
ToxicVampire May 3, 2015 @ 11:02am 
Originally posted by Marcao:
https://www.youtube.com/watch?v=s7JPfQaLOwA
look the timing
Sorry missed this during my long reply. I saw some other videos from him but it was a mix of characters. I'll have a look at this. Thanks
DasMack May 3, 2015 @ 2:40pm 
What you want to start doing is to develop a mental timing of combos and moves so you gain a rough understanding of when a move finishes and how long a move takes to start up. This will help your ability to combo becuase you'll have a mental grasp of how the combo is supposed to look and feel when it is executed properly.

Finally, practice makes perfect, everytime you launch USF4 you should spend the first 15-20 minutes in training mode practicing your BNB's and setups. this will help your confidence in a match and your ability to capitalize on mistakes your opponent makes with the proper punishes


Hope this helps :SFvictory:
LiangHuBBB May 3, 2015 @ 11:26pm 
compared to MKX or IGAU you need a specific timing on 1 frame links
it takes quite sometime until you finally get more consistent on those
just keep repeating those bnbs everyday before going online till you got
a muscle feeling for those combos
DeafMeat May 4, 2015 @ 6:55am 
I just tried the trials, and spent 10 minutes (timed it) on trial 10 with Chun Li (Jumping H kick, crouching H Punch, Spin Kick) and I have no idea what the difference is between getting the first two parts right and wrong is. I know they show you a success on the on-screen thing, I just have no idea what I'm doing different on a successful one and a fail.
Originally posted by DeathMeat:
I know they show you a success on the on-screen thing, I just have no idea what I'm doing different on a successful one and a fail.

I just booted ultra to try it. Basically try this: Hold down (charge for 2+ seconds) then try crouching HP into MK spinning bird kick. The trick is that you should be pressing MK as the crouch HP connects (and up slightly before that or at the same time). That will cancel the recovery animation of the crouch HP into the spinning bird kick.

Once you've got that down there's one additional step to doing the trial: As soon as you hit up-forward to jump, start holding down (or down-back). This lets you charge the downward input whilst in the air. Just a tip too, try and press HK a little later in the air if you have trouble going from jumping HK to crouching HP.
ToxicVampire May 4, 2015 @ 6:14pm 
Thanks for all the tips.
Bruno May 4, 2015 @ 10:07pm 
Originally posted by DasMack - Da EaSt SiDe KiLLa:
Finally, practice makes perfect, everytime you launch USF4 you should spend the first 15-20 minutes in training mode practicing your BNB's and setups.

Sorry, BNB'S and setups? What are these?
ToxicVampire May 5, 2015 @ 3:53am 
Originally posted by zoidberg:
Originally posted by DasMack - Da EaSt SiDe KiLLa:
Finally, practice makes perfect, everytime you launch USF4 you should spend the first 15-20 minutes in training mode practicing your BNB's and setups.

Sorry, BNB'S and setups? What are these?
BNB would be bread and butter, related to combos that you can reliably pull off. Not too sure about setups but I'm guessing getting the other person in a position to pull off said BNBs.
DasMack May 5, 2015 @ 12:02pm 
Originally posted by zoidberg:
Sorry, BNB'S and setups? What are these?

Setups are where you try to place your opponent in a position where they have to react or feel they have to react with a certain action.

i'll use a basic example something very simple, you land a knockdown, while they are on the ground you start charging up a focus attack beside them. they could think you might just let it go and get them with a crumple if they block, so they might spam DP to stop you from hitting with the lvl 3 focus attack. instead of letting it fly you back dash, making them whiff the DP and allowing you to punish them for big dmg.

There are much better setups that the one I gave an example for, but that is the jist of it, you are setting up the opponent for big combos or big punishes usually through either whiff punishing, frame trapping the opponent, ambiguous positioning or combo resets to maximize damage.

Hope that makes things a bit clearer :SFvictory:
Last edited by DasMack; May 5, 2015 @ 12:04pm
doc May 6, 2015 @ 6:31am 
Keep in mind the trial combos are meant to be challenging, they're not practical in a real match for the most part.
OPI May 6, 2015 @ 7:55am 
you might find that listening to the sound effects of moves/punches for this helped me with my timing.
Of course each character has different timings to each other.
Keyserv May 7, 2015 @ 2:21pm 
Ryu has nothing but 1 frame links. The "most difficult" links in the game. Some are easier than others, depending on the recovery frames of said normal. Some have a very simple timing, while others require waiting slightly less or more depending on the move. There is also the plinking technique, or priority link. This adds another frame to your input, increasing the link window by 1 frame.

On my arcade stick, in order to perform this technique, I simply raise my index finger up about one inch from my middle finger. The middle finger will be pushing the button I want to link in to. The index finger will be priority linking the next lower button in the game's priority code.

Sounds kinda complicated, but it's really simple. Imagine hitting two punch buttons for an ex move at the same time. Raise one finger slightly higher and perform the same button tap. If you do it properly, for example let's say Ryu's cr.mp > cr.mp, you will see cr.mp followed by cr.mp+cr.lp immediately above it on the inputs in training mode.

It's not hard. It just takes some getting used to. Bear in mind you can only priority link with a button that is lower on the priority list in the game code. The priority coded in the game is as follows:

HK > HP > MK > MP > LK > LP

So you can theoretically plink cr.hp with cr.lk if you wanted to. But physically it'd be a bit harder. So when I plink cr.hp I use cr.mp merely for ease of execution.

If you have any more question, feel free to send me a message. I've been playing this game for a long time.
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Date Posted: May 3, 2015 @ 10:00am
Posts: 19