how i discover setups and bombos in fightans?

how i discover setups and bombos in fightans? i dont want to rely on youtube or twitter anymore but i feel like such a brainlet in training mode. i get as far normal > special and that's about it. is it just perseverance? am i too moronic? would feel amazing to evolve my favorite characters fighting styles naturally instead of just copying other people.

help me sauce bros.

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  1. 3 months ago
    Anonymous

    Largely depends on the game but in general, if you know normal > special works then see if special > super works. Then you know normal > special > super works. Then you can see if normal > normal works or Special > special or super > special or special > normal or something else works.
    Just experiment and take things in parts then put them together.

    • 3 months ago
      Anonymous

      This is the main thing for low-mid levels. Just find what works in pieces and then connect these bits of info together into larger sequences.

      a lot of discovering setups like frame traps and safe jumps is just knowing the numbers and finding what in your kit is precisely that number of frames

      This is also true, BUT the thing to remember is that the numbers only matter when you need to figure out what works. You do not need to actually memorize the numbers, you use them to figure out what's safe/unsafe/plus/frame trap on block or gives you a good knockdown or can link into something else.

  2. 3 months ago
    Anonymous

    a lot of discovering setups like frame traps and safe jumps is just knowing the numbers and finding what in your kit is precisely that number of frames

  3. 3 months ago
    Anonymous

    AIIIEEEEEEE DONALD SAMA PLEASE SPARE ME

  4. 3 months ago
    Anonymous

    it probably mainly involves finding out which specials can put the other guy in a juggle state and either digging out frame data or trial and error.

    • 3 months ago
      Anonymous

      why is juggle state extremely inconsistent and arbitrary in every fightan game except platform fighters?

      • 3 months ago
        Anonymous

        What do you mean?

        • 3 months ago
          Anonymous

          how do I explain this? well when my hitbox collides with the enemy's hurtbox yet nothing happens because I already juggled them with that move before, it doesn't make sense. or a move knocks them up but it doesn't put them in just the correct state for a normal but a special will work. inconsistent

          • 3 months ago
            Anonymous

            Hitstun decay and same move proration can be annoying but they're not inconsistent. Once you know how they work you can adjust your combos around them.
            Not every fighting game uses them either. I hate to suggest it but you might want to try Skullgirls. It doesn't use hitstun decay at all.

            • 3 months ago
              Anonymous

              It is logically and intuitively inconsistent, not internally inconsistent.

              • 3 months ago
                Anonymous

                I can see how it'd be inconsistent in that sense but fighting games with a juggle system need a way to prevent people from being juggled infinitely. It's a necessary evil.

              • 3 months ago
                Anonymous

                Smash solved it over two decades ago

              • 3 months ago
                Anonymous

                Smash solved it by changing the mechanics so much that people argue over whether it's even a fighting game.
                There needs to be a way to prevent infinites without straying too far from what makes a fighting game a fighting game. Hitstun decay is what most devs go with since it's easy and most people that have played a fighting game already know how it works.
                I agree that it's not the most intuitive solution but turning every fighting game into smash isn't a solution either.

              • 3 months ago
                Anonymous

                You can implement wall teching and directional influence without turning it into a platform fighter you know. Like traditional movement and traditional inputs are compatible with DI... no reason they wouldn't be

              • 3 months ago
                Anonymous

                That might work but then every hit becomes a mixup doesn't it?
                Killer Instinct and DOA do something similar but those combo systems never caught on. I guess people prefer their guaranteed damage for getting a hit.

              • 3 months ago
                Anonymous

                Directional Influence subtleies work because of analog control. Even top players admit that DI is one of the things that is worse on the smash box.

                You can still make it work, hencebeit.
                >8 directions on joystick
                >input 2 different directions within a timing window
                >input two differnt strengths of attacks within a timing window

                Learn fundamentals first you fricking homosexual OP sucking wiener all day yum yum gargle *glrk*

                >basic knowledge of how game mechanics work (stuff like crossup protection)
                >basic knowledge of hit stun and block stun
                >creativity
                >patience
                thats pretty much it. i used to have a huge folder of raven and kimberly setups i found in T7/SF6 to use on people lmao

                Learn frame data, what cancels into what, basically each move's properties (if it's a launcher, if it's untechable, etc). From there try to come with basic combos and try to introduce more stuff into it slowly. This is all a waste of time by the way unless the game is very new

                But learning combos is fun.

                It is logically and intuitively inconsistent, not internally inconsistent.

                So in super street fighter 2 turbo, they had a nice and simple juggle system.
                >every character has one attack thatll launch
                >every chara has an attack thatll follow up
                >you can follow up for up to 2 hits on the combo counter
                So like Ryu's f.jump mp, which automaticall hits twice, will end the combo.
                >super combos can add four hits total to the combo counter
                If the opponent is grounded, all of the hits will connect. If the opponent is just jumping, only a single hit will connect; this is consistant with the rest of the game. If the opponent is in a juggle state, only some hits of the super will connect.

                Arcade games have a tendency to make these unseen mechanics obtuse and archaic. If these simple rules didnt change from game to game, there wouldnt be any fun in learning juggle combos.

              • 3 months ago
                Anonymous

                I was thinking archaic as in archives. I meant esoteric.

                gomen

      • 3 months ago
        Anonymous

        because if you could figure out fighting game mechanics easily you probably couldn't knowledge check or frametrap people easily but those are necessary because most fighting game players agree the player who has played more should have advantage.

      • 3 months ago
        Anonymous

        Play Koihime, they have universal command normals for ground bounce, wall bounce and launcher when you land a crush counter (Hougeki). You can even just do basic combo that just presses those buttons in succession until you're ready to expand on them. Most of the game itself is about getting nice pokes so you don't really need to lab combos unless you wanna style and optimize damage when you land the Hougeki.

        • 3 months ago
          Anonymous

          And another thing IIRC there's even an on-screen indicator to show when you've used them as you can't repeat the same command normal in a hougeki combo.

  5. 3 months ago
    Anonymous

    !yuri
    !alan

  6. 3 months ago
    Anonymous

    I just watch any tournament and copy the combos or watch the top players replay

  7. 3 months ago
    Anonymous

    Play mirrors, and get your shit kicked in and look at what the opponent is doing. Pay close attention to starters.
    That's how I did it.

  8. 3 months ago
    Anonymous

    Learn frame data, what cancels into what, basically each move's properties (if it's a launcher, if it's untechable, etc). From there try to come with basic combos and try to introduce more stuff into it slowly. This is all a waste of time by the way unless the game is very new

  9. 3 months ago
    Anonymous

    Learn fundamentals first you fricking homosexual OP sucking wiener all day yum yum gargle *glrk*

  10. 3 months ago
    Anonymous

    >basic knowledge of how game mechanics work (stuff like crossup protection)
    >basic knowledge of hit stun and block stun
    >creativity
    >patience
    thats pretty much it. i used to have a huge folder of raven and kimberly setups i found in T7/SF6 to use on people lmao

  11. 3 months ago
    Anonymous

    Srk wiki combo notation guide. It will teach you what lp,lp,lp and cr.mkxxfireball means. This notation is a good list of all the different combo possibilities, how they work and how to execute them. SF4 trial mode taught me a fair bit, but those combos werent practical.

    Im pretty sure 1 out of the 5 latters in my capstcha is cut off

  12. 3 months ago
    Anonymous

    How hard is it to set up a non shitty Salty Bet like stream for fun?

    • 3 months ago
      Anonymous

      Judging by how many games that partychads channel keeps adding, not very hard. I wanna see hyper street fighter alpha. Theres a way to have continous random CPU matches. I know twitch has a way to bet imaginary points implemented into their chat client, now.

  13. 3 months ago
    Anonymous

    Why hasn't saltybet been upgraded in 4 years?

  14. 3 months ago
    Anonymous

    Was just labbing Victor in T8 with no intention of maining him and found an 85 damage combo on stages with Wall Blast.

    • 3 months ago
      Anonymous

      LVDO....
      Can you post it?

      • 3 months ago
        Anonymous

        >While in Heat
        wr1 df42 (enters stance) 11 (exits stance) dash 432 (Wall Blast) f1+2 (hold forward for dash cancel) df42 (enters stance) 2
        Though I did also just find a variant that has more corner carry before the wall and does only 1 less damage:
        wr1 df42 (enters stance) 11 (exits stance) f1+2 (hold forward for dash cancel) 432 (Wall Blast) df42 (enters stance) 122

        Tested both from round start on the Underground Arena stage.

      • 3 months ago
        Anonymous

        >While in Heat
        wr1 df42 (enters stance) 11 (exits stance) dash 432 (Wall Blast) f1+2 (hold forward for dash cancel) df42 (enters stance) 2
        Though I did also just find a variant that has more corner carry before the wall and does only 1 less damage:
        wr1 df42 (enters stance) 11 (exits stance) f1+2 (hold forward for dash cancel) 432 (Wall Blast) df42 (enters stance) 122

        Tested both from round start on the Underground Arena stage.

        Managed to find better damage without starting in Heat:
        wr1 df342 dash df42 (enters stance) 11 (exits stance) 2+3 432 (Wall Blast) f1+2 (hold forward for dash) f1+2
        That does a clean 100 damage.

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