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Some advice please........

Hey all....... really working on improving my gameplay in IGAU as I have tourney coming up soon. Basically I'm having an issue I hope people can help with. Now this isnt character specific but il use Raven as an example when I give one. Basically I can do combos etc..... but my problem is knowing which to use etc. Let me explain...... I go for a -> 2, 2, 2 the air lift special..... if the 2s hit im fine and get combo, however, if the block im unsafe and get punished. The problem is I feel I have to commit to the input which the special and im living in hope I get the hits. The problem is how am I ment to recognise whether the moves hit or block to then have enough time to adjust the special at the end to make it a safe string. This is the same with all chars..... it seems like I have to commit to the input before I can recognise if the beginning of the move hits. Because of this im rksking the combos and getting punished..... and if I dont risk the special etc.... I end up missin opportunities for combos because im just doing safe strings. How do you learn to do these things..... recognising whether to keep pressuring with a string leaving you at advantage because they block etc..... or knowing when to commit to the unsafe string coz you know it hits and gives you big damage opportunities. For me im always risking the combo that if blocked leaves me unsafe........ do I hit confirm?? Coz it feeos like I dont have the time to adjust the end of my strings to make safe or not???

Thanks in advance - sorry if confusing
 

Bouncepogo

UWOTM8
I'd say it comes down to adjusting how fast you are inputting the combo, work out in training what is the slowest you can do the combo into the special cancel, it is then a case of sticking to that and learning to hit confirm once the first move connects so you know if you should continue or not. Maybe put the dummy to block at random to practice your confirming and combo timings.
 

Sami

Warrior
big edit: oh god i need more sleep and must stop giving bad advice. actual advice here:

f222 is very hard to hit-confirm for newer players as it is a very fast combo, especially when done on a pad. f22u1 will launch the opponent over your head if it connects, allowing you to then f222~special. no hit confirming required.

f22u1 is -5 on block, so if it doesn't hit be ready to deal with whatever comes back at you :)
 
[quote="Sami, post: 839426, member: 11336]big edit: oh god i need more sleep and must stop giving bad advice. actual advice here:

f222 is very hard to hit-confirm for newer players as it is a very fast combo, especially when done on a pad. f22u1 will launch the opponent over your head if it connects, allowing you to then f222~special. no hit confirming required.

f22u1 is -5 on block, so if it doesn't hit be ready to deal with whatever comes back at you :)[/quote]

Thanks..... but looking for more advice In general. Is it literally a case of input combos slower to recognise if hitting and then adjuating the end of your combo etc. I feel im always committing to the same combo in the hope it hits....... when really shouldnt I be recognising if it hits or not to know whether to end safe or go for the full combo ??
 

Sami

Warrior
Yes, you should be reacting to whether or not the starter string (f222) is hitting or is being blocked. My way of doing it is to input f222db as fast as humanly possible and check to see if the final hit is going to hit (i.e. is the enemy in a blocking state or a hit state from the other two hits). If it's in a hit state I'll then input the final 2 to ensure the special move comes out.

Some combos are much risker doing this way, such as those that hit high as the opponent can duck underneath and full punish. For those you really need to input the moves one by one (especially round the high hits) or only use those combos when it's "safe" (in a juggle for example).

Hit confirming is bloody difficult at the best of times, let alone when doing it off fast combos. Practice practice practice in the practice mode until you get the hang of watching to see if the final hit connects. Getting used to inputting the directions for the special during the main string will help matters a lot, as it means you only need to react with a single attack button rather than two/three directions and an attack button.

Jump-in attacks make it easier to hit confirm specials off of combos as the jump-in will put the opponent in noticeable stagger if it hits. You then have time to land and go straight into the combo and follow-up special. Of course, jump-in attacks come with their own danger.

Training mode has an option for random blocking. Use this to get good at hit-confirming, as the game will mix up whether your string hits or is blocked.