Basic Q&A Thread

Alright. So to conclude this (again), as opposed to what senzait said, there is no difference between 236:B and 236B, except visuals. The difference between 236(B), and 236:(B) is the fact that the JF version has juggling opportunities.

To pull off 236:(B), I need to press and hold B at the exact time when my control stick hits 6 right?

I'm pretty sure that senzait's post was a typo. :P

the 236:(B) JF is the only one to give juggle opportunities, correct. 236:B is a flashier version of 236B that I think knocks a tiny bit further back than normal 236B does. That's the only difference between the two.

And yes, to pull off 236:(B) Press and hold B as soon as you hit 6.
 
So, I don't really get 3d fighters in the same manner as 2d. Like when I see a match, I don't always get what's going on, sometimes it just looks like random pressure- this is more of a tekken/vsav thing for me since this and Virtua Fighter aren't as fast. What should I be looking for? What are my goals here? Generally if I play I look for things I can hit- like getting in range for an attack, out again to dodge and then a hit attempt. It just feels different, I can use some of the same things but it just seems to kind of flow without too much thought.

What should I be on the lookout for, and what should I learn? I use Nightmare, SCIV. I know I'm best at mid range or so until i can get some momentum going, since I've been playing him for a while... But I don't have it down like I have street fighter down.
 
So, I don't really get 3d fighters in the same manner as 2d. Like when I see a match, I don't always get what's going on, sometimes it just looks like random pressure- this is more of a tekken/vsav thing for me since this and Virtua Fighter aren't as fast. What should I be looking for? What are my goals here? Generally if I play I look for things I can hit- like getting in range for an attack, out again to dodge and then a hit attempt. It just feels different, I can use some of the same things but it just seems to kind of flow without too much thought.

What should I be on the lookout for, and what should I learn? I use Nightmare, SCIV. I know I'm best at mid range or so until i can get some momentum going, since I've been playing him for a while... But I don't have it down like I have street fighter down.

The first thing I would say to any 2d player coming into a 3d game is that you have to fundamentally get rid of the way you understand "footsies" as you do in a 2d game. In a 2d, your 3fr low poke transitions into combos, and often knockdowns, so fishing for quick/light hits is optimal, however in SC4, that can get you into a ton of trouble or yield you no reward, most low pokes are negative frames on hit; and quick mid hitting pokes, like most characters BB's provide minimal frame advantage and worse, push the opponent away.

The primary goal of a 3d game is to make your opponent react poorly to what you intend to do, based on what your characters strength is.

For Nightmare in particular, you need to score a knockdown and run his amazing okizeme and wall/Ring out game. The problem is, Nightmare has trash frames on block, so he has to be either highly risky, or opportunistic. Generally, throw out safe pokes like 3K, 1K and such to frustrate the opponent, and force them to attack you while you have the life lead; and score CH knockdowns with 6K, 4KK, agA, and such. If they don't bite, continue to be annoying with pokes and throw often, Nightmare has amazing throw range, and throws also score you the knockdowns your looking for. Once you get those knockdowns you can play riskier, incorporating his 1A, tech traps, and other less than safe tools.

Hope this helped, a little.

-Idle
 
ok, so not too different from what I've been doing.
any ticks for them tharr throws?

edit: so yeah, mindgames don't really happen from normals in this. what about movements? like generally dashing in for a low and then hitting high. something like that.
 
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