BerryTogart
Bolt Thrower.,
- Joined
- Mar 21, 2014
- Posts
- 1,407
I recently did put a bit of my little spare time into SFA2 Gold on the Saturn and started to look a bit more into cancels.
There are a couple of things I wonder about:
For those who have more or less "mastered" cancels in fighting games: How does gamespeed affect your performance?
Personally I ironically have a much easier time to perform basic cancels (Ryu standing MK into Fireball/Hurricane, etc.) on Turbo2 than on "Normal"
After experimenting in practice mode a bit I found that Arcade Mode doesn't even offer the choice between Turbo1 and 2 (It felt like Turbo1?)
Which are good games to practice cancelling?
Regarding ease of execution and/or guided training modes
How does input lag affect cancelling
From a timing standpoint it shouldn't make much of a difference if you only consider your own combo and no reactions to your opponent. (at the worst the combo would have the same button timings but a "delayed" execution.)
Main interest: Do you do your cancels "visually aided" (look when the hit animation is visible) or are you "auto performing" them and actually wouldn't need to look at the screen timing wise?
When do you start to charge for cancels with charge characters?
E.g.: Charlie. I have a very hard time performing Cross up MK, cr.LP, cr.LK xx MK Flash Kick
Do you start charging down as soon as the jumping animation starts?
Gamepad use
For the moment I use the Saturn pad for practice - does it all come down to personal preference or are some concepts in fighting games generally harder to apply on gamepad/stick?
There are a couple of things I wonder about:
For those who have more or less "mastered" cancels in fighting games: How does gamespeed affect your performance?
Personally I ironically have a much easier time to perform basic cancels (Ryu standing MK into Fireball/Hurricane, etc.) on Turbo2 than on "Normal"
After experimenting in practice mode a bit I found that Arcade Mode doesn't even offer the choice between Turbo1 and 2 (It felt like Turbo1?)
Which are good games to practice cancelling?
Regarding ease of execution and/or guided training modes
How does input lag affect cancelling
From a timing standpoint it shouldn't make much of a difference if you only consider your own combo and no reactions to your opponent. (at the worst the combo would have the same button timings but a "delayed" execution.)
Main interest: Do you do your cancels "visually aided" (look when the hit animation is visible) or are you "auto performing" them and actually wouldn't need to look at the screen timing wise?
When do you start to charge for cancels with charge characters?
E.g.: Charlie. I have a very hard time performing Cross up MK, cr.LP, cr.LK xx MK Flash Kick
Do you start charging down as soon as the jumping animation starts?
Gamepad use
For the moment I use the Saturn pad for practice - does it all come down to personal preference or are some concepts in fighting games generally harder to apply on gamepad/stick?
Last edited: