Recommendations for someone new to Super Street Fighter 4 on maining Juri, her Ultras, links and cancels
First, I'm having trouble doing Juri's Ultras, How can i execute them on a PS3 controller? Unfortanately, I don't have an arcade stick.
Also, I've been hearing a lot about linking combos and cancels. How can I do them?
Responses (1 total)
Executing Ultras on a PS3 Controller Pad
As a former pad player on the PS3, I would map the 3xK and 3xP to the L2 and R2 bumpers on the pad. It's tournament-legal (meaning, you can use it in a tournament, it is not a turbo mapping) and it's much easier to use your left or right hand middle fingers to press that bumpter as opposed to using your right thumb and index finger as well as a middle finger on either hand to try and hit all three punch/kick buttons simultaneously.
If your problem isn't with inputting the controller motions, then I would say to relax when it comes to inputting the two quarter-circles. The engine for Super Street Fighter 4 is lax compared to previous versions of the game (Third Strike and Super Turbo), and it gives you a reasonable amount of time to enter the input before thinking you are trying to do something else.
Of course, you will want to quicken your execution time, but you still have to start somewhere.
I would recommend going into training most and turning on the input display, setting your controller bumpers to 3xP or 3xK and then slowly trying to execute the ultra. Once you get the hang of it, you can speed up the execution of Ultra until it becomes second nature.
Links and Cancels
Links and cancels are two mechanisms that you can use to create combos in Super Street Fighter 4. The difference between them is in how they are executed.
Cancels mean what they imply. You do one move and then in the middle of the move (while it is hitting your opponent) you input the command for the move that will cancel the previous one. If done properly, the first move will stop its animation frames and your character will begin to execute the animation for the next move.
More often than not, a cancel is in the form of a normal move (kick, punch, etc, etc) to a special move (in the case of Juri, her Pinwheel Kick, or something similar).
A link is different from a cancel in the sense that you do not begin to input the next move in the combo until the first one is completed. These are usually tricker to execute, but give you many more opportunities than cancels to do more damage/stun/etc.
Also, not all moves can be linked into other moves. It requires an understanding of frame data in order to compare the frame advantage on hit to the startup frames of the next move in the combo.
Again, if there are links and/or cancels (good combos often have both incorporated in them) that you read about or discover, then training mode is your friend here in perfecting your execution. Granted, it can seem like a chore, in that it is tedious and repetitive, but it's better to fail in your execution in training mode than it is in a real match.
