Freshman Series: Execution Tutorial

The following tutorial is part of our “Freshman Series” tutorials in order to help people learn to do and practice the difficult, and often confusing motions that many fighting games require of it’s players. The beginning is simple and will ease the player into the games mechanics as not to be overwhelmed. This tutorial is not meant to be done in a single sitting, but perhaps over the course of a week or two.

For each section you’ll first get an understanding and some knowledge of how the moves or concepts are performed. After which, you’ll be given some challenges to do with a variety of characters to practice the concepts that you learned. Each challenge has a level of difficulty attached do it. The challenges should be done in ascending order, starting with the lowest level difficulty and working your way up from there.

Before any of the challenges are some important vocabulary and terms that you should familiarize yourself with. These terms will be used throughout the guide, and require you know them. At any time, you can refer back to them if need be. Also at the bottom of this tutorial you’ll find information about how to download it for your personal use.

Important Vocabulary

LP = light punch; also called jab.
MP = medium punch; also called strong.
HP = heavy punch; also called fierce.

LK = light kick; also called short.
MK = medium kick; also called forward.
HK = heavy kick; also called roundhouse.

s. = standing
c. = crouching
j. = jumping

qcf. = quarter circle forward motion
qcb. = quarter circle backward motion
dp. = dragon punch motion [forward, down, down-forward on the joystick]
bf. = back-forward charge motion
du. = down-up charge motion

normal = any attack initiated by pressing only a button.
special attack = any attack that is initiated by a joystick motion and pressing a button.
target combo = special combos wherein the moves of the combo can be canceled into one another.

left side = to the left of your opponent
right side = to the right side of your opponent.

Links

  • Do an attack. Wait till it ends. Do another attack. This is a “link.” You are “linking” two attacks together in one combo.
  • Links require timing to perform, but are the basis for all combos
  • While the opponent is still reeling back you can hit them again.

Input Tut Link Graphic

Practice Exercises

Do Ryu’s s.MP, s.MP. Make sure the combo counter says “2 Hits.”

Success Lv. 1 = 5 successful links in a row.
Success Lv. 2 = 10 successful links in a row.

Do Ryu’s s.HK, s.LK. Make sure the combo counter says “2 Hits.

Success Lv. 1 = 5 successful links in a row.
Success Lv. 2 = 10 successful links in a row.

Do Ryu’s s.MP, c.HP. Make sure the combo counter says “2 Hits.

Success Lv. 1 = 5 successful links in a row.
Success Lv. 2 = 10 successful links in a row.

TIP
The game mechanics will help you, and the normal will still come out if you press the button a bit early. Its better to do the link a little bit faster, rather than a little bit slower.

Special Moves

Basic Stick Movement

  • Move the joystick in a circular motion. Try to complete one rotation in one second. Keep time by counting “1 Mississippi.”
  • Divide the area the stick can move like a keyboard number pad. Up=8, Right=6, Down=2, Left=4

Quarter-Circle Forward / Backward

  • Move the joystick to the 2 position / the down position.
  • Using the same speed when you made the circular motions before, move the joystick to the 6 position / the left position.
  • Immediately after the joystick reaches the 6 position, press a button. This is the quarter circle forward motion.
  • If your character jumps, you moved the joystick to the upright position / 9 position. This is too far. Try again and end the movement at the 6 position.
  • To do a quarter-circle backward motion, again start at the 6 position, and move the stick toward the 4 position and immediately press a button. If your character jumps backward, you went too far and ended at the 7 position.
  • Take care to end the motion at the 4 position and try again.

Practice Exercises

Do Chun-Li’s Hyakuretsu special move by doing a quarter circle forward motion and pressing kick.

Success Lv. 1 = 5 successful Hyakuretsu in a row on the left side.
Success Lv. 2 = 5 successful Hyakuretsu strikes in a row on the right side.
Success Lv. 3 = 10 successful Hyakuretsu strikes in a row on the left side.
Success Lv. 4 = 10 successful Hyakuretsu strikes in a row on the right side.

Do Cammy’s Cannon Strike special move by doing a quarter circle backward motion and pressing kick while in the air.

Success Lv. 1 = 5 successful Cannon Strikes in a row on the left side.
Success Lv. 2 = 5 successful Cannon Strikes in a row on the right side.
Success Lv. 3 = 10 successful Cannon Strikes in a row on the left side.
Success Lv. 4 = 10 successful Cannon Strikes in a row on the right side.

TIP
In training mode, you can turn on your inputs to see if you’re making mistakes. Open the training mode options and turn key display to “on.” If your motions are correct and the move still isn’t coming out. You might be trying to do it too fast. Slow down a little bit.

Charge Motion Back-Forward

  • Hold backward / 4 position [away from the direction your character is facing] on the joystick. Hold this for about 2 seconds time.
  • When holding backward at the 4 position, please note that holding down-back [The 1 position] is also considered charging backward for the charge back-forward motion.
  • After 2 seconds, move the joystick to the forward / 6 position and immediately press the punch button. This is a back-forward charge motion.
  • When you perform the motion, if you do a normal attack without doing the special attack, you either didn’t hold the charge motion long enough [Trying counting with “Mississippi”] or you pressed the button too quickly [wait for a split second more].

Practice Exercises

Do F.A.N.G.’s Ryobenda special move by doing the charge back-forward motion and pressing kick.

Success Lv. 1 = 5 successful Ryobenda in a row on the left side.
Success Lv. 2 = 5 successful Ryobenda in a row on the right side.
Success Lv. 3 = 10 successful Ryobenda in a row on the left side.
Success Lv. 4 = 10 successful Ryobenda ina row on the right side.

Charge Motion Down-Up

  • Hold down / 2 position on the joystick. Hold this for about 2 seconds time.
  • When holding down at the 2 position, please note that holding down-back [The 1 position] is also considered charging backward for the charge down-up motion.
  • After 2 seconds, move the joystick to the up position / 8 position and immediately press the punch button. This is the down-up charge motion.
  • When you perform the motion, if you do a normal jumping attack and not the special attack, you either didn’t hold the charge long enough [Again, try counting “Mississippi”] or you pressed the button to late.
  • The timing may take some time to master, so it is best if you start by pressing the button too early, and slowly increase how quickly you press the button after doing the joystick motion.

Practice Exercises

Do M.Bison [Dictator]’s Head Press special move by doing the charge down-up motion and pressing kick.

Success Lv. 1 = 1 successful Head Press.
Success Lv. 2 = 3 successful Head Press in a row.
Success Lv. 3 = 5 successful Head Press in a row.
Success Lv. 4 = 10 successful Head Press in a row.

TIP
Because the charge back motion and the charge down motion both accept the down-back [The 1 position], it is best to use this position to charge. Because charge characters tend to have both down-up and back-forward charges, by using the down-back position, you have the chance to react with either type of move during a match depending on the situation you might find yourself in.

Dragon Punch Motion

  • First, hold the joystick forward at the 6 position.
  • Move the joystick 2 position, and then slide it to the 3 position.
  • Remember the speed you used moving the joystick in a circle? Don’t forget to use this level of speed to do the input.
  • Be careful not to go from the 2 position to the 6 position, during the last motion your you might get a critical art attack input.

Practice Exercises

Do Ken’s Shoryuken special move by doing the dragon punch motion and pressing punch.

Success Lv. 1 = 3 successful Shoryuken in a row on the left side.
Success Lv. 2 = 3 successful Shoryuken in a row on the right side.
Success Lv. 3 = 7 successful Shoryuken in a row on the left side.
Success Lv. 4 = 7 successful Shoryuken in a row on the right side.
Success Lv. 5 = 10 successful Shoryuken in a row on the left side.
Success Lv. 6 = 10 successful Shoryuken in a row on the right side.

TIP
The game system allows a special shortcut for the dragon punch input, other than the one mentioned above. You will also do a dragon punch motion if you tap the joystick at the 3 position quickly 2 times in succession. This is perhaps the most useful input shortcut in the game, however be advised there are other shortcuts like this.

Cancels

Target Combos

  • Some normal attacks can be canceled into other normal attacks or specials.
  • To cancel into other normals, simply press the net attack when the first normal hits.
  • Not all normals can be canceled into other normals. The game only allows very specific combinations that vary from character to character. For more information about this, check the command list for the character you use. They will be listed under “Unique Attacks.”

Input Tut Cancel Graphic

Practice Exercises

Do Nash’s Wind Shear 2nd Target combo by pressing standing MP > standing LK > standing HP. All 3 hits should register as a combo.

Success Lv. 1 = 5 successful Wind Shear 2nd in a row.
Success Lv. 2 = 10 successful Wind Shear 2nd in a row.

Do Necalli’s Sacrificial Altar and Follow-up by pressing standing MK > standing HK > and finally, MP and MK at the same time. All 3 hits should register as a combo.

Success Lv. 1 = 5 successful Sacrificial Altar and Follow-Up in a row.
Success Lv. 2 = 10 successful Sacrificial Altar and Follow-Up in a row.

TIP
The timing for many character’s target combos can vary, but as a general rule, press the next button when you see the first attack hit. There are lots of different target combos in the game, and you should familiarize yourself with them to practice your execution.

Special Cancels

  • Every character has at least 1 normal attack that can be canceled into a special move.
  • First perform the normal attack.
  • Just before or as it hits, do the motion for the special attack. Do the motion quickly, but do not sacrifice doing a correct input for too much speed.
  • If need be, turn on key display in the training mode options to check if your inputs are correct.

 Practice Exercises

Do Birdie’s standing MP canceled into a bull head attack [quarter circle forward motion and press the light punch button]. Both hits should register as a 2 hit combo.

Success Lv. 1 = 1 successful cancel.
Success Lv. 2 = 3 successful cancels in a row on the left side.
Success Lv. 3 = 3 successful cancels in a row on the right side.
Success Lv. 4 = 5 successful cancels in a row on the left side.
Success Lv. 5 = 5 successful cancels in a row on the right side.

Do Karin’s crouching MP canceled into Mujinkyaku [quarter circle back motion and press the heavy kick button]. It should register as a 5 hit combo.

Success Lv. 1 = 1 successful cancel.
Success Lv. 2 = 3 successful cancels in a row on the left side.
Success Lv. 3 = 3 successful cancels in a row on the right side.
Success Lv. 4 = 5 successful cancels in a row on the left side.
Success Lv. 5 = 5 successful cancel sin a row on the right side.

Do Bison’s crouching MP canceled into Psycho Blast [charge back-forward motion and press the light punch button]. It should register as a 2 hit combo.

Success Lv. 1 = 1 successful cancel.
Success Lv. 2 = 3 successful cancels in a row on the left side.
Success Lv. 3 = 3 successful cancels in a row on the right side.
Success Lv. 4 = 5 successful cancels in a row on the left side.
Success Lv. 5 = 5 successful cancel sin a row on the right side.

TIP
Not all moves can be canceled into specials attacks, however each character does have a range of normal attacks that can be canceled to deal more damage. Explore the characters you’re interested in and see what moves they have that are special-cancelable.

Combos

  •  Doing combos, combines all of the knowledge that you have practiced thus far and, puts them into practice at the same time.
  • Combos can contain, links, target combos, special moves, and cancels.
  • Try the Practice Exercises below to see how much you can apply. If you need help, refer back to the appropriate sections above.
  • Remember, these likely won’t work on the first try. Before you go and ask for combo help on the Internet, put some serious time into trying to doing the combo, changing the timing of the areas in which you have problems a little bit each time. You’ll likely find the correct timing this way.

Practice Exercises

Do Ryu’s standing medium punch, linked into another standing medium, canceled into standing heavy punch, canceled into standing heavy kick. Combo Notation: s.MP, s.MP > s.HP > s.HK. It should register as a 4 hit combo.

Success Lv. 1 = 3 successful combos
Success Lv. 2 = 5 successful combos
Success Lv. 3 = 10 successful combos

 Do Ken’s standing medium kick canceled into a standing heavy kick, canceled into a heavy punch Shoryuken [dragon punch motion and press the heavy punch button]. Combo Notation: s.MK > s.HK xx dp.HP. It should register as a 5 hit combo.

Success Lv. 1 = 3 successful combos in a row on the left side.
Success Lv. 2 = 3 successful combos in a row on the right side.
Success Lv. 3 = 5 successful combos in a row on the left side.
Success Lv. 4 = 5 successful combos in a row on the right side.

 Do Cammy’s standing medium punch, linked into standing heavy punch, canceled into a Spiral Arrow [quarter circle forward motion and press the heavy kick punch button]. Combo Notation: s.MP, s.HP xx qcf.HK. It should register as a 4 hit combo.

Success Lv. 1 = 3 successful combos in a row on the left side.
Success Lv. 2 = 3 successful combos in a row on the right side.
Success Lv. 3 = 5 successful combos in a row on the left side.
Success Lv. 4 = 5 successful combos in a row on the right side.

Do the following Necalli combo.

Success Lv. 1 = standing heavy punch canceled into valiant rebellion [quarter circle forward motion and press the medium kick button]. Combo Notation: s.HP xx qcf.MK. It should register as a 2 hit combo.

Success Lv. 2 = standing heavy punch canceled into valiant rebellion, linked into crouching medium punch. Combo Notation: s.HP xx qcf.MK, c.MP. It should register as a 3 hit combo.

Success Lv. 3 = standing heavy punch canceled into valiant rebellion, linked into crouching medium punch, canceled into the disc’s guidance [charge back-forward motion and press the light punch button]. Combo Notation: s.HP xx qcf.MK, c.MP xx bf.LP. It should register as a 4 hit combo.

Success Lv. 4 = perform the combo from success Lv. 3, 3 times in a row on the left side.

Success Lv. 5 = perform the combo from success Lv. 3, 3 times in a row on the right side.

TIP
For Necalli’s combo, after you do the Valiant Rebellion, hold the joystick at down back [1 position] so that you have enough time to charge for The Disc’s Guidance at the end of the combo. You can use this kind of technique in combos for charge characters to get enough time during the combo to do a charge special move.

If you’d like to keep a copy of this note for your personal collection, you can download the Evernote version below, which comes equipped with check-boxes on the challenges so you can easily remember where you left off.

Download Link:

Click Here to Download

If you don’t have Evernote, and you’re serious about learning fighting games,  I wholeheartedly recommend you get it to make notes for match-ups, combos, set-ups, etc. It’s an incredibly handy tool to have on your computer, your phone, or tablet. If you’re feeling kind, when you sign up for Evernote, please use the referral link below. It helps me get more storage so I can make more of these guides and distribute them to the public without paying for Evernote’s fees. By referring me, you will also get a free month of Evernote Premium. Talk about a win-win!

Referral Link:

Click Here to Sign Up for Evernote!

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