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Ultra Street Fighter IV - Page 14

Forum Index > General Games
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Check out the new Street Fighter V Thread
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
June 14 2011 03:13 GMT
#261
On June 14 2011 11:12 Ramble wrote:
Show nested quote +
On June 14 2011 11:03 Excalibur_Z wrote:
On June 14 2011 09:23 FakeSteve[TPR] wrote:
On June 14 2011 08:15 Skithiryx wrote:
On June 13 2011 03:23 shawster wrote:
also learning ssf4 is so hard online. it seems that i never get someone my skill level. everyone who plays is already really fucking good. it's quite discouraging and even though i want to play ssf4 (don't have ae) i go back to marvel because i can manage to win some games haha.


I'm with you in this boat, though i'm able to actually beat people now :D my Sakura is improving !

The only problem i'm having is it seems my keyboard can't handle many keypresses so it's hard trying to do like a j.hk c.mk xx fireball so i'm now on a hunt for a stick i can use on my pc and my 360(mvc3)

And I still can't get any move with charge in it to work, i hold back for 2-3 then hit punch as Guile but still no sonic boom


you main sakura? me too! pm me or post here if you need help or want advice or w/e.

also add me on xbl AHeroicRetreat

text


I am not Steve, but you can frame trap off of cr. LP. cr. LP puts you at +3 on block and cr. MP has a five frame start up so you would ideally hit on their second frame out of block stun. Since throws are three frames and there are no cr. LKs that are faster than three frames you will blow up both throws and crouch techs. And cr. LP should not push you away far enough for the cr. MP to hit.


If that's the case then I should just frametrap off of c.lp c.hp since c.hp has a 4 frame startup and greater range, damage, and active frames. What the hell is the point of cl.mp's ridiculous frame advantage then??
Moderator
Skithiryx
Profile Joined August 2010
Australia648 Posts
June 14 2011 03:50 GMT
#262
On June 14 2011 09:23 FakeSteve[TPR] wrote:
Show nested quote +
On June 14 2011 08:15 Skithiryx wrote:
On June 13 2011 03:23 shawster wrote:
also learning ssf4 is so hard online. it seems that i never get someone my skill level. everyone who plays is already really fucking good. it's quite discouraging and even though i want to play ssf4 (don't have ae) i go back to marvel because i can manage to win some games haha.


I'm with you in this boat, though i'm able to actually beat people now :D my Sakura is improving !

The only problem i'm having is it seems my keyboard can't handle many keypresses so it's hard trying to do like a j.hk c.mk xx fireball so i'm now on a hunt for a stick i can use on my pc and my 360(mvc3)

And I still can't get any move with charge in it to work, i hold back for 2-3 then hit punch as Guile but still no sonic boom


you main sakura? me too! pm me or post here if you need help or want advice or w/e.

also add me on xbl AHeroicRetreat


Haha cheers man - still trying to get me head around half of the terms and how and when to chain which combos together, will definitely add you though !
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
Last Edited: 2011-06-14 06:11:23
June 14 2011 06:07 GMT
#263
well, you can link c.mk on hit for more damage than c.lk c.lp c.mk xx shou. i also use it to fish for twitch counterhits, because of the c.mk link. not true frame traps in the sense you mentioned excal, just like c.lk c.lp on block -> walk forward a bit -> hit mp, if they twitch and try to tech throw or hit c,lk or something you smash them in the grill. you know what i mean, it's hard to explain in a forum post lol

if they block it after a crossup j.mk, most of the time you're spaced well enough for an ambiguous j.hp that is pretty hard to anti-air but you still have to like.. jump at them basically naked so it's not that useful most of the time LOL

if you have any character specific knockdown mixups off her sweep i'm pretty sure you can link to it as well on cl.mp hit

or frame trap with c.mp because c.hp only reaches sometimes on some characters T_T its less than ideal i guess but it's still a good frametrap, and it reaches. i haven't tried to do any extended tatsu combos though. ooh, training mode tomorrow

beyond that, if i find any dirty setups with it i'll let y'all know lol
Moderatormy tatsu loops r fuckin nice
Ramble
Profile Joined May 2010
Sweden877 Posts
Last Edited: 2011-06-14 10:26:01
June 14 2011 10:24 GMT
#264
I was going with what FakeSteve said, cr. hp sometimes doesnt hit on characters who dont have such wide hitboxes so cr. mp is better to trap with. And i don't see anything about mp st/far/cr having any frame advantage on block. cr. lk cr. lp into either cr. mp or cr. hp are both frame traps but i would say in most situations cr. mp is the better normal. The only time i can justify using cr. hp is if you need a character to stand up during the combo that follows the frame trap but i don't think Sakura has any standing only combos that have a huge difference in damage.
Downside
Profile Joined February 2011
173 Posts
Last Edited: 2011-06-14 10:36:23
June 14 2011 10:30 GMT
#265
In general the reason you would frame trap with strong and not fierce is because crouching fierce while it may have all the benefits you stated also leaves you at frame disadvantage on block(-10). On the other hand crouching strong has the benefit of being even(0) on block, so even if you don't counter hit them you are still safe to continue pressure. If you try and frame trap with crouching fierce you have to input a safe special inside of it like her light tatsu(which still isn't a bad option).

Best example I can give is with the character I play, Viper. Viper can use both her crouching fierce as a frame trap option and standing strong, but because crouching fierce -2 on block you have to buffer a special move in it(normally ex seismo) to make it safe. However she can also frame trap well with her close standing strong, which is normally +6 on hit, so if you can confirm a counter hit you can link standing strong into crouching fierce then cancel ex seismo sj burning kick for huge damage. Standing strong is also +3 on block so using that normal instead of the fierce allows her to confirm into meter use rather than forcibly cancel into it for safety as well as continue tick throw games if they do indeed just block.

Basically it comes down to what you are looking for at the time, in some cases you might want to just press buttons in their face all day with Sakura cause he gets a lot of frame advantage on block with some of her normals so using strong would be more your style, other time you might be content with getting into the 50/50 after a block light tatsu while also opening up the possibility of larger damage. Best thing is just to keep things varied, you don't want to try and incorporate 1 objective best way to play because it's to easy to read.

Edit: Also another important note is that the whole point of frame traps is to punish your opponent for pressing buttons behind block, so it is essential use different staggers and buttons to find the timing that will blow up that individual's option select tech pattern(people's are different). Generally the better the opponent the later they crouch tech, which means you need to use more active normals or apply more stagger to less active ones.
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
Last Edited: 2011-06-14 16:45:25
June 14 2011 16:40 GMT
#266
On June 14 2011 19:24 Ramble wrote:
I was going with what FakeSteve said, cr. hp sometimes doesnt hit on characters who dont have such wide hitboxes so cr. mp is better to trap with. And i don't see anything about mp st/far/cr having any frame advantage on block. cr. lk cr. lp into either cr. mp or cr. hp are both frame traps but i would say in most situations cr. mp is the better normal. The only time i can justify using cr. hp is if you need a character to stand up during the combo that follows the frame trap but i don't think Sakura has any standing only combos that have a huge difference in damage.


In AE, cl.mp is +6 on hit and +3 on block, so that's useful for frame traps and it's deceptive because its recovery doesn't look like it's that fast.

On June 14 2011 19:30 Downside wrote:
In general the reason you would frame trap with strong and not fierce is because crouching fierce while it may have all the benefits you stated also leaves you at frame disadvantage on block(-10). On the other hand crouching strong has the benefit of being even(0) on block, so even if you don't counter hit them you are still safe to continue pressure. If you try and frame trap with crouching fierce you have to input a safe special inside of it like her light tatsu(which still isn't a bad option).


Yeah, that's what I was thinking. You never want to get c.hp blocked alone, it always has to be canceled into either LK or EX tatsu or you're going to eat a huge combo.

Basically I never use c.mp ever, but maybe I'll try mixing it in just to beat out slightly later crouch techs.
Moderator
sung_moon
Profile Blog Joined September 2008
United States10110 Posts
June 14 2011 16:56 GMT
#267
hey hey hey i like the new thread name yo

Sakura Fighter 4: AE

steve is smiling somewhere
Forever Young
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
June 14 2011 18:32 GMT
#268
On June 15 2011 01:56 sung_moon wrote:
hey hey hey i like the new thread name yo

Sakura Fighter 4: AE

steve is smiling somewhere


He's the one that did it, because I sure didn't. Whaaaaat a ninja!
Moderator
ain
Profile Joined July 2010
Germany786 Posts
June 14 2011 18:56 GMT
#269
Instead of Yun and Yang they should have added 2 times Sakura!
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
Last Edited: 2011-06-14 20:43:42
June 14 2011 20:39 GMT
#270
I didn't change it! Some other mod has exquisite taste in fighting game characters

anyway, if you seriously never use c.mp there's something wrong with your game because it's a very strong footsie tool. buffer hp shou into it and hang out at the edge of ryu's c.mk range, see what happens. it can also stuff a ton of moves, and anti-air seth's divekick LOL
Moderatormy tatsu loops r fuckin nice
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
June 14 2011 21:27 GMT
#271
On June 15 2011 05:39 FakeSteve[TPR] wrote:
I didn't change it! Some other mod has exquisite taste in fighting game characters

anyway, if you seriously never use c.mp there's something wrong with your game because it's a very strong footsie tool. buffer hp shou into it and hang out at the edge of ryu's c.mk range, see what happens. it can also stuff a ton of moves, and anti-air seth's divekick LOL


You don't end up hitting sho from negative edge? Also I pretty much exclusively use c.hp for antiairing everything because there's literally nothing that beats it. I use c.mk for footsies for the range, but is c.mp really that good??
Moderator
IPA
Profile Joined August 2010
United States3206 Posts
June 14 2011 21:41 GMT
#272
Evo '11 prediction:

1. Yun
2. Yun
3. Yun
4. Yang
5. Yun

Time held me green and dying though I sang in my chains like the sea.
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
June 14 2011 21:46 GMT
#273
On June 15 2011 06:41 IPA wrote:
Evo '11 prediction:

1. Yun
2. Yun
3. Yun
4. Yang
5. Yun



Um heh look you might be new to street fighter here but you seem to have glossed over Sakura the SSS-tier character, I mean the thread title is Sakura Fighter 4 because she is the most powerful of the cast.
Moderator
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
June 14 2011 21:48 GMT
#274
On June 15 2011 06:27 Excalibur_Z wrote:
Show nested quote +
On June 15 2011 05:39 FakeSteve[TPR] wrote:
I didn't change it! Some other mod has exquisite taste in fighting game characters

anyway, if you seriously never use c.mp there's something wrong with your game because it's a very strong footsie tool. buffer hp shou into it and hang out at the edge of ryu's c.mk range, see what happens. it can also stuff a ton of moves, and anti-air seth's divekick LOL


You don't end up hitting sho from negative edge? Also I pretty much exclusively use c.hp for antiairing everything because there's literally nothing that beats it. I use c.mk for footsies for the range, but is c.mp really that good??


yes, c.mp is really good against a ton of moves, including bison s.rh and s.mk, ken f+mk, shoto c.mk, all sagat's normals... lol. i don't have any trouble with the buffer, but i know what you mean, cuz i'm working on buffering shou into s.lk safely lol
Moderatormy tatsu loops r fuckin nice
Ocedic
Profile Joined April 2010
United States1808 Posts
June 14 2011 21:57 GMT
#275
On June 15 2011 06:41 IPA wrote:
Evo '11 prediction:

1. Yun
2. Yun
3. Yun
4. Yang
5. Yun



Pretty sure Mago and his Fei Long will be there somewhere.
Aurra
Profile Blog Joined March 2008
United States469 Posts
June 14 2011 22:02 GMT
#276
They really should of added Evil Sakura for one of the last two empty character slots.

The final empty slot is reserved for Karin, the best Sakura Fighter character.
sung_moon
Profile Blog Joined September 2008
United States10110 Posts
June 14 2011 22:06 GMT
#277
On June 15 2011 07:02 Aurra wrote:
They really should of added Evil Sakura for one of the last two empty character slots.

The final empty slot is reserved for Karin, the best Sakura Fighter character.


not ae related but suntan sakura in mvc2 was prolly one of my fav. chars to play (although was probably ridiculously obnoxious to play against)
Forever Young
Lucumo
Profile Joined January 2010
6850 Posts
June 14 2011 22:08 GMT
#278
On June 15 2011 06:57 Ocedic wrote:
Show nested quote +
On June 15 2011 06:41 IPA wrote:
Evo '11 prediction:

1. Yun
2. Yun
3. Yun
4. Yang
5. Yun



Pretty sure Mago and his Fei Long will be there somewhere.

And Tokido as well, at least I hope so.
IPA
Profile Joined August 2010
United States3206 Posts
June 14 2011 22:14 GMT
#279
On June 15 2011 06:46 Excalibur_Z wrote:
Show nested quote +
On June 15 2011 06:41 IPA wrote:
Evo '11 prediction:

1. Yun
2. Yun
3. Yun
4. Yang
5. Yun



Um heh look you might be new to street fighter here but you seem to have glossed over Sakura the SSS-tier character, I mean the thread title is Sakura Fighter 4 because she is the most powerful of the cast.


Definitely not new to SF (Evo with Rose last year) and this is still my prediction. Not saying its a bad game, just think the Twins own most for free. I usually despise counter picking shenanigans but I believe it might be essential for majors. I hope I am wrong.
Time held me green and dying though I sang in my chains like the sea.
Judicator
Profile Blog Joined August 2004
United States7270 Posts
June 14 2011 22:39 GMT
#280
On June 15 2011 07:14 IPA wrote:
Show nested quote +
On June 15 2011 06:46 Excalibur_Z wrote:
On June 15 2011 06:41 IPA wrote:
Evo '11 prediction:

1. Yun
2. Yun
3. Yun
4. Yang
5. Yun



Um heh look you might be new to street fighter here but you seem to have glossed over Sakura the SSS-tier character, I mean the thread title is Sakura Fighter 4 because she is the most powerful of the cast.


Definitely not new to SF (Evo with Rose last year) and this is still my prediction. Not saying its a bad game, just think the Twins own most for free. I usually despise counter picking shenanigans but I believe it might be essential for majors. I hope I am wrong.


You should also know it's Evo and shit happens on the big stage.
Get it by your hands...
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