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Ultra Street Fighter IV - Page 142

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Check out the new Street Fighter V Thread
exalted
Profile Blog Joined March 2004
United States3612 Posts
September 18 2011 14:55 GMT
#2821
On September 18 2011 23:26 St3MoR wrote:
i think uryo does cl.mk l.tatsu -> cl.hp l.tatsu ->

then depending on character i think he can do

-> cr.hp + l.tatsu(or srk + fadc+ start over) -> st.lk ex.tatsu -> otoshi

-> cr.mk + srk

-> st.lk ex.tatsu -> otoshi

uryo does favor many resets via srk cancel tho, since his execution is superb why wouldnt he :>

might be wrong but its something like that


Thanks. Yeah I want to know what induces a "meaty lk tatsu", making cr.mk + srk comboable. I understand the concept (tatsu hits on a later active frame), but not very knowledgeable on what causes it. I have been using cl.hp l.tatsu cr.hp ex.tatsu for far too long - I want to learn character specific / situation specific ones!
too easy
pachi
Profile Joined October 2006
Melbourne5338 Posts
September 18 2011 15:01 GMT
#2822
On September 18 2011 23:32 101toss wrote:
Show nested quote +
On September 18 2011 04:15 Falco252 wrote:
The stick looks nice... It's got a clean look, kind of wish they hadn't used the colorful xbox buttons, but it's still in beta, so yeah...

The buttons.... my eyes....

Ya, don't like the colorful buttons at all. Looks really bad. Should do all razer-green or something.



It's Microsoft fault, Razer can't do anything about it Microsoft force every controller to have the colors thingy


If this is truly the case, the stick better had be easy to mod. Modifying the standard madcatz stick was kind of a bitch.

Also, I'm assuming the stick would have sanwa parts. I mean, the thing looks like a TE as it is...

Sanwa parts and it looks really easy atm.
Moderatorpachi fanclub http://goto.tl/6DI9 。◕‿◕。
kyarisan
Profile Joined May 2010
United States347 Posts
Last Edited: 2011-09-18 15:16:18
September 18 2011 15:15 GMT
#2823
if anybody wants to play me, i have xbl and PC, been playing sf4 since early 09, so if u want a challenge, ill give you my best shot. get at me

xbl: kyarisan
pc: pckyarisan
Floobie
Profile Joined February 2011
England296 Posts
September 18 2011 15:17 GMT
#2824
On September 19 2011 00:15 kyarisan wrote:
if anybody wants to play me, i have xbl and PC, been playing sf4 since early 09, so if u want a challenge, ill give you my best shot. get at me

xbl: kyarisan
pc: pckyarisan


You need to mention where your from, people from all over the world post in this thread.
St3MoR
Profile Joined November 2002
Spain3256 Posts
September 18 2011 15:37 GMT
#2825
also tell us who you main!! plz =)
Prophet in TL of the Makoto0124 ways
CyuntiyuL
Profile Blog Joined September 2004
Canada1740 Posts
September 18 2011 15:53 GMT
#2826
On September 18 2011 23:55 exalted wrote:
Show nested quote +
On September 18 2011 23:26 St3MoR wrote:
i think uryo does cl.mk l.tatsu -> cl.hp l.tatsu ->

then depending on character i think he can do

-> cr.hp + l.tatsu(or srk + fadc+ start over) -> st.lk ex.tatsu -> otoshi

-> cr.mk + srk

-> st.lk ex.tatsu -> otoshi

uryo does favor many resets via srk cancel tho, since his execution is superb why wouldnt he :>

might be wrong but its something like that


Thanks. Yeah I want to know what induces a "meaty lk tatsu", making cr.mk + srk comboable. I understand the concept (tatsu hits on a later active frame), but not very knowledgeable on what causes it. I have been using cl.hp l.tatsu cr.hp ex.tatsu for far too long - I want to learn character specific / situation specific ones!


It's just using specific sequences of the lk tatsu loop against certain characters which creates a particular spacing. For example, if you do lk tatsu, cs.mk xx lk tatsu, cs.mk xx lk tatsu, cr.hp xx lk tatsu, cr.hp xx lk tatsu on standing Yun, the last tatsu will hit meaty and allow for cr.mk xx dp at the end. Of course, there are other setups that don't involve four 1frame links in a row, but that's the only one I know off the top of my head.
secret base
Mitsuwa
Profile Joined July 2010
United States793 Posts
Last Edited: 2011-09-18 22:48:54
September 18 2011 22:47 GMT
#2827
Daigo and Poongko ran some exhibition sets at
[image loading]

They start around 2:40
Zlasher
Profile Blog Joined February 2010
United States9129 Posts
September 19 2011 00:31 GMT
#2828
On September 18 2011 23:15 pachi wrote:
Show nested quote +
On September 18 2011 19:38 Zlasher wrote:
The stick is like...almost identical to a madcatz TE lol

I don't see how its any easier modded than a TE either, so it'll probably be a more expensive version of a TE is my guess.


- Button instead of hex screws is easier to open
- Flipping open and having access is easier than unscrewing and unplugging everything for access
- Slots for holding spare parts
- Single head for QD instead of two separate for each button
- MadCatz joystick mount is custom modded to fit
- Modding Razer Stick (Button/Stick Swap) does not break warranty
- Stick is still in prototype and open to more innovation


Ah okay, I guess its the little things then. The buttons instead of hex key seems negligible, as is the slots for holding 2 buttons since you get the case when you buy spare buttons anyways that holds them. Like, the way I see it (and this is obviously a personal opinion) the Madcatz stick is already so easy to mod, in terms of actually simplicity to mod the stick itself it doesn't seem any different.
Follow me: www.twitter.com/zlasher
2WeaK
Profile Blog Joined May 2009
Canada550 Posts
Last Edited: 2011-09-19 02:26:53
September 19 2011 01:49 GMT
#2829
On September 19 2011 07:47 Mitsuwa wrote:
Daigo and Poongko ran some exhibition sets at
They start around 2:40


26:06 was painful...
O-ops
Profile Joined February 2009
United States4236 Posts
September 19 2011 15:51 GMT
#2830


Homo4Gootecks
Fan of the Jangbanger
TonyL2
Profile Blog Joined August 2007
England1953 Posts
Last Edited: 2011-09-21 02:39:31
September 21 2011 02:39 GMT
#2831
Latest changes:

+ Show Spoiler +
Ryu
[Hadouken]: Damage has been increased from 60->70. Chip damage remains the same at 15.
[H. Shoryuken]: Changed to be a 1 hit move, from the previous 2 hits. Start up is 3F. A deep hit (from active 1F to 2F) deals 160 damage, a shallow hit (from active 3F and up) deals 60 damage. First 4F from startup are invincible. Also [H.Shoryuken] cannot be EX Focus Canceled anymore, regardless of hit or block, so the risk and reward has been increased.

Ken
[cr.HK]: Startup changed from 7F->8F. So [far LP] -> [far MP] -> [cr.HK] combo string will no longer work.
[far HK]: Startup changed from 12F->11F, recovery from 21F->18F. On hit it now gives +1F, and on block -3F.
[Thunder Kick] (f+HK): Entire frame length of the feint version shortened from 27F->24F.

Chun-li
[EX Hyakuretsukyaku]: Distance the move covers until hit detection has been increased. Tough combos should be easier to connect with now.
[close HP]: Causes additional 1F guard stun on opponent. Push back distance from a hit has been decreased by about half. So [close HP] -> [H. Spinning Bird Kick] combo is now possible (290 damage, 400 stun).
[H. Spinning Bird Kick]: Damage and stun adjusted to 200.
[Tenkukyaku] (MK during Kintekishu): Hit box enlarged downwards so it is easier to hit crouching opponents.

E-Honda
[H. Hundred Hand Slap]: Hit box towards the end has been increased, allowing for easier full combo hits off a [cr.LP].
[EX Oicho Throw]: Stun damage increased from 100->150.
[Orochi Breaker]: Command has been simplified so it will be easier to use from now on.

Blanka
[EX Vertical Roll]: Now causes knockdown on hit. However on block, Blanka will now land even closer to the opponent so the risk is greater.

Zangief
[far HP]: Deals knockdown damage on hit.

Guile
[Flash Kick]: Deep hit now deals an additional +10 damage across the board: light 110, medium 130, heavy 140 damage.
[Sonic Hurricane]: Damage distribution has been changed from the existing 150+15*4+90 to 90+30*4+90. Total damage has not changed, but [Flash Kick] -> [Sonic Hurricane] combo now does an additional 50 damage or so.
[Reverse Spin Kick]: Causes additional 1F of hit stun, leading to a total of +5F on hit.

Dhalsim
[LP]: Causes additional 1F of hit stun, leading to a total of +2F on hit. So [LP] -> [EX Yoga Flame] combo now works.
[Yoga Blast]: On hit, light and medium version recovery has been reduced by 10F, heavy version recovery has been reduced by 5F.

Balrog
[Dirty Bull]: Command has been simplified so it will be easier to use from now on.

Vega
[Bloody High Claw]: Hit properties have been adjusted. For example, the Ultra will now combo properly after a [Cosmic Heel] (df+HK).
[EX Sky High Claw]: Hit box has been enlarged downwards, making it easier to connect the whole thing.

Sagat
[cr.MP]: Hit box has been enlarged towards Sagat’s base, fixing a problem that caused it to whiff against certain crouching opponents.

M.Bison
[HK]: Damage from a shallow hit increased from 80->90.

C.Viper
[Air Burning Kick]: Damage reduced from 100->90.

Rufus
[Big Bang Typhoon]: Adjusted move properties so that opponents won’t drop out early after an air hit.
[Target Combo]: Hit box of the 2nd hit has been enlarged downwards, making it easier to hit crouching opponents.
[EX Galactic Tornado]: Opponents who are hit by the suction part of the move now gain an additional 7F of stun. It will consume a lot of meter, but by performing an [EX Focus Cancel] afterwards, Rufus will now be at a maximum +8F. This will allow for new combo opportunities.

El Fuerte
[EX Guacamole Leg Throw]: El Fuerte’s stun after landing has been reduced by 3F, making it 10F total.

Abel
[Breathless]: Removed throw invincibility from the lunge to hit detection period. It still has throw invincibility from startup to lunge period.

Seth
[Shoryuken]: Excluding the EX version, when the 2nd hit is blocked, opponent guard stun has been reduced by 2F. Seth is now -3F when doing [Shoryuken (2nd hit blocked)] -> [EX Focus Cancel] -> [Forward Dash].

Akuma
No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.

Gouken
[Sakotsukudaki] (f+MP): Hit box enlarged downwards, active frames changed to 4F. Hit stop and guard stop time has been changed from medium attack length to heavy attack length. Hittable area has been reduced, making it easier to dodge crouching attacks.
[Forbidden Shoryuken]: Startup greatly reduced from 11F->3F, which makes it easier to combo and counterattack with.
[far MP]: Deals additional 1F of hit stun, and is now special/super cancelable. Thus [far MP] -> [M. Senkugoshoha] combo is now possible.
[far HP]: Active hit frames changed from 3F->5F.
[close HK]: Active hit frames of first part changed from 2F->5F.
[Denjin Hadouken]: Lever rotations needed to speed up the move have been reduced.

That’s it for today. The base is still “SSFIV AE Ver.2012 Alpha,” but some characters have changed quite a bit, so please check out the location test if you can. Tomorrow we will reveal the Beta version changes for the remaining 20 characters. Look forward to it!


Taken from: http://www.capcom-unity.com/gregaman/blog/2011/09/20/ssfiv_ae_ver.2012_beta_version_–_part_12

Still 2012 Alpha
metaphoR
Profile Joined May 2010
United States199 Posts
September 21 2011 02:51 GMT
#2832
On September 20 2011 00:51 O-ops wrote:
http://www.youtube.com/watch?v=eDW41lD3Y0M

Homo4Gootecks

gay4gootecks sounds better lol. i know what you mean!
mucker
Profile Blog Joined May 2009
United States1120 Posts
September 21 2011 03:00 GMT
#2833
On September 21 2011 11:39 TonyL2 wrote:
Latest changes:

+ Show Spoiler +
Ryu
[Hadouken]: Damage has been increased from 60->70. Chip damage remains the same at 15.
[H. Shoryuken]: Changed to be a 1 hit move, from the previous 2 hits. Start up is 3F. A deep hit (from active 1F to 2F) deals 160 damage, a shallow hit (from active 3F and up) deals 60 damage. First 4F from startup are invincible. Also [H.Shoryuken] cannot be EX Focus Canceled anymore, regardless of hit or block, so the risk and reward has been increased.

Ken
[cr.HK]: Startup changed from 7F->8F. So [far LP] -> [far MP] -> [cr.HK] combo string will no longer work.
[far HK]: Startup changed from 12F->11F, recovery from 21F->18F. On hit it now gives +1F, and on block -3F.
[Thunder Kick] (f+HK): Entire frame length of the feint version shortened from 27F->24F.

Chun-li
[EX Hyakuretsukyaku]: Distance the move covers until hit detection has been increased. Tough combos should be easier to connect with now.
[close HP]: Causes additional 1F guard stun on opponent. Push back distance from a hit has been decreased by about half. So [close HP] -> [H. Spinning Bird Kick] combo is now possible (290 damage, 400 stun).
[H. Spinning Bird Kick]: Damage and stun adjusted to 200.
[Tenkukyaku] (MK during Kintekishu): Hit box enlarged downwards so it is easier to hit crouching opponents.

E-Honda
[H. Hundred Hand Slap]: Hit box towards the end has been increased, allowing for easier full combo hits off a [cr.LP].
[EX Oicho Throw]: Stun damage increased from 100->150.
[Orochi Breaker]: Command has been simplified so it will be easier to use from now on.

Blanka
[EX Vertical Roll]: Now causes knockdown on hit. However on block, Blanka will now land even closer to the opponent so the risk is greater.

Zangief
[far HP]: Deals knockdown damage on hit.

Guile
[Flash Kick]: Deep hit now deals an additional +10 damage across the board: light 110, medium 130, heavy 140 damage.
[Sonic Hurricane]: Damage distribution has been changed from the existing 150+15*4+90 to 90+30*4+90. Total damage has not changed, but [Flash Kick] -> [Sonic Hurricane] combo now does an additional 50 damage or so.
[Reverse Spin Kick]: Causes additional 1F of hit stun, leading to a total of +5F on hit.

Dhalsim
[LP]: Causes additional 1F of hit stun, leading to a total of +2F on hit. So [LP] -> [EX Yoga Flame] combo now works.
[Yoga Blast]: On hit, light and medium version recovery has been reduced by 10F, heavy version recovery has been reduced by 5F.

Balrog
[Dirty Bull]: Command has been simplified so it will be easier to use from now on.

Vega
[Bloody High Claw]: Hit properties have been adjusted. For example, the Ultra will now combo properly after a [Cosmic Heel] (df+HK).
[EX Sky High Claw]: Hit box has been enlarged downwards, making it easier to connect the whole thing.

Sagat
[cr.MP]: Hit box has been enlarged towards Sagat’s base, fixing a problem that caused it to whiff against certain crouching opponents.

M.Bison
[HK]: Damage from a shallow hit increased from 80->90.

C.Viper
[Air Burning Kick]: Damage reduced from 100->90.

Rufus
[Big Bang Typhoon]: Adjusted move properties so that opponents won’t drop out early after an air hit.
[Target Combo]: Hit box of the 2nd hit has been enlarged downwards, making it easier to hit crouching opponents.
[EX Galactic Tornado]: Opponents who are hit by the suction part of the move now gain an additional 7F of stun. It will consume a lot of meter, but by performing an [EX Focus Cancel] afterwards, Rufus will now be at a maximum +8F. This will allow for new combo opportunities.

El Fuerte
[EX Guacamole Leg Throw]: El Fuerte’s stun after landing has been reduced by 3F, making it 10F total.

Abel
[Breathless]: Removed throw invincibility from the lunge to hit detection period. It still has throw invincibility from startup to lunge period.

Seth
[Shoryuken]: Excluding the EX version, when the 2nd hit is blocked, opponent guard stun has been reduced by 2F. Seth is now -3F when doing [Shoryuken (2nd hit blocked)] -> [EX Focus Cancel] -> [Forward Dash].

Akuma
No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.

Gouken
[Sakotsukudaki] (f+MP): Hit box enlarged downwards, active frames changed to 4F. Hit stop and guard stop time has been changed from medium attack length to heavy attack length. Hittable area has been reduced, making it easier to dodge crouching attacks.
[Forbidden Shoryuken]: Startup greatly reduced from 11F->3F, which makes it easier to combo and counterattack with.
[far MP]: Deals additional 1F of hit stun, and is now special/super cancelable. Thus [far MP] -> [M. Senkugoshoha] combo is now possible.
[far HP]: Active hit frames changed from 3F->5F.
[close HK]: Active hit frames of first part changed from 2F->5F.
[Denjin Hadouken]: Lever rotations needed to speed up the move have been reduced.

That’s it for today. The base is still “SSFIV AE Ver.2012 Alpha,” but some characters have changed quite a bit, so please check out the location test if you can. Tomorrow we will reveal the Beta version changes for the remaining 20 characters. Look forward to it!


Taken from: http://www.capcom-unity.com/gregaman/blog/2011/09/20/ssfiv_ae_ver.2012_beta_version_–_part_12

Still 2012 Alpha


Keep those Honda buffs coming!
It's supposed to be automatic but actually you have to press this button.
broz0rs
Profile Joined July 2008
United States2294 Posts
September 21 2011 08:16 GMT
#2834
Increase to Ryu's hadoken damage is like saying "hey Daigo, hadoken and Sim FP trade won't be that bad for you anymore.. please come back."
buMf00d
Profile Joined October 2010
Netherlands194 Posts
September 21 2011 08:30 GMT
#2835
So the changes posted above will be added to the already existing changes or do they replace the previously announced changes?
Dante08
Profile Blog Joined February 2008
Singapore4179 Posts
September 21 2011 08:51 GMT
#2836
Cant tell whether the H.shoryu change is good or bad for ryu. Kinda sucks that it can't be cancelled
Fiercegore
Profile Joined July 2010
United States294 Posts
September 21 2011 08:55 GMT
#2837
Is there like a link for an end-all-be-all Ken strategy guide? Or just a good place that teaches you the basics of playing as him. I'm trying to mass games right now but I'm pretty terrible and just wondering if there's something out there >.< I've been to like Shoryuken and what not but I was just wondering if there was something more basic. Thanks in advance
http://us.battle.net/sc2/en/profile/506893/1/Fiercegore/
Corvi
Profile Blog Joined July 2008
Germany1406 Posts
September 21 2011 13:23 GMT
#2838
i struggle against jump kicks, where the opponent jumps over your fighter and kicks him from behind, making it really hard to wakeup. fighters that can do that are viper, gen, deejay ... maybe more. how do you react to those?
ain
Profile Joined July 2010
Germany786 Posts
September 21 2011 14:10 GMT
#2839
On September 21 2011 22:23 Corvi wrote:
i struggle against jump kicks, where the opponent jumps over your fighter and kicks him from behind, making it really hard to wakeup. fighters that can do that are viper, gen, deejay ... maybe more. how do you react to those?

There's barely anyone who can't do that (Claw and Boxer) and you simply block them as if they had jumped at you from behind.
metaphoR
Profile Joined May 2010
United States199 Posts
September 21 2011 14:21 GMT
#2840
On September 21 2011 17:55 Fiercegore wrote:
Is there like a link for an end-all-be-all Ken strategy guide? Or just a good place that teaches you the basics of playing as him. I'm trying to mass games right now but I'm pretty terrible and just wondering if there's something out there >.< I've been to like Shoryuken and what not but I was just wondering if there was something more basic. Thanks in advance




you are now the greatest ken player.
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