Ultra Street Fighter IV - Page 17
Forum Index > General Games |
Check out the new Street Fighter V Thread | ||
Silentenigma
Turkey2037 Posts
| ||
Bigpet
Germany533 Posts
On June 16 2011 04:24 Silentenigma wrote: Is this a new game?Never heard before and cant find with google.Confused Oo. It's Street Fighter 4: Arcade Edition. But the OP thought it wasn't misleading at all to call it Sakura Fighter because the character Sakura received some buffs that took her out of lower tier into top tiers according to some people. | ||
Lucumo
6850 Posts
On June 16 2011 04:30 Bigpet wrote: It's Street Fighter 4: Arcade Edition. But the OP thought it wasn't misleading at all to call it Sakura Fighter because the character Sakura received some buffs that took her out of lower tier into top tiers according to some people. Lol, why do you blame the poor OP? He didn't do anything. And googling helps because you will only find Super Street Fighter 4: AE, nothing else. /edit: @learning the game/new characters Studying replays from top players helps a lot as well. | ||
Monokeros
United States2493 Posts
As a Guile mainer I have nothing but sadness and dissapoint for this game and have returned to sc2. | ||
holdthephone
United States523 Posts
On June 16 2011 04:00 exalted wrote: Would be interested in basic Sakura info myself. Just played a Japanese friend in Endless (I live in Taiwan and changed Xbox flag to Japan) and his Sakura thrashed me (Yun/Akuma) 10-0.. Seems like it's very important to throw out c.mk with shoryu (which strength?) buffered. clp clp cmk -> shoryu is also a great punish. He was very capable of frame trapping and always scored the maximum damage as punishes. Also very capable of FADCing for long combos that often led to stun. Wish there was a convenient way to upload the video to Youtube as I'm sure I could get some constructive criticism and he is a very solid Sakura. On June 16 2011 02:52 stk01001 wrote: can anyone post some good basic bnb combos and punishes for someone who is just starting out with Sakura can practice?? checked SRK.. but there are soooo many combos listed.. hard to tell which ones are the best.. also what are the best ways to combo into her ultras? SRK is a mess. Avoiding all the complicated stuff, basics to start: pokes/antiair: + Show Spoiler + cr.fp (your go to anti-air) stcl.fp (can anti-air certain cross ups) st.fk (great poke, stuffs a lot of moves) cr.mk -> hp.shouken (easy hit confirm into good damage and knock down) j.mp (great air to air) st.mp (fast and cancellable now, i haven't worked much with the AE changes though) other links into shou (all crouching light punches can be substituted for standing ones): + Show Spoiler + cr.lp -> cr.mk -> hp.shou cr.lk -> cr.lp -> cr.mk -> hp.shou cr.lp -> cr.lk -> cr.lp -> cr.mk -> hp.shou cr.lp -> cr.lp -> cr.lp (range dependent) -> cr.mk -> hp.shou BnB launcher: + Show Spoiler + cr.hp -> ex tatsu (easy as it gets) cr.lk -> cr.lp -> cr.hp -> ex tatsu cr.lp -> cr.lp -> cr.hp -> ex tatsu advanced BnB (aka why Sakura is good): some characters allow more loops, but this is basically it: + Show Spoiler + st.hp -> lk.tatsu -> cr.fp -> lk.tatsu -> st.lk -> hp shou OR ex tatsu lk.tatsu -> st.hp etc... ex shou -> FADC -> st.hp etc.. the links aren't easy, and i still see great sakuras go for simpler combos merely because it's not worth the risk of dropping the link. after launching: + Show Spoiler + otoshi -> 3 hits for max damage otoshi -> 2 hits, skip the 3rd and land early with the knockdown. fully charged hadouken from there is free chip on their wakeup (always do the 2 hit set up unless a 3rd hit is going to win you the match =p) Dash -> Ultra 1 (opponent should be at the level of Sakura's head) Ultra 2 (angled upwards) -- self explanatory. Or mess around with resets if you want to be a douche When your opponent is waking up: + Show Spoiler + time safe jump with j.hk ambiguous j.fp (fools a lot of people, stuffs nearly everything in the game if timed correctly) meaty lk.tatsu (great way to keep the rush down going, especially on characters that lack reversals, if you actually land it, you basically win the game) | ||
Skithiryx
Australia648 Posts
On June 16 2011 04:36 holdthephone wrote: SRK is a mess. Avoiding all the complicated stuff, basics to start: pokes/antiair: + Show Spoiler + cr.fp (your go to anti-air) stcl.fp (can anti-air certain cross ups) st.fk (great poke, stuffs a lot of moves) cr.mk -> hp.shouken (easy hit confirm into good damage and knock down) j.mp (great air to air) st.mp (fast and cancellable now, i haven't worked much with the AE changes though) other links into shou (all crouching light punches can be substituted for standing ones): + Show Spoiler + cr.lp -> cr.mk -> hp.shou cr.lk -> cr.lp -> cr.mk -> hp.shou cr.lp -> cr.lk -> cr.lp -> cr.mk -> hp.shou cr.lp -> cr.lp -> cr.lp (range dependent) -> cr.mk -> hp.shou BnB launcher: + Show Spoiler + cr.hp -> ex tatsu (easy as it gets) cr.lk -> cr.lp -> cr.hp -> ex tatsu cr.lp -> cr.lp -> cr.hp -> ex tatsu advanced BnB (aka why Sakura is good): some characters allow more loops, but this is basically it: + Show Spoiler + st.hp -> lk.tatsu -> cr.fp -> lk.tatsu -> st.lk -> hp shou OR ex tatsu lk.tatsu -> st.hp etc... ex shou -> FADC -> st.hp etc.. the links aren't easy, and i still see great sakuras go for simpler combos merely because it's not worth the risk of dropping the link. after launching: + Show Spoiler + otoshi -> 3 hits for max damage otoshi -> 2 hits, skip the 3rd and land early with the knockdown. fully charged hadouken from there is free chip on their wakeup (always do the 2 hit set up unless a 3rd hit is going to win you the match =p) Dash -> Ultra 1 (opponent should be at the level of Sakura's head) Ultra 2 (angled upwards) -- self explanatory. Or mess around with resets if you want to be a douche When your opponent is waking up: + Show Spoiler + time safe jump with j.hk ambiguous j.fp (fools a lot of people, stuffs nearly everything in the game if timed correctly) meaty lk.tatsu (great way to keep the rush down going, especially on characters that lack reversals, if you actually land it, you basically win the game) Thanks a bunch for this !! But please excuse my nubness, is Tatsu just her Shunpukyaku? | ||
cccalf
United States47 Posts
| ||
Gyabo
United States329 Posts
| ||
Demoninja
United States1190 Posts
From my gaming experience, it seems as follows: Throw beats crouching jab (why is this, don't they both start up in 3 frames?) Throw loses to crouching short (but most c.shorts start up in 4 frames so sometimes it ends up in a technical) Both of these misconceptions. I "tested" point 1 by picking 2 balrogs and mashing throw on one controller and jab on the other and throw definitely did not win every time. Obviously that's not a good way to test but it's what I saw during my mashing. Throw does not lose to cr.short. What I believe you are seeing is people constantly crouch teching tick throws. What happens when you crouch tech is if the other person throws, you get a tech and if they don't you get a cr.short. So essentially when you see a cr.short "beat" a throw, what's happening is player A goes for a tick throw, player B cr.techs before player A inputs a throw so a cr.short comes out and hits player A. I'm 99% sure this is what you are seeing happen. crouching jab beats out frame traps (beating them in startup) crouching short loses to frame traps (gets counterhit) This can be answered with one thing, it depends on the frame trap and how well executed it is. Let's say there's a frame trap that leaves a 2 frame gap and the player can execute it perfectly every time. If that's true then that person should be counter hitting every single jab seeing how the fastest jab has a 3 frame start up but the frame trap only leaves 2 frames. Of course no one I know has such perfect and tight frame traps so the window is 3 or more frames which explains why you are seeing people mash out of frame traps. Lets say I am Yun and throw out an improperly spaced divekick (hits too high) - it seems he can throw me there everytime. Is there anything I can do about this, whether it be mashing reversal, command throw, backdash, etc.? If you space your dive kick wrong I'm pretty sure there's nothing you can do seeing how you'll be in -frames even on hit. Generally I just do the cr.mp os where you input cr.mp, cr.lp, cr.lk at the same time which techs throws if they try to throw and cr.mp will come out if they don't. Of course that option select only works if the dive kick is spaced properly. Also, how do we use non-3f reversals vs wakeup meatys? Is it totally non-effective to be mashing HK upkicks vs combos as Yun since HK is so slow to come out? Does that mean our startup get be interrupted? I actually don't know anything about i-frames now that I think about it so not gonna touch this one and ask a question of my own. Yun's lk dp has 5 frames of start up and 7 frames of invincibility. Does this mean that the 5 frames of start up are invincible as well as 2 active frames or does it mean that Yun starts up for 5 frames, THEN the 7 frames of invincibility occur? Finally, what happens in command throw vs command throw situations? Surely we need to know if our command throw can beat Abel/Zangief/T.Hawk/Feilong's throws. This depends on the command grab. If the command grabs are done at the exact same frame, Yun's should only beat Fei's and should lose to everyone else. I'm not sure what happens if two command grabs with the same startup are done at the same time. I imagine it'll be random who wins but I do not know for sure and this part is just a guess. | ||
stk01001
United States786 Posts
On June 16 2011 04:36 holdthephone wrote: SRK is a mess. Avoiding all the complicated stuff, basics to start: pokes/antiair: + Show Spoiler + cr.fp (your go to anti-air) stcl.fp (can anti-air certain cross ups) st.fk (great poke, stuffs a lot of moves) cr.mk -> hp.shouken (easy hit confirm into good damage and knock down) j.mp (great air to air) st.mp (fast and cancellable now, i haven't worked much with the AE changes though) other links into shou (all crouching light punches can be substituted for standing ones): + Show Spoiler + cr.lp -> cr.mk -> hp.shou cr.lk -> cr.lp -> cr.mk -> hp.shou cr.lp -> cr.lk -> cr.lp -> cr.mk -> hp.shou cr.lp -> cr.lp -> cr.lp (range dependent) -> cr.mk -> hp.shou BnB launcher: + Show Spoiler + cr.hp -> ex tatsu (easy as it gets) cr.lk -> cr.lp -> cr.hp -> ex tatsu cr.lp -> cr.lp -> cr.hp -> ex tatsu advanced BnB (aka why Sakura is good): some characters allow more loops, but this is basically it: + Show Spoiler + st.hp -> lk.tatsu -> cr.fp -> lk.tatsu -> st.lk -> hp shou OR ex tatsu lk.tatsu -> st.hp etc... ex shou -> FADC -> st.hp etc.. the links aren't easy, and i still see great sakuras go for simpler combos merely because it's not worth the risk of dropping the link. after launching: + Show Spoiler + otoshi -> 3 hits for max damage otoshi -> 2 hits, skip the 3rd and land early with the knockdown. fully charged hadouken from there is free chip on their wakeup (always do the 2 hit set up unless a 3rd hit is going to win you the match =p) Dash -> Ultra 1 (opponent should be at the level of Sakura's head) Ultra 2 (angled upwards) -- self explanatory. Or mess around with resets if you want to be a douche When your opponent is waking up: + Show Spoiler + time safe jump with j.hk ambiguous j.fp (fools a lot of people, stuffs nearly everything in the game if timed correctly) meaty lk.tatsu (great way to keep the rush down going, especially on characters that lack reversals, if you actually land it, you basically win the game) great thanks! yea I've been practicing cr.lp -> cr.lp -> cr.hp -> ex tatsu -> otoshi which seems very versatile and quite easy to pull off. Also the ex tatsu launcher is great since it sets you up for multiple possibilities to finish the combo off. Even when I don't have meter I just use hk.tatsu instead of ex and it still does decent damage (although the hk.tatsu only seems to hit twice instead of three times on some characters, still are there better options when you don't have meter?). I originally started off practicing cr.lp -> cr.lp -> cr.hp -> lk.tatsu -> cr.hp -> ex.tatsu but I'm having a really hard time connecting the cr.hp after the lk.tatsu (most of the time it whiffs completely). I have pulled it off, I can only execute it maybe 1 out of 10 times so I just gave up on it.. I know s.lk is an option after the lk.tatsu also, but haven't played around with it too much. Is the s.lk easier to pull off than cr.hp or is it about the same? Also I was thinking maybe s.hp would be a better option, but I figure it's probalby just as hard. I'm pretty content with just the cr.lp -> cr.lp -> cr.hp -> ex tatsu -> for now no need to get too fancy=) Also am loving her pokes etc. cr.mk -> hadouken is very nice am having a much easier time poking etc. with sakura than evil ryu who I was using previously. One thing I noticed is I whiff her j.mk from time to time when I jump in to start a combo, it seems like it's harder to hit with it than other characters (like I never used to miss with e.ryu), maybe it's just me. I've been using j.hp instead and has been working out a lot better... Anyway thanks again for the combos and tips. | ||
xerus
United States16 Posts
| ||
![]()
Excalibur_Z
United States12224 Posts
On June 16 2011 18:48 Demoninja wrote: Also, how do we use non-3f reversals vs wakeup meatys? Is it totally non-effective to be mashing HK upkicks vs combos as Yun since HK is so slow to come out? Does that mean our startup get be interrupted? I actually don't know anything about i-frames now that I think about it so not gonna touch this one and ask a question of my own. Yun's lk dp has 5 frames of start up and 7 frames of invincibility. Does this mean that the 5 frames of start up are invincible as well as 2 active frames or does it mean that Yun starts up for 5 frames, THEN the 7 frames of invincibility occur? Typically it's the first X frames as the move begins that are invincible, but the only way to be sure is to look at hitbox data which we don't have for Yun =( 7 frames of invincibility is a lot :O Finally, what happens in command throw vs command throw situations? Surely we need to know if our command throw can beat Abel/Zangief/T.Hawk/Feilong's throws. This depends on the command grab. If the command grabs are done at the exact same frame, Yun's should only beat Fei's and should lose to everyone else. I'm not sure what happens if two command grabs with the same startup are done at the same time. I imagine it'll be random who wins but I do not know for sure and this part is just a guess. Abel's regular command throw is throw-invincible, so that beats out every other type of throw no matter what it is (even supers and ultras). The rest just depend on frame data, whichever is faster will win. I dunno what happens if they land on the same frame, but yeah it's probably just random. | ||
![]()
Excalibur_Z
United States12224 Posts
On June 16 2011 23:06 stk01001 wrote: great thanks! yea I've been practicing cr.lp -> cr.lp -> cr.hp -> ex tatsu -> otoshi which seems very versatile and quite easy to pull off. Also the ex tatsu launcher is great since it sets you up for multiple possibilities to finish the combo off. Even when I don't have meter I just use hk.tatsu instead of ex and it still does decent damage (although the hk.tatsu only seems to hit twice instead of three times on some characters, still are there better options when you don't have meter?). If you don't have meter then HP shouoken is a more powerful combo ender, but HK tatsu is safe (in case you miss the cancel or something) and it does pretty good damage too. I originally started off practicing cr.lp -> cr.lp -> cr.hp -> lk.tatsu -> cr.hp -> ex.tatsu but I'm having a really hard time connecting the cr.hp after the lk.tatsu (most of the time it whiffs completely). I have pulled it off, I can only execute it maybe 1 out of 10 times so I just gave up on it.. I know s.lk is an option after the lk.tatsu also, but haven't played around with it too much. Is the s.lk easier to pull off than cr.hp or is it about the same? Also I was thinking maybe s.hp would be a better option, but I figure it's probalby just as hard. LK tatsu gives +4 frames on hit, s.lk is a 3-frame move, c.hp is 4 frames, so it's basically twice as hard to get the c.hp to combo (1-frame link compared to 2). What you can do though is learn how to plink (easiest on an arcade stick, you press the HP immediately [1/60th of a second] before a weaker button like MP so the game treats both inputs as HP, giving you the HP input on two consecutive frames) and that makes things easier. Only close s.hp will combo because it's 3 frames, and that's distance dependent. Substituting s.lk or c.lk for c.hp isn't that bad, but you of course miss out on the extra damage and stun from the c.hp. It gets easier if you're able to plink the c.hp. I'm pretty content with just the cr.lp -> cr.lp -> cr.hp -> ex tatsu -> for now no need to get too fancy=) Also am loving her pokes etc. cr.mk -> hadouken is very nice am having a much easier time poking etc. with sakura than evil ryu who I was using previously. One thing I noticed is I whiff her j.mk from time to time when I jump in to start a combo, it seems like it's harder to hit with it than other characters (like I never used to miss with e.ryu), maybe it's just me. I've been using j.hp instead and has been working out a lot better... Anyway thanks again for the combos and tips. C.mk xx hadouken isn't a true blockstring, especially for Sakura who has a really slow fireball startup, so people who are mashing invincible moves or focus attack will be able to punish after the c.mk is blocked. If you're looking to combo, cancel the c.mk into HP shouoken instead, it hits at nearly every distance and does great damage and stun. J.mk has to be done pretty late because it has very few active frames (frames which are actually able to damage the opponent). If you press it too early, the active frames end before touching the opponent and you can take damage during your landing frames. One handy trick I've learned with Sakura is on their wakeup, space your jump so that you're positioned right above their head as they're standing, and at the last moment choose j.hp (to create a fake crossup) or j.mk (to create an actual crossup). | ||
Lucumo
6850 Posts
On June 16 2011 23:09 xerus wrote: God damn look at all these Sakura players :o Can we finally punish Blanka balls now? ;D Those are all FakeSteve. I mean, who would want to play Sakura anyway? She is like a female version of Dan ![]() | ||
Demoninja
United States1190 Posts
On June 16 2011 23:09 xerus wrote: God damn look at all these Sakura players :o Can we finally punish Blanka balls now? ;D I'm pretty sure you could always punish Blanka ball with dash, fp srk but it was a pretty tight link. | ||
![]()
Excalibur_Z
United States12224 Posts
On June 17 2011 02:01 Demoninja wrote: I'm pretty sure you could always punish Blanka ball with dash, fp srk but it was a pretty tight link. It was dash, lp sho and it didn't always work. If Blanka's face impacted your block, you could punish. If his back impacted your block, dash lp sho would whiff. In AE I don't know what the punish is for MP and HP ball, I haven't done the research on it. LP sho would certainly work, maybe HP would too (slower startup)? | ||
Demoninja
United States1190 Posts
On June 17 2011 02:04 Excalibur_Z wrote: It was dash, lp sho and it didn't always work. If Blanka's face impacted your block, you could punish. If his back impacted your block, dash lp sho would whiff. In AE I don't know what the punish is for MP and HP ball, I haven't done the research on it. LP sho would certainly work, maybe HP would too (slower startup)? Okay yeah, I just double checked where I got the inf oand it was a dash lp. 4:19 was where I got my stuff. All of these should still work and probably be easier than it was on Super. | ||
exalted
United States3612 Posts
Here's a great series between Ryuchichukikun (sp) playing Fei and the no. 1 PPer in Japan (Yun, obviously). Some of my notes on what to work on: * Target Combo (slp slk smp) -> EX Lunge -> U1 (as punish / off of command throw) * clk clk clk slk -> ?p lunge as light punisher - Target Combo -> Genei-Jin - Target Combo -> FADC ultra? (only in corner?) - LP Shoulder and MP shoulder -> Genei-Jin uses same followup or not? - s.lk -> lp lunge as punish? - clk clk clk cmk smk as blockstring - ex command throw in response to "focus in your face" | ||
Lucumo
6850 Posts
On June 18 2011 16:48 exalted wrote: Wow, Sakura Fighter 4 thread in the middle of page 2? Nah bro, nah. Here's a great series between Ryuchichukikun (sp) playing Fei and the no. 1 PPer in Japan (Yun, obviously). Probably because the thread title is wrong, should be named Super Sakura Fighter 4: Arcade Edition. He is named Ryukichikun, lol. His Fei Long is really good(obviously) and he switched from Ryu. His popularity isn't that great though because there is always Mago who plays the same character. | ||
![]()
FakeSteve[TPR]
Valhalla18444 Posts
might be a good footsie tool though, i'm not too familiar with the hitbox on yun's s.lk (yang's is fucking good), but buffering lp lunge into it and hanging out where they're just outside the range of your kick is probably pretty strong. it depends on the hitbox of his s.lk, if it reaches far and is hard to whiff punish like yang's you can probably fuck some people up. negative edge can be a bitch when you're trying to buffer specials into 3 frame light attacks though lolol edit: shit, you're right Lucumo!!!! fixed | ||
| ||