Ultra Street Fighter IV - Page 192
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Arisen
United States2382 Posts
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Torte de Lini
Germany38463 Posts
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Mitsuwa
United States793 Posts
Here is the first video of James Chen's First Attack The sound is a bit low and a bit off in this video cause it's their first that they've done, but it really isn't that bad. Here is UltraDavid's first episode of his show Lv3 Focus. Some more good stuff here (and with the same audio issues unfortunately). | ||
Azuroz
Sweden1630 Posts
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Makenshi
Sweden2105 Posts
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Mannerheim
766 Posts
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O-ops
United States4236 Posts
Fraaaaaaaaaaaud | ||
Lyter
United Kingdom2145 Posts
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BM_Rawbertson
43 Posts
http://j-tv.me/AnX4NH | ||
Azuroz
Sweden1630 Posts
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Mitsuwa
United States793 Posts
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matiK23
United States963 Posts
I'm either inputting the double qcf a bit too slow, but the execution is good. however the ultra whiffs. And if i try to execute double qcf a bit faster, it comes out srk fadc into another srk. But the thing is I look at the input and it's correct execution! Whenever this happens, I just want to chuck my arcade stick out my 2nd floor window. So fucking frustrating why this happens. Any clue why this happens? Also any tips on making sure the ultra comes out and NOT the super? It's also frustrating when a super comes out when I'm pressing 3xP at the same time. | ||
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Fiercegore
United States294 Posts
On February 11 2012 10:10 matiK23 wrote: So I started SF4 2 weeks ago with Ryu and I'm working on his srk fadc ultra. I can do it flawlessly on the 2Player side, but when I'm on the 1Player side I am horrible at it. I probably can land maybe 20 percent of the time. I'm either inputting the double qcf a bit too slow, but the execution is good. however the ultra whiffs. And if i try to execute double qcf a bit faster, it comes out srk fadc into another srk. But the thing is I look at the input and it's correct execution! Whenever this happens, I just want to chuck my arcade stick out my 2nd floor window. So fucking frustrating why this happens. Any clue why this happens? Also any tips on making sure the ultra comes out and NOT the super? It's also frustrating when a super comes out when I'm pressing 3xP at the same time. If you FADC into your ultra it's impossible to do a super instead of your ultra because you will not have the meter. And I have the same problem, 2player side is easier for me, but after a while and forcing myself to host games online so i would be in the 1st player side, it eventually became easier. | ||
matiK23
United States963 Posts
On February 11 2012 10:25 Fiercegore wrote: If you FADC into your ultra it's impossible to do a super instead of your ultra because you will not have the meter. And I have the same problem, 2player side is easier for me, but after a while and forcing myself to host games online so i would be in the 1st player side, it eventually became easier. Ah I guess that is what happens when you have ultra and super meter on unlimited in training mode. So I guess the secret is just practicing. Thanks for the input. | ||
o3.power91
Bahrain5288 Posts
On February 11 2012 10:10 matiK23 wrote: So I started SF4 2 weeks ago with Ryu and I'm working on his srk fadc ultra. I can do it flawlessly on the 2Player side, but when I'm on the 1Player side I am horrible at it. I probably can land maybe 20 percent of the time. I'm either inputting the double qcf a bit too slow, but the execution is good. however the ultra whiffs. And if i try to execute double qcf a bit faster, it comes out srk fadc into another srk. But the thing is I look at the input and it's correct execution! Whenever this happens, I just want to chuck my arcade stick out my 2nd floor window. So fucking frustrating why this happens. Any clue why this happens? Also any tips on making sure the ultra comes out and NOT the super? It's also frustrating when a super comes out when I'm pressing 3xP at the same time. As mentioned by Fiercegore above, it's not possible to get a super after an FADC because you don't have the full super bar filled after spending 2 bars. I'm assuming you're getting the super instead of the ultra outside of FADC combos. Could you elaborate more on what situations you get the super instead of the ultra? For the FADC combo into ultra, unfortunately there is no simpler way to get the execution right than to practice practice practice. And when you're done with that, practice some more. You've only been playing for a couple weeks so if you can already get the FADC on one side flawlessly, you're already doing pretty well. It took me a couple months to finally be comfortable with FADC combos (but then again I was playing chars that didn't need them as much as Ryu). Try taking it 1 step at a time. SRK, Focus Attack, Dash Cancel, Ultra. One thing I do when using FADC combos is to hold F at the end of the SRK, then Focus Cancel the SRK while still holding F. Then just tap F to dash cancel. Basically, my input looked like this: f, df, d, df, f(hold)+P, MP+MK, release then tap F, buffer qcfx2 while dashing, PPP. You don't have to follow this, but I just found it easier to execute FADC combos with this. Plus, this is how us aspiring Guile players have to learn to Flash Kick, FADC into U2. God that thing is a pain T_T | ||
Mitsuwa
United States793 Posts
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rwrzr
United States1980 Posts
More seriously though. I play Yang and I am having trouble getting my offense/pressure started. Right now my offense is limited to 2.5 options. Short to Closeup Range: 1) walkup c.mk xx slashes (just starting out online on PC so people are silly and it always works) Medium - Long Range: 2) Rolling Kicks on reaction to fireballs or some kind of whiffed special or w/e 2.5) Ultra 2 whatever I could roll kick. | ||
o3.power91
Bahrain5288 Posts
On February 11 2012 14:12 rwrzr wrote: ULTRACHEN SO AMAZING! More seriously though. I play Yang and I am having trouble getting my offense/pressure started. Right now my offense is limited to 2.5 options. Short to Closeup Range: 1) walkup c.mk xx slashes (just starting out online on PC so people are silly and it always works) Medium - Long Range: 2) Rolling Kicks on reaction to fireballs or some kind of whiffed special or w/e 2.5) Ultra 2 whatever I could roll kick. Utilize them divekicks. They're one of the infamous tools that define the twins. I used to play a bit of Yun so I can't say anything specific to Yang, but divekicks are very annoying for almost any character to deal with: -You can vary your divekick choices to keep him guessing. -Try to aim for a deep hit with the divekick for a combo. -You can also feint with an empty neutral jump from mid range to try to bait an antiair. Be careful not to be in range of any of his anti airs to begin with and divekick over fireballs if he throws them out while you're airborne. -Also on knockdown, you can continue pressuring with divekicks (time and space them to crossup or not). -You can also purposely whiff a divekick just to get closer to him and get a throw or something. -Learn to divekick over fireballs on reaction. Against characters like Guile, you don't want to rely on your roll kick to get in. Hell, you don't want to rely on roll kick to get in from long ranges. Most fireball chars can recover and block the kick at those ranges. There are many other uses for divekicks, but these are the ones off the top of my head. Although be careful not to get too predictable. You can't only rely on divekicks to get in. Play a bit of footsies with pokes. Yun has st.MP and st.MK. I don't know about Yang's. I don't know how safe Yang's target combos are but check them out. Use f+MK overhead kick to force them to stand. That way you get more opportunities to get your cr.MK xx slashes. | ||
rwrzr
United States1980 Posts
I seem to trade with anti-airs (specifically dps) a lot. As a new player what should I be focusing on during matches? | ||
o3.power91
Bahrain5288 Posts
Divekicks are very unsafe if you are either too predictable with them or just use them at the wrong ranges/angles. The main strength of the divekick in the neutral game comes in their ability to alter your jump angle to scare your opponent into guessing. It's hard to get at first, but if you can alter your jumps to bait antiairs or scare them into just blocking, it will have fulfilled some purpose. A predictable divekick is no different from a normal jump in that the opponent will have no trouble anti airing it. Yes, divekicks to get in may be risky at times but that's the cost of being offensive in this game. | ||
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