On May 02 2012 10:19 Torte de Lini wrote: Excal says not to get the hori sticks
I should clarify though. The cheap Hori sticks are crap. They're cheap because they suck. They use Hori parts which are pretty low-quality and prone to breaking. The buttons have a lot of resistance to them and the sticks feel rigid.
Now, the expensive Hori sticks like the Vewlix models (Hori RAP 3 VLX) use actual Sanwa parts, which are the same parts real arcade cabinets use. Those are fantastic sticks, right on par with the Eightarcs and TEs.
When I was first learning how to play on stick I bought a Tekken Anniversary PS2 stick (all Hori parts) from a friend for $10. It served its purpose of figuring out how to execute moves and where to place my fingers, but after about a month the down directional input started dying out, then one of the buttons wasn't being recognized consistently.
Then I bought an SE (imitation Sanwa parts) for $60. The down-right directional input and two buttons failed within 2 weeks. Fortunately the SE can be modified pretty easily because the inner components are so modular, so I replaced all the parts with genuine Sanwa parts (cost of $40), effectively making it a TE for the same total cost but with a smaller and lighter base. I never had problems with it after that. Eventually I bought an actual TE for the extra weight and balance. Basically when it comes to sticks, you get what you pay for. I knew I would be playing fighting games on a stick from the moment I started playing SF4, so the TE was worth the investment for me.
Don't forget about the Qanba Q4. It's just like the eightarc stick...sanwa parts, dual compatible. Also comes with a nifty carrying handle. Only weird thing is the location of the start button.
I'm actually planning on getting one of these since i just traded my ps3 for a 360.
Finally, the vision is complete. Sakura has completed her training and transformed into the ultimate warrior.
Sakura channels the power of the void to teleport across dimensions, focusing on mixups, mobility, and grabs to deal with enemies.
She makes extensive use of teleport in all her moves, and even teleports out after being knocked down. She has completely new supers and ultras, and a completely revamped moveset that will fascinate anyone who tries her.
There are no face problems, and extensive care was taken to make sure all voices are said appropriately. Now with support for both English and Japanese settings! Check out her English/Japanese voice during her ultras - I think it's very fitting.
Other Changes: (parantheses indicate commands for new moves, if needed)
Dash, backdash are short range teleports. She also teleports back up pretty quickly after being knocked down.
Her forward throw animation has been changed so to fit the character's image. Both forward and backward throws wallbounce.
Her Jumps are also teleports, and reaches the peak almost immediately (normal speed when coming down).
She has a wall cling, similar to the one found in MVC3. She slowly falls down after clinging, and it can be canceled into teleport or A new move, Force Psychocrusher. (Forward While in air during back jump)
She has aerial teleports, executed with double tap direction + 3P, and can go forward, backward, or downward. (double tap direction + 3P, and can go forward, backward, or downward)
She retains the normal teleports while on ground. (SRK or reverse + all 3 kicks or 3 punches)
Her air normals stay active through the entire frame. Divekicks can be activated from jumps of any direction, and is about twice as fast as before.
Her ground normals are slightly faster, and close HP and down HP launches the enemy (very short distance).
She can use the power of the void to push or pull the enemy from anywhere on the screen (on the ground), executed with down left any punch (pull) or kick (push). EX version can grab the enemy out of the air (from anywhere). (down left any punch or kick)
She has an air slash move that has a very long startup (down forward punch). After charging, she hits the opponent from across the screen in a narrow band. It's unblockable, and she has multiple hits of armor while charging. Strength of button determines length of charge and damage. (down forward punch)
Her focus attack reaches the whole screen, but doesn't have any invincibility.
She has a Body Dash move (Force Psychocrusher), in which she extends her teleport to fly across the screen and hit the enemy in high speed. It's executed with HP+ direction, with Down making her fly straight across, Back having her go straight up, and Right having her fly diagonally. This can also be done in the air, with Down making her drop quickly, right making her fly straight across, and back having her go diagonally. (HP plus back or down or forward, effect varies with direction)
Of course, she also has the regular spinning piledriver, and the original reason I chose Seth's moveset as a basis. (Down forward kick)
She has an anti air grab, executed with SRK + any punch. Punch strength determines range and recovery speed.. She summons a small void in front of her while holding the opponent, hitting him multiple times. (SRK + punch)
[size=150]SUPER AND ULTRA[/size]
She has a "Force Rush" super, in which she flies across the screen with a kick, then follows up with multiple punches and kicks. (down back down back any punch) She can blow through most projectiles until the first hit, and attacks multiple times. If any of the first few hits connect, she can go into a "Trance" and attack even faster, dealing more damage. Last hit causes a deep wall bounce on the opponent, very similar to Trinity's signature attack in Matrix (the movie). (down back down back any punch)
Her ultra 1 is the Final Atomic Buster, executed with down forward down forward all three punches. It's short range 0-frame command grab and can take enemies in the air, as long as she's close. (down forward down forward all 3 punches)
Her Ultra 2 is shadow dance. She teleports across the screen behind the enemy (or forward, depending on what he's doing). Then she rapidly teleports in front and behind the enemy, attacking with overhead and middle hits. It can cross up, so the opponent must block correctly throughout the whole ultra. The final hit does a wall bounce. (doen back down back all 3 punches)
Other notes: Based on Seth moveset, but is a total revision. Removed shoryuken, "spin kick," toe taps, and old ultras and supers. Added a variety of other new moves. As far as I can test, she has no infinites. Her damage output isn't that great, so I think she can be compared to... Yun pre-2012? lol. I've also improved the AI over probably ~100+ battles to make her a proper challenge. She uses all available moves at her disposal.
Directions: 1. Backup CAPCOM\Super Street Fighter IV\dlc\03_character_free\battle\regulation\latest\SKR or Super Street Fighter IV/patch_1_06/battle/regulation/latest_ae/SKR, depending on your patch. 2. Extract files in first zip into the above folder. 3. Backup CAPCOM\Super Street Fighter IV\resource\battle\chara\SKR. 4. Extract files in second zip into the above folder.
Yeah, it works on PC and as it is the 360 version, Windows will pick it up straight away, too! If you want to use it on PS3 you will have to mod it, though. But the dual mod is fairly easy to do, not too expensive either.
I came back to playing AE for a nice session of about 8 hours with my friend yesterday. It was a lot of fun. My Balrog got a lot worse, had some good fun with Fuerte, my Ryu still has solid basics. Really pretty tough to beat my friend's Akuma though, as he has much more experience than me. Demons put on some really sick macro mindgame, which only adds more to Akuma's already scary arsenal of options. My biggest issue is that my friend only gets scared with Fuerte, so that's the only character I can set up mindgames with, but he figured out most of my gimmick setups by the end of the night, haha. It's really hard to figure out the holes in Akuma's game, as whenever I try to go for a punish, he mashes out shoryukens (mind you, he rarely does them when they will miss or be blocked).
Coming back from SFxT to AE is brutal for execution...jesus ._.
Yeah that owned. Too bad Ricky got bodied in the finals against Jwong. They both should have picked different characters since they've played Rufus/Rufus in top 8 so many times before.
They probably split the pot and didn't care anyways. But honestly, Ricky's Rufus tends to lose to Justin's in the mirror. And Justin has no reason to switch since his Rufus beats all of Ricky's alts.