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Ultra Street Fighter IV - Page 280

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Check out the new Street Fighter V Thread
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
March 23 2013 07:08 GMT
#5581
On March 23 2013 15:45 FakeSteve[TPR] wrote:
Snafoo is fucking godlike


I like him a lot and he's incredibly down-to-earth :B
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Duka08
Profile Blog Joined July 2010
3391 Posts
March 23 2013 07:57 GMT
#5582
If you want to play a patient / defensive "Ryu-like" character, PICK SAGAT.
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
March 23 2013 08:36 GMT
#5583
On March 23 2013 16:08 Torte de Lini wrote:
Show nested quote +
On March 23 2013 15:45 FakeSteve[TPR] wrote:
Snafoo is fucking godlike


I like him a lot and he's incredibly down-to-earth :B


he's also legitimately one of the most talented individuals to touch a fighting game
Moderatormy tatsu loops r fuckin nice
smashlloyd20
Profile Joined October 2012
251 Posts
March 23 2013 13:52 GMT
#5584
On March 23 2013 15:33 Torte de Lini wrote:
Hm, yeah. Sagat looks awesome. My friend plays Dhalism (Snafoo/Richard Tuok).


You're friends with Snafoo!? :O
Aylear
Profile Blog Joined May 2009
Norway3988 Posts
March 23 2013 14:53 GMT
#5585
On March 23 2013 15:07 Torte de Lini wrote:
Ooh, I don't like either of those heroes.

I'm talking a style like Ryu. My friend plays him all the time and he basically blocks everything and strikes with his Shoryuken.


It's already been mentioned, but the answer is undoubtedly Sagat.

Play it patient, play it lame. And be completely awesome.
TL+ Member
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
March 23 2013 16:52 GMT
#5586
Sagat, I'll definitely give him a try!
I'm also going to try Honda, I've loved him since SFII ):

FakeSteve: What about his cousin: Chi-Rithy? Everyone likes him a lot!
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
diehilde
Profile Joined September 2008
Germany1596 Posts
March 23 2013 17:09 GMT
#5587
I hope to god they dont remove all unblockables or reverse blockables. For me they add a layer of complexity and are an incentive for keeping up training on the one hand and for more offensive play on the other. Most unblockables are escapable for most chars anyway. The only ones that would need change are inescapable ones (other than 1f blocking) that work mid screen and are easy enough to perform consistently imo. Removing all unblockables would necessarily most likely get rid of all reverse blockables too. Why?? You still only have to block, just to the other side you would expect. God forbid the player with more knowledge and who put in time to perfect the timing on a setup gets a reward against the player with less knowledge.

The good feeling when I manage to pull off a hard to time unblockable or reverse blockable has taken over the place of the that feeling when you land one of your chars hardest combos - this just wears off and becomes normal after the Xth time. But with unblockables and reverse blockables you will probably never have used every possible setup against every char out there. Heck, you can go in training room and even discover setups yourself - this is so much fun. I have discovered 3 totally unknown unblockables and countless reverse ones alone. Unblockables and reverse blockables add intricacy to the game, are a delight for lab monsters and prevent the game from being all about simplistic crossup, non-crossup, high/low meaty setups. If I wanted that shit I would have played a lame ass char like Guile, Sagat or Sim. Not everybody wants the game to be as simple as fuck.
Savior: "I will cheat everyone again in SC2!" - SCII Beta Tester
Tilorn91
Profile Joined July 2012
Serbia218 Posts
March 23 2013 17:33 GMT
#5588
Ok so I finally decided to get good at this game (at least try). I played Fei Long some time ago but I was a scrub and only played vs my friend. Also, I have the PC version, is it worthwhile to learn the controls on a keyboard? I'm tight with money atm so buying a stick is not an option.

The Ibuki guide in the last few posts got me intrigued, so I'll try to learn her. She always seemed so cool on tournaments, smashing faces with the vortex play.
Cel.erity
Profile Blog Joined September 2010
United States4890 Posts
March 23 2013 17:51 GMT
#5589
On March 24 2013 02:09 diehilde wrote:
I hope to god they dont remove all unblockables or reverse blockables. For me they add a layer of complexity and are an incentive for keeping up training on the one hand and for more offensive play on the other. Most unblockables are escapable for most chars anyway. The only ones that would need change are inescapable ones (other than 1f blocking) that work mid screen and are easy enough to perform consistently imo. Removing all unblockables would necessarily most likely get rid of all reverse blockables too. Why?? You still only have to block, just to the other side you would expect. God forbid the player with more knowledge and who put in time to perfect the timing on a setup gets a reward against the player with less knowledge.

The good feeling when I manage to pull off a hard to time unblockable or reverse blockable has taken over the place of the that feeling when you land one of your chars hardest combos - this just wears off and becomes normal after the Xth time. But with unblockables and reverse blockables you will probably never have used every possible setup against every char out there. Heck, you can go in training room and even discover setups yourself - this is so much fun. I have discovered 3 totally unknown unblockables and countless reverse ones alone. Unblockables and reverse blockables add intricacy to the game, are a delight for lab monsters and prevent the game from being all about simplistic crossup, non-crossup, high/low meaty setups. If I wanted that shit I would have played a lame ass char like Guile, Sagat or Sim. Not everybody wants the game to be as simple as fuck.


The thing I dislike the most about SF4 right now is the vast amount of knowledge required to play it at any competent level. In most games, you can succeed with footsies and fundamentals, and learn by experience. SF4 was intended to be this kind of game, but now I feel like it's the least intuitive fighting game ever. All of the ridiculous setups have turned it into a war of who can do the most homework and avoid interacting with the opponent as much as possible. This is the reason why so many top players are gravitating towards SFxT.

I do understand why some would see this type of thing as a positive factor that rewards time spent, but memorization is not the same as strategy, in fact it detracts from it. I think the experience which comes from playing games should outweigh the experience spent in training mode.
We found Dove in a soapless place.
Duka08
Profile Blog Joined July 2010
3391 Posts
March 23 2013 19:06 GMT
#5590
On March 24 2013 02:09 diehilde wrote:
I hope to god they dont remove all unblockables or reverse blockables. For me they add a layer of complexity and are an incentive for keeping up training on the one hand and for more offensive play on the other. Most unblockables are escapable for most chars anyway. The only ones that would need change are inescapable ones (other than 1f blocking) that work mid screen and are easy enough to perform consistently imo. Removing all unblockables would necessarily most likely get rid of all reverse blockables too. Why?? You still only have to block, just to the other side you would expect. God forbid the player with more knowledge and who put in time to perfect the timing on a setup gets a reward against the player with less knowledge.

The good feeling when I manage to pull off a hard to time unblockable or reverse blockable has taken over the place of the that feeling when you land one of your chars hardest combos - this just wears off and becomes normal after the Xth time. But with unblockables and reverse blockables you will probably never have used every possible setup against every char out there. Heck, you can go in training room and even discover setups yourself - this is so much fun. I have discovered 3 totally unknown unblockables and countless reverse ones alone. Unblockables and reverse blockables add intricacy to the game, are a delight for lab monsters and prevent the game from being all about simplistic crossup, non-crossup, high/low meaty setups. If I wanted that shit I would have played a lame ass char like Guile, Sagat or Sim. Not everybody wants the game to be as simple as fuck.

I think by unblockables everyone is referring to the 1f things. By reverse blockables are you referring to cross ups? I've never heard that terminology.
Excalibur_Z
Profile Joined October 2002
United States12256 Posts
March 23 2013 19:15 GMT
#5591
I think "reverse blockable" refers to jump-ins that hit crossup, but land you in front so the grounded follow-up hits in front. Akuma and Ryu have such setups where they'll do a j.lk that hits crossup in the corner, but they land in front of you so you have to quickly switch your blocking direction.
Moderator
CosmicSpiral
Profile Blog Joined December 2010
United States15275 Posts
Last Edited: 2013-03-23 20:24:08
March 23 2013 20:03 GMT
#5592
On March 24 2013 02:51 Cel.erity wrote:
Show nested quote +
On March 24 2013 02:09 diehilde wrote:
I hope to god they dont remove all unblockables or reverse blockables. For me they add a layer of complexity and are an incentive for keeping up training on the one hand and for more offensive play on the other. Most unblockables are escapable for most chars anyway. The only ones that would need change are inescapable ones (other than 1f blocking) that work mid screen and are easy enough to perform consistently imo. Removing all unblockables would necessarily most likely get rid of all reverse blockables too. Why?? You still only have to block, just to the other side you would expect. God forbid the player with more knowledge and who put in time to perfect the timing on a setup gets a reward against the player with less knowledge.

The good feeling when I manage to pull off a hard to time unblockable or reverse blockable has taken over the place of the that feeling when you land one of your chars hardest combos - this just wears off and becomes normal after the Xth time. But with unblockables and reverse blockables you will probably never have used every possible setup against every char out there. Heck, you can go in training room and even discover setups yourself - this is so much fun. I have discovered 3 totally unknown unblockables and countless reverse ones alone. Unblockables and reverse blockables add intricacy to the game, are a delight for lab monsters and prevent the game from being all about simplistic crossup, non-crossup, high/low meaty setups. If I wanted that shit I would have played a lame ass char like Guile, Sagat or Sim. Not everybody wants the game to be as simple as fuck.


The thing I dislike the most about SF4 right now is the vast amount of knowledge required to play it at any competent level. In most games, you can succeed with footsies and fundamentals, and learn by experience. SF4 was intended to be this kind of game, but now I feel like it's the least intuitive fighting game ever. All of the ridiculous setups have turned it into a war of who can do the most homework and avoid interacting with the opponent as much as possible. This is the reason why so many top players are gravitating towards SFxT.

I do understand why some would see this type of thing as a positive factor that rewards time spent, but memorization is not the same as strategy, in fact it detracts from it. I think the experience which comes from playing games should outweigh the experience spent in training mode.


PR Balrog was winning tournaments with Fei Long without knowing which characters would properly juggle off Ultra 1. And the scenes where footsies and fundamentals can grant you the most success are often the small scenes that are the least fleshed out in terms of technology. At the highest level of any fighting game, seemingly minute specifics become more and more important in order to gain a winning edge. SF4 is just an example of what every scene requiring expertise goes through, but the game became big enough that we could watch it happen in real time.

The ironic thing is most top players don't even know how to play SFxT properly, they are just playing it like ghetto Street Fighter.
WriterWovon man nicht sprechen kann, darüber muß man schweigen.
diehilde
Profile Joined September 2008
Germany1596 Posts
March 23 2013 20:11 GMT
#5593
On March 24 2013 04:15 Excalibur_Z wrote:
I think "reverse blockable" refers to jump-ins that hit crossup, but land you in front so the grounded follow-up hits in front. Akuma and Ryu have such setups where they'll do a j.lk that hits crossup in the corner, but they land in front of you so you have to quickly switch your blocking direction.

actually it refers to both. also jumpins that hit regular but you land crossup and they look like crossups - i think almost exclusively possible in the corner. sometimes theyre also referred to as "fake crossups".
Savior: "I will cheat everyone again in SC2!" - SCII Beta Tester
Mannerheim
Profile Joined April 2007
766 Posts
Last Edited: 2013-03-23 20:45:12
March 23 2013 20:41 GMT
#5594
On March 24 2013 02:51 Cel.erity wrote:
The thing I dislike the most about SF4 right now is the vast amount of knowledge required to play it at any competent level. In most games, you can succeed with footsies and fundamentals, and learn by experience. SF4 was intended to be this kind of game, but now I feel like it's the least intuitive fighting game ever. All of the ridiculous setups have turned it into a war of who can do the most homework and avoid interacting with the opponent as much as possible. This is the reason why so many top players are gravitating towards SFxT.

I do understand why some would see this type of thing as a positive factor that rewards time spent, but memorization is not the same as strategy, in fact it detracts from it. I think the experience which comes from playing games should outweigh the experience spent in training mode.


The sad thing is that SF4 started out as a solid footsies game, and I hoped that with time it would rival ST itself. But by AE2012 the emphasis has shifted so massively to the oki game that bizarrely SFxT, even with all its silly mechanics, has become the preferred footsies game (which is why old-school players like Valle like it so much).
Aylear
Profile Blog Joined May 2009
Norway3988 Posts
March 23 2013 21:00 GMT
#5595
On March 24 2013 02:33 Tilorn91 wrote:
Ok so I finally decided to get good at this game (at least try). I played Fei Long some time ago but I was a scrub and only played vs my friend. Also, I have the PC version, is it worthwhile to learn the controls on a keyboard? I'm tight with money atm so buying a stick is not an option.

The Ibuki guide in the last few posts got me intrigued, so I'll try to learn her. She always seemed so cool on tournaments, smashing faces with the vortex play.


Keyboard is fine -- take it from a C. Viper and Gen player. In fact, in some ways it's better than a game pad. You'll want to set the keys up to something like WASD for movement and UIO/HJK for punches/kicks. This is the closest you'll get to an arcade setup, which would help you transition to stick later on.
TL+ Member
Trumpet
Profile Blog Joined October 2007
United States1936 Posts
March 23 2013 22:14 GMT
#5596
On March 24 2013 05:41 Mannerheim wrote:
Show nested quote +
On March 24 2013 02:51 Cel.erity wrote:
The thing I dislike the most about SF4 right now is the vast amount of knowledge required to play it at any competent level. In most games, you can succeed with footsies and fundamentals, and learn by experience. SF4 was intended to be this kind of game, but now I feel like it's the least intuitive fighting game ever. All of the ridiculous setups have turned it into a war of who can do the most homework and avoid interacting with the opponent as much as possible. This is the reason why so many top players are gravitating towards SFxT.

I do understand why some would see this type of thing as a positive factor that rewards time spent, but memorization is not the same as strategy, in fact it detracts from it. I think the experience which comes from playing games should outweigh the experience spent in training mode.


The sad thing is that SF4 started out as a solid footsies game, and I hoped that with time it would rival ST itself. But by AE2012 the emphasis has shifted so massively to the oki game that bizarrely SFxT, even with all its silly mechanics, has become the preferred footsies game (which is why old-school players like Valle like it so much).


Posts like this make me wonder if you've actually played ST. No oki setup in SF4 is half as obnoxious as Claw or THawk were in ST. Personally, I don't like the unblockables and wouldn't miss them, but I play Balrog
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
Last Edited: 2013-03-23 22:53:06
March 23 2013 22:31 GMT
#5597
You guys were right about Sagat, he's incredibly easy and comfortable to play and I love his moves!

edit: but I'm still having trouble holding my fight stick.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Cel.erity
Profile Blog Joined September 2010
United States4890 Posts
March 23 2013 22:45 GMT
#5598
On March 24 2013 07:14 Trumpet wrote:
Show nested quote +
On March 24 2013 05:41 Mannerheim wrote:
On March 24 2013 02:51 Cel.erity wrote:
The thing I dislike the most about SF4 right now is the vast amount of knowledge required to play it at any competent level. In most games, you can succeed with footsies and fundamentals, and learn by experience. SF4 was intended to be this kind of game, but now I feel like it's the least intuitive fighting game ever. All of the ridiculous setups have turned it into a war of who can do the most homework and avoid interacting with the opponent as much as possible. This is the reason why so many top players are gravitating towards SFxT.

I do understand why some would see this type of thing as a positive factor that rewards time spent, but memorization is not the same as strategy, in fact it detracts from it. I think the experience which comes from playing games should outweigh the experience spent in training mode.


The sad thing is that SF4 started out as a solid footsies game, and I hoped that with time it would rival ST itself. But by AE2012 the emphasis has shifted so massively to the oki game that bizarrely SFxT, even with all its silly mechanics, has become the preferred footsies game (which is why old-school players like Valle like it so much).


Posts like this make me wonder if you've actually played ST. No oki setup in SF4 is half as obnoxious as Claw or THawk were in ST. Personally, I don't like the unblockables and wouldn't miss them, but I play Balrog


Yeah I was actually thinking of mentioning ST in my post, because that's what I feel like SF4 is somewhat turning into. I guess character-specific stuff doesn't bother me as much if the cast is smaller, though.
We found Dove in a soapless place.
Noocta
Profile Joined June 2010
France12578 Posts
March 24 2013 00:07 GMT
#5599
On March 24 2013 07:31 Torte de Lini wrote:
You guys were right about Sagat, he's incredibly easy and comfortable to play and I love his moves!

edit: but I'm still having trouble holding my fight stick.


Here, this could perhaps help you

http://www.eventhubs.com/guides/2009/jul/08/tips-switching-pad-joystick/
" I'm not gonna fight you. I'm gonna kick your ass ! "
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
March 24 2013 01:20 GMT
#5600
YES! LEt me read this up! Thanks :D
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
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