Ultra Street Fighter IV - Page 445
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porkRaven
United States953 Posts
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Garnet
Vietnam9012 Posts
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Trumpet
United States1935 Posts
http://forums.steampowered.com/forums/showthread.php?t=2907381 | ||
Garnet
Vietnam9012 Posts
Also has anyone done Orochi Breaker (720 + PPP) with a keyboard? | ||
Duka08
3391 Posts
On July 17 2014 10:43 Garnet wrote: Is there a website that translate stick symbols into keyboard moves? I don't think I have enough patience to figure them out by myself. Also has anyone done Orochi Breaker (720 + PPP) with a keyboard? Are you trying to just do it on the ground, raw? 720s are very difficult to do standing; it's probably not your fault. Most people Dash or jump and do the motion during the dash/jump so they can press PPP (or KKK, for others) as soon as they land | ||
porkRaven
United States953 Posts
On July 17 2014 10:43 Garnet wrote: Is there a website that translate stick symbols into keyboard moves? I don't think I have enough patience to figure them out by myself. Also has anyone done Orochi Breaker (720 + PPP) with a keyboard? Not exactly sure what you're looking for. Are you talking about the ones in game? Here are a list of all the motions and it does say what you would have mapped on the keyboard on this page. http://sonichurricane.com/articles/sfnotation.html You just have to map your controls to mirror 4 directions then it is the same as the stick motions. The page I sent might be easier to read/figure over the icons in game. | ||
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porkRaven
United States953 Posts
On July 20 2014 01:23 Firkraag8 wrote: In case someone missed it there's USF4 @ Dreamhack. Stream - Brackets I think there is some problem with the brackets and even on stream... I haven't seen ghandi tearing it up so far :D. It's I shame I woke up so late into the tournament. Any of the matches worth watching the vod later for? edit: grats to Louffy, convincing win against Ryanheart | ||
Makro
France16890 Posts
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O-ops
United States4236 Posts
On July 17 2014 10:11 Garnet wrote: Would you recommend the Logitech F310 gamepad for Street Fighter? No. God no. I own one, it sucks reallllllllllllll bad. | ||
MarlieChurphy
United States2063 Posts
On July 15 2014 12:17 WindWolf wrote: Some super animations are rather quick (Rose and Juri for example) while others are long (Abel and Zangief comes to mind) I actually meant ultras, >.< | ||
MarlieChurphy
United States2063 Posts
On July 15 2014 15:52 Lolimaiko wrote: I guess I'll bother with a response. The clock, like super meter, ultra meter, and real estate positioning on the stage, is a resource players should always keep tabs on. Using ultras as an example, every character who loses a round has had the option to use his/her ultra at least once, so they pretty much have access to this one mega powerful move all the time. Using your example of Zangief's Final Atomic buster, it's one of the more damaging Ultras in the game. In addition, it's also a one frame grab; if you are not jumping during the super-freeze, you're going for a wild ride. The 10 second + animation is there to "balance out" the fast start up and the high damage. Having your option would completely destroy the risk-reward scenario. I could zone Gief perfectly for 98 seconds, but in the last second he makes a solid read (All good Giefs will close that gap eventually, this isn't Super Turbo any more), and I lose the round. Off of one guess. So now the meta around Gief will revolve around jumping whenever he gets close, which they will respond with correct AAs or Headbutt stun back into Ultra. Some argue Grapplers should have this mechanic. They spend all round maneuvering and dodging through fireballs and eating pokes all day trying to get in, but when they do get in they should be unstoppable. In a way they are; they have undeniably good pressure, and the pay outs are in their favor, but it still allows for some counter play for the defender to push Zangief away and return to neutral. That's how I see it. The timer is there to have Zangief force something way before the match ends, and the opponent has to work on delaying the game enough so Zangief doesn't have access to this extremely powerful tool. As for other reasons why animations still exist: -It gives momentum to the player who lands the ultra, but both characters have a moment to reflect on what the incoming mixup will be. "If he does X, I can do NN. But that can be countered by Y, so I should just do MM; although that can go back to his original option of X". Whatever mind game, psychological pressure happens during those moments, it definitely wouldn't happen if damage became instant. -It gives the audience time to express their excitement and give them time to digest what's happened. People don't cheer for the animation, they cheer because of the build up that led to the Ultra combo. The ultra is the climax, and the footsies rebuild the tension. -Lastly. There has to be some kind of impact for landing a 50% damage move. "doo-dee-doo. I'm going to pick you up and slam you on the ground for 50% damage. It doesn't have to look like it's bone-crushingly devastating does it? No? Oh........" Also knock it off with the condescending language. If you want people to take your rather mis-informed and poorly formed (and wrong) opinion seriously, don't start it off with' mentally disabled' and 'cartoon shit' . Your gief argument is silly because he's not the only person with 10second ultra, basically everyone except for a few characters have a 10 second ultra. However, I do understand the watching the clock and using it as a resource but that still doesn't mean ultras need to be excessively long. Where would you draw the line? What if every ultra was slowed down 1 more second, or 5 seconds. or 10 more? At some point you have to realize there is less time playing the game and more time just watching it. Also the way the damage comes out during ultras, i'm pretty sure is just arbitrarily assigned based on how they created the animation. IE; I don't think they decided X character needs to do X damage on the 1st second, 4th second, and 10th second. They designed the animations first and just synced it up accordingly. I'm not saying this is a fact, but from a general design standpoint I don't see them being this technical when they designed the game. As far as your other animation points; -Moment to reflect argument is good in chess or some board game, but in a timed fast paced game about mixups, counters, and momentum based rush down. And especially since it's an esport with 'hype' I see it as just filler that detracts from the skill and wastes time. You can argue that sometimes the ultras build up when it's a questionable KO is just as hype, but it definitely doesn't add strategy. That would be playing Starcraft and having the game pause for 10 seconds after an engagement, or a key blow, so the players could stop to think. That's absurd. And I'm not saying ultras should be instant. It would be fine if they were avg of like 5 seconds. I'm cool with some grapplers or more intense damage ultras being a bit longer (like 6-7 seconds), but on the whole I would want stuff to be toned down (4-5seconds). -As I said earlier, I'll give you the argument that Ultras are cool during hype/esports stage events, however like 90% of the game isn't during these events. Which is why I would simply want an option to turn off long animation ultras and in order to balance the 2 modes, I guess you would have to either instantly chop time off the clock or freeze the clock, change the speed at which the clock always runs, or just slow the time down during an ultra to match the sped up ultra. Something like that. It wouldn't be too hard to figure out and it wouldn't ruin balance or anything at all. -Again, I'm not saying that everyone should just do 1 or 2 moves and do 50% damage or whatever. I'm just saying most of it is over the top, examples being that most of the ultra moves are just moving around, flying through the air, spinning, or freeze framing. Just cut those parts out or reduce the time spent on them. So Gief's ultra could still have the exact same hits, just remove a lot of the filler on it. PS- Ultimate Atomic Buster is actually one of the shorter Ultras in the game, at about 8 or so seconds. (from the time no inputs can be made until they can be made again) But just look at all the useless spinning and filler on this between any damage being done: You could literally cut it down to like 3 seconds or something (I'm actually going to edit this and post it later). Hell I could ever argue that they were lazy as fuck making these new ultras so they just put in all this crappy spinning and shit to make them a similar length. The way I worded it is fine. I didn't direct it or imply anyone reading was who it was aimed at. | ||
MarlieChurphy
United States2063 Posts
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Handstand
2 Posts
Or, if you don't like them playing solo, approach it with a different mindset. Think of it as a breather instead of an interruption. Act out the ultra (like juicebox). Or check your Twitter or something. If you're picking something like the ultra animations to get bent out of shape over, how do you react to actual stressful situations in the game? | ||
Firkraag8
Sweden1006 Posts
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Garfailed
Netherlands409 Posts
I got back into playing StreetFighter again, and my main character is ken. I can pull of every single move he can do, but i can't seem to chain them together. I also can't pull of to dash out of the animation of a , for example ,hadoken, while i have seen this before. How is this done? | ||
Noocta
France12578 Posts
You can cancel any super canceleable move into a focus attack at the cost of 2 meter, then you just input a dash to cancel out of the focus. | ||
MarlieChurphy
United States2063 Posts
On July 22 2014 02:38 Garfailed wrote: Hello everybody, i need some help. I got back into playing StreetFighter again, and my main character is ken. I can pull of every single move he can do, but i can't seem to chain them together. I also can't pull of to dash out of the animation of a , for example ,hadoken, while i have seen this before. How is this done? http://www.reddit.com/r/SF4/comments/2b8rfd/the_usf4_guidebook_parts_1_2_beginner_and/ | ||
Garfailed
Netherlands409 Posts
Jump [H] kick Stand [H] punch [L] tatsumaki zankukyaku goshoryuken the first 2 are easy, but when i try the zankukyaku thing, the ai already blocks, so for some reason i can't chain that either | ||
Noocta
France12578 Posts
On July 23 2014 00:31 Garfailed wrote: Thats not the only thing though, in challenge for example, i have to do: (akuma) Jump [H] kick Stand [H] punch [L] tatsumaki zankukyaku goshoryuken the first 2 are easy, but when i try the zankukyaku thing, the ai already blocks, so for some reason i can't chain that either Because you need to cancel the stand heavy punch into it Do the motion for it just when the heavy punch hit, Akuma will cancel the recovery of the punch into the special move. That's called special canceling. | ||
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