Ultra Street Fighter IV - Page 45
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Demoninja
United States1190 Posts
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101toss
3232 Posts
On July 06 2011 13:50 Demoninja wrote: If anyone is new to SF4/AE I'm happy to drop what little knowledge I know. Just post up and we'll see what we can do. Why is Yun overpowered? | ||
Zlasher
United States9129 Posts
On July 06 2011 11:32 CyuntiyuL wrote: Does your stream show up on the right side of TL? It did earlier, I turned off the stream, my internet hasn't been at its best today, and when I try streaming in decent quality it lags my game. So I guess I'll wait til either my net is having a good day, or when I get back to college and have godlike internet | ||
Demoninja
United States1190 Posts
He's overpowered vs bad players. | ||
mucker
United States1120 Posts
Then I got online... holy crap I have no idea what I'm doing. Went like 2-20, felt sorry for the guys I beat. Question - is there any way to completely disable the background music? With the volume all the way down I can still hear it. | ||
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Excalibur_Z
United States12235 Posts
On July 06 2011 13:50 Demoninja wrote: If anyone is new to SF4/AE I'm happy to drop what little knowledge I know. Just post up and we'll see what we can do. How does Sakura beat Honda =( | ||
Myrmidon
United States9452 Posts
On a serious note, I still haven't figured out the basic spacing for the matchup, so it's not like I have an excuse to lose yet. Maybe tip of s.mp, s.mk range? Or maybe it's better to just go nuts with weird things like head drill (combo into super or ulra), instant air teleport behind them (if they jump forward), weird slides and Yoga Tower, etc. to just be as confusing as possible? Get in there with b.lk / lk slide xx yoga flame/fire, cr.mp frame traps? | ||
Demoninja
United States1190 Posts
On July 06 2011 15:04 Myrmidon wrote: How to beat a good Yun with Dhalsim, other than to punch him IRL? On a serious note, I still haven't figured out the basic spacing for the matchup, so it's not like I have an excuse to lose yet. Maybe tip of s.mp, s.mk range? Or maybe it's better to just go nuts with weird things like head drill (combo into super or ulra), instant air teleport behind them (if they jump forward), weird slides and Yoga Tower, etc. to just be as confusing as possible? I have no idea o.o Hopefully I'll have some stuff for you tomorrow, I'll try to play against Ryan as often as I can tomorrow and see what he does to wreck me. | ||
Dazer
239 Posts
This guy made a whole series about most of the ins and outs in Street fighter 4 http://www.youtube.com/user/VesperArcade#p/c/744144A71C67D816 | ||
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Excalibur_Z
United States12235 Posts
On July 06 2011 15:06 Demoninja wrote: I have no idea o.o Hopefully I'll have some stuff for you tomorrow, I'll try to play against Ryan as often as I can tomorrow and see what he does to wreck me. Oh yeah you're Norcal right? You're a KS2 visitor? | ||
Myrmidon
United States9452 Posts
On July 06 2011 15:06 Demoninja wrote: I have no idea o.o Hopefully I'll have some stuff for you tomorrow, I'll try to play against Ryan as often as I can tomorrow and see what he does to wreck me. Well, rewatching some older matches, it looks like Champ prefers a saner fullscreen yoga fire -> react or s.hp range. s.mp is of course dangerous because they can jump in from that range. The Singapore Sim recommended head drill, and I saw a match of YHCMochi going in with IAT tricks and then some s.lk s.mk pressure to keep out (but that was against a more aggressive Yun). Also, he did lots and lots of crouch teching with cr.mp, yet the Yun never punished that. Well, we'll see. Most online Yuns are terrible, that's all I know. | ||
Imagist
Australia484 Posts
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CynanMachae
Canada1459 Posts
I'm such a nub tho << | ||
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GTR
51462 Posts
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Zlasher
United States9129 Posts
Every time I matchmake I've been up against top 5 of their class so far, and I get bodied hardcore ![]() | ||
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FakeSteve[TPR]
Valhalla18444 Posts
sakura can handle honda. granted i keep my lady Chun on retainer just in case, but it's not that bad for sakura. you can zone him safely with fireballs providing he's not close enough to hit you in recovery - if you throw a lvl 2 fireball you'll have to c.fp his jump on reaction beating honda is about knowing your safejump setups. sakura's crossup j.mk can beat out EX headbutt, but not if you get hit. it's the same deal as some shotos, where reversal timing gets beat out (he'll fly away though ![]() beyond that, doing lk tatsu right on top of him when he wakes up is a good option. if he does EX headbutt you'll hop through him before you get hit, but only if you're RIGHT up in his grill, so only do it off untechable knockdowns. the main reason it's kind of difficult for sakura is that there's the perception that sakura has to get in, and the stop sign (nj.fp) is as strong as ever. so, don't go after him. this is a matchup where the round will either end at 85 seconds remaining because you walked through him, or at 15 seconds because you lamed him out. if he gets a big (30%+) life lead on you and just sits there, you're fucked, so do whatever you want cuz it doesn't matter! if you get a life lead, do WHATEVER YOU CAN to preserve it. do not get saucy and attack him anyway. honda actually has a much harder time getting in on sakura than the reverse. the biggest thing though, if you're at neutral near him, you need to focus on whiff punishing his normals. if you can't do that, you're pretty much gonna lose. if you can, it's a very manageable matchup. sakura outdamages honda (as strange as that sounds it's true), so play it cool. also remember that your close s.fp will anti-air butt slams. because of how this matchup plays out i think below a certain skill level it's largely in Honda's favor, but once a Sakura can demonstrate an element of control and clarity, it shifts very close to even, possibly even in Sakura's favor it's very very important to focus on Honda's meter management in this matchup. with EX meter he can get out of your mixups, even if he has a hard time counterhitting them. without meter, all of your regular jump-in setups off untechable knockdown will hard counter headbutt AND buttslam. | ||
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FakeSteve[TPR]
Valhalla18444 Posts
On July 06 2011 15:43 CynanMachae wrote: Yay finally, been waiting for that to play sf4 again. Time to get some C. Viper practice! I'm such a nub tho << i know some stuff about viper, where's your execution level? do you know how to superjump cancel normals into ultra? re: sim vs yun... just counterpick sagat. very similar playstyle (more similar to sim than anyone else really, except with a dp!). this is one of the few legitimate 7-3 matchups in AE. sim just doesn't have options against yun, you need to be a vastly superior player to win. that said, head drill is indeed untapped technology, and not just against yun. there's a sim player locally here who uses instant air head drill as a really strong footsie tool, it has an incredible hitbox and a buttload of block/hitstun | ||
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FakeSteve[TPR]
Valhalla18444 Posts
On July 06 2011 15:22 dazer wrote: I found out Vesper Arcade which is an awesome channel for street fighter newbies like myself. This guy made a whole series about most of the ins and outs in Street fighter 4 http://www.youtube.com/user/VesperArcade#p/c/744144A71C67D816 that's my buddy Gordon :D STANG, Jpizzle, Killey, Khoa doing the inputs mostly i think. local Edmonton players | ||
Zlasher
United States9129 Posts
spin stick, hit light punch, have meter? hit two buttons, have ultra? hit 3 punches. shits so dumb | ||
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Excalibur_Z
United States12235 Posts
On July 06 2011 16:09 FakeSteve[TPR] wrote: sakura can handle honda. granted i keep my lady Chun on retainer just in case, but it's not that bad for sakura. you can zone him safely with fireballs providing he's not close enough to hit you in recovery - if you throw a lvl 2 fireball you'll have to c.fp his jump on reaction beating honda is about knowing your safejump setups. sakura's crossup j.mk can beat out EX headbutt, but not if you get hit. it's the same deal as some shotos, where reversal timing gets beat out (he'll fly away though ![]() beyond that, doing lk tatsu right on top of him when he wakes up is a good option. if he does EX headbutt you'll hop through him before you get hit, but only if you're RIGHT up in his grill, so only do it off untechable knockdowns. the main reason it's kind of difficult for sakura is that there's the perception that sakura has to get in, and the stop sign (nj.fp) is as strong as ever. so, don't go after him. this is a matchup where the round will either end at 85 seconds remaining because you walked through him, or at 15 seconds because you lamed him out. if he gets a big (30%+) life lead on you and just sits there, you're fucked, so do whatever you want cuz it doesn't matter! if you get a life lead, do WHATEVER YOU CAN to preserve it. do not get saucy and attack him anyway. honda actually has a much harder time getting in on sakura than the reverse. the biggest thing though, if you're at neutral near him, you need to focus on whiff punishing his normals. if you can't do that, you're pretty much gonna lose. if you can, it's a very manageable matchup. sakura outdamages honda (as strange as that sounds it's true), so play it cool. also remember that your close s.fp will anti-air butt slams. because of how this matchup plays out i think below a certain skill level it's largely in Honda's favor, but once a Sakura can demonstrate an element of control and clarity, it shifts very close to even, possibly even in Sakura's favor it's very very important to focus on Honda's meter management in this matchup. with EX meter he can get out of your mixups, even if he has a hard time counterhitting them. without meter, all of your regular jump-in setups off untechable knockdown will hard counter headbutt AND buttslam. A huge wrench in the mix is playing online I guess. Punishing whiffed normals online is fucking difficult, and if I have to rely on that then I'm in trouble. I also don't have an answer to even non-EX headbutts because online if you try to neutral jump them you get hit during prejump. And yeah, once Honda gets meter I have to basically go completely on the defensive because EX headbutt is terrifying. And it's been said, but I'm still struggling with the twins using Sakura. I can't get away with the anti-divekick c.lp c.lk c.hp option select (which works against Rufus) because their height restriction and fast jump actually lets them clear c.hp range and punish me. Pretty hilarious in a "well now what?" sort of way. I've been trying to neutral jump and it kind of works if the twin player is terrible and crouches when he lands. I guess my last option is to s.lp antiair but the only thing that does is reset them for very little damage and they can start the mixup all over again. Yang seems even safer than Yun hilariously enough. | ||
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