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Ultra Street Fighter IV - Page 488

Forum Index > General Games
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Check out the new Street Fighter V Thread
kuresuti
Profile Blog Joined December 2009
1393 Posts
January 24 2015 22:37 GMT
#9741
I thought that was hitconfirming?
porkRaven
Profile Joined December 2010
United States953 Posts
January 24 2015 23:03 GMT
#9742
On January 25 2015 07:37 kuresuti wrote:
I thought that was hitconfirming?

just another way to say it
SHOUTOUTS TO Aylear!!!
Duka08
Profile Blog Joined July 2010
3391 Posts
January 26 2015 08:46 GMT
#9743
The terms often get used interchangeably I find, with the more common use depending on the game. In SF people will often say confirm because you're often consciously doing a pressure string with the intention of comboing if it hits and remaining safe if it does not. Hit confirm. But in a game like Marvel where crazy shit can be happening on the screen you can "convert" a trade or weird scenario like an unexpected knockdown into big damage. "Good conversion", after a scramble.

Often means the same thing but depends on who's talkin and what's being played.
kuresuti
Profile Blog Joined December 2009
1393 Posts
January 26 2015 15:43 GMT
#9744
All this mumbo jumbo is hurting my brain.. I just wanna beat people up!
Trumpet
Profile Blog Joined October 2007
United States1936 Posts
January 26 2015 18:47 GMT
#9745
Conversion = getting something meaningful (knockdown / combo) off of a stray hit or unexpected situation. Easy example would be Ryu / Sagat reacting to their DP trading with an opponent's jump attack and landing an ultra. Usually reserved for other, more combo heavy games like marvel, guilty gear, etc.

Hit confirming is more binary, usually just being a button you press while inputting the next motion and looking for "did it hit" to see whether or not to press the button and activate. Not as many great examples in sf4 since most chars get 2-3 hits to confirm their combos. I'd think of stuff like E Ryu doing cr mk xx fireball and seeing whether or not it hit to do the FADC into whatever else or Cammy walking around pressing cr hp looking to see if it counterhits to get the u1 as hit confirms.

So Poison hitting you with cr.LK and following up with a full combo would be a confirm. You jumping onto Poisons fireball and her focusing your jump attack, and hitting with focus -> dash -> rekka all while you're airborne would be a conversion.

That's how I understand it anyway.

But all that's only true until some misinformed commentators find new ways to confuse everyone and the confused terminology becomes the new definitions! Shoutouts to trip gaurd, fuzzy guard, and who knows how much else
Noocta
Profile Joined June 2010
France12578 Posts
January 26 2015 19:55 GMT
#9746
Trip guard is probably the one it took the most time for me to understand.

Fuzzy guard is also pretty unclear, as I'm still unsure if there's a difference between fuzzy guard and instant jumping overhead.
" I'm not gonna fight you. I'm gonna kick your ass ! "
sung_moon
Profile Blog Joined September 2008
United States10110 Posts
January 26 2015 21:40 GMT
#9747
I can't think of an example off the top of my head where its a "true" instant overhead compared to a fuzzy guard overhead that only works when setup, but most if not all fuzzy guards end up looking like instant overheads.

Maybe Akuma's jumpback MP on Sagat is considered a fuzzy guard-only as I've seen Tokido do it after a j.FP/RH, but he never does it by itself?
Forever Young
Duka08
Profile Blog Joined July 2010
3391 Posts
Last Edited: 2015-01-26 21:41:49
January 26 2015 21:41 GMT
#9748
I don't think fuzzies are really relevant in SF4?
Trumpet
Profile Blog Joined October 2007
United States1936 Posts
Last Edited: 2015-01-26 22:42:01
January 26 2015 22:41 GMT
#9749
fuzzies** = overheads that don't hit crouchers.

That shouldn't make sense at first, but here's the idea:
You block a move standing. This makes your hurtbox taller than it is when crouching. Maybe something that forces you to block standing, like a jump in. Then, when your opponent lands, instead of following it up with a ground blockstring, they immediately jump and do another air attack that would whiff above you if you crouched. If you switched to block low after the initial jump in, you get hit.
This is because in some games, when you're in blockstun, your character won't update between standing or crouching until you either leave blockstun or block another move. The net result is you're left with the standing animation's hurtbox but the properties of a crouch block.

**The thing I believe most people refer to or are intending to refer to. Constantly hear it used for random stuff tho, so my definition could be totally wrong lol

Trip guard originally meant the ability to block as you land if someone put out something like a sweep for you to land on... but now some people use it to mean literally the opposite of that. Some go further, saying trip guard anti air, despite the attack neither being guarded nor hitting an airborne character.

Is chun's jump back hk a fuzzy in sf4? I almost never play against chun so I never remember
sung_moon
Profile Blog Joined September 2008
United States10110 Posts
January 26 2015 23:01 GMT
#9750
Nah that's a legit instant overhead (but hella unsafe if it doesn't kill).

And yea, I've always referred "trip guarding" as when you cleanly tag someone as they are landing with something like a crouching short or sweep. Definitions do seem to get warped overtime.
Forever Young
Duka08
Profile Blog Joined July 2010
3391 Posts
January 26 2015 23:30 GMT
#9751
On January 27 2015 07:41 Trumpet wrote:
fuzzies** = overheads that don't hit crouchers.

That shouldn't make sense at first, but here's the idea:
You block a move standing. This makes your hurtbox taller than it is when crouching. Maybe something that forces you to block standing, like a jump in. Then, when your opponent lands, instead of following it up with a ground blockstring, they immediately jump and do another air attack that would whiff above you if you crouched. If you switched to block low after the initial jump in, you get hit.
This is because in some games, when you're in blockstun, your character won't update between standing or crouching until you either leave blockstun or block another move. The net result is you're left with the standing animation's hurtbox but the properties of a crouch block.

That is my definition as well. They're just very uncommon in SF4 I think. Often only involving jump in -> instant jump normals and even then most are probably not true fuzzies.

Much more common in anime games and Maaaarvelll.
Trumpet
Profile Blog Joined October 2007
United States1936 Posts
Last Edited: 2015-01-27 00:40:28
January 27 2015 00:36 GMT
#9752
Just tested it, chun's jump back HK is just an overhead on some crouchers (like gief) but is a legit fuzzy against Ryu



None of this is particularly relevant... I just realized I could explain the concept better with a crappy 30 second video than I could a wall of text lol

Anyone think we'll see another patch before SF5 drops? Or is this the final final actually final version of SF4? So many characters I want to learn that I never did, now that they won't get nerfed (RIP my horrible Cammy) I might actually try them for more than a week :D
porkRaven
Profile Joined December 2010
United States953 Posts
February 01 2015 20:51 GMT
#9753
Grats to NuckleDu what sick sets. This set was one of the few where I rooted against Snakeeyes because Nuckledu was playing so impressively. That was some intense street fighter :D
SHOUTOUTS TO Aylear!!!
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
February 01 2015 21:01 GMT
#9754
I heard that knuckledu bodied snake eyes 3-1 so props to him
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Unattended Cake
Profile Joined December 2012
United States877 Posts
February 10 2015 05:22 GMT
#9755
http://www.twitch.tv/infiltration85

I am just waiting for this entire session to be highlighted.
"It's Santa! Get him, Jesus!"
sung_moon
Profile Blog Joined September 2008
United States10110 Posts
February 10 2015 05:27 GMT
#9756
On February 10 2015 14:22 Unattended Cake wrote:
http://www.twitch.tv/infiltration85

I am just waiting for this entire session to be highlighted.


Damn now I want some fried chicken.....
Forever Young
Aylear
Profile Blog Joined May 2009
Norway3988 Posts
February 10 2015 05:28 GMT
#9757
Yeah, I'm looking forward to the nyan song/dance YouTube video myself.
TL+ Member
Unattended Cake
Profile Joined December 2012
United States877 Posts
February 10 2015 05:30 GMT
#9758
"Shoutouts to racism" - Donation

2 silent minutes pass by.

"Chicken~" - Infiltration
"It's Santa! Get him, Jesus!"
kuresuti
Profile Blog Joined December 2009
1393 Posts
February 14 2015 21:58 GMT
#9759
I just got my ass beat in a billion games the hardest I've ever gotten my ass beat. How are you supposed to beat someone who seems to be some kind of robot? Hitconfirms jabs (or option selects? I don't know) constantly and inhuman reactions to everything I do. Felt like no matter what I did it was the wrong move. Not even OMH beats me this bad.

The player in question was ostkatten. No clue who he is but he sure is proficient with the whole cast.
Noocta
Profile Joined June 2010
France12578 Posts
Last Edited: 2015-02-14 23:18:06
February 14 2015 23:11 GMT
#9760
Just mean he out footsies you, and you became predictable.
There's no magic to it, some players are just really good at knowing what you'll do.

Depending on the character, being really good at hitconfirming isn't exactly the most difficult thing either. A good ryu can always convert from a jab or a short, so can a good Yun, or a good Sakura, Cammy, etc

Beating this level of player is tough, because they expose everything wrong with your play, and negate your strength, making you feel powerless to beat them.
The key is just to get generally better, and while this may sound vague, there's not a single element to this. Get a better understanding of when they press buttons, when they don't, what they are looking for, what they are thinking, how you can make them doubt, how can you abuse their habits, recognize those habits. Etc

Usually, meeting a player good enough for you to feel like that is a good way to progress your understanding of how deep the game actually is, and improve your determination to get better.
" I'm not gonna fight you. I'm gonna kick your ass ! "
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