Ultra Street Fighter IV - Page 488
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kuresuti
1393 Posts
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porkRaven
United States953 Posts
On January 25 2015 07:37 kuresuti wrote: I thought that was hitconfirming? just another way to say it | ||
Duka08
3391 Posts
Often means the same thing but depends on who's talkin and what's being played. | ||
kuresuti
1393 Posts
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Trumpet
United States1935 Posts
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
France12578 Posts
Fuzzy guard is also pretty unclear, as I'm still unsure if there's a difference between fuzzy guard and instant jumping overhead. | ||
sung_moon
United States10110 Posts
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? | ||
Duka08
3391 Posts
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Trumpet
United States1935 Posts
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
United States10110 Posts
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. | ||
Duka08
3391 Posts
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
United States1935 Posts
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
United States953 Posts
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amazingxkcd
GRAND OLD AMERICA16375 Posts
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Unattended Cake
United States877 Posts
I am just waiting for this entire session to be highlighted. | ||
sung_moon
United States10110 Posts
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..... | ||
Aylear
Norway3988 Posts
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Unattended Cake
United States877 Posts
2 silent minutes pass by. "Chicken~" - Infiltration | ||
kuresuti
1393 Posts
The player in question was ostkatten. No clue who he is but he sure is proficient with the whole cast. | ||
Noocta
France12578 Posts
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. | ||
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