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Ultra Street Fighter IV - Page 515

Forum Index > General Games
Post a Reply
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Check out the new Street Fighter V Thread
MarlieChurphy
Profile Blog Joined January 2013
United States2065 Posts
April 16 2015 21:29 GMT
#10281
saw a 240p video of poongko double perfecting diago yesterday.
RIP SPOR 11/24/11 NEVAR FORGET
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
April 16 2015 21:37 GMT
#10282
On April 17 2015 06:16 Trumpet wrote:
Show nested quote +
On April 17 2015 05:09 Excalibur_Z wrote:
My favorite thing to do against an antiair focus is to do my jumpin fairly late, backdash immediately when hitting the ground so their release whiffs, then punish the whiff (with Sakura you can do an LP shou to punish, with Balrog probably a s.hp or c.hk will reach).


hmmm I may try that, didn't think of backdashing away on landing.

Show nested quote +
On April 17 2015 04:32 FakeSteve[TPR] wrote:
....says the Sakura player, but ya know


I WAS ABOUT TO SAY... Really though you're right. Too many other games and not enough sf got me jumping too much and the not enough people I play online punish it properly.

edit: omg I just watched the above video. he tells me not to jump so much and jumps three times in the first eight seconds. I see why they call you fakesteve.

edit2: that reset on juri in round 3 was cute tho


hahahaha, buuuuusted xD

i will say it's.... different, with Sakura and Cammy, than with most characters, but I'm guilty of this habit as well. It sucks because vs local competition i can either just roll over them, or get the information I need for my actual gameplan through this aggression, but it's poor practice for tournaments. It gets me in trouble against Air, but I don't play him as often as I'd like. He wants me to come to vancouver for a week before Evo to help them get ready (I'm probably not going to Evo this year), so I'm really considering doing that. The average level of play in Vancouver is higher than here in Edmonton, and they have waaaaay more players. My best pal & former teammate moved out there in February and he's loving their FGC

Moderatormy tatsu loops r fuckin nice
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
April 16 2015 22:00 GMT
#10283
I'm gonna try to explain what I told the guy i ft15'd without being able to show video for context, so bear with me lol

I went into this set intending to play Cammy for the first few matches. I kinda just arbitrarily decided before it started that I'd switch out once I lost 5. I actually thought I'd only get 1 or 2 vs his Elena with her, but I ended up getting to 5-4, so that was a bonus. Regardless, the first few matches of a long set like this are for exploring. I played a pretty loose game vs him just to get in as often as possible.

Once I'm in, there's specific information I'm looking for: tech habits. If he:

1) crouch techs at the basic jab-jab-jab timing:
- use tight frame traps with 1-2f gaps (c.jab -> cl.mp or c.jab -> c.fp)

2) delayed tech, which is pretty much standard now:
- manually delay my previously listed frame traps OR use traps with bigger gaps like c.lk -> c.fp OR instant air ex divekick

3) stand techs every so often (which will beat delayed frame traps from (2)):
- instant air ex divekick OR walk back, c.mk x arrow

There are other things I didn't list that you can do to punish these particular ways to tech, I'm just showing my thought process

I discover what their habits are by attempting to throw them, and then attempting basic frame traps listed under (1) above. I'm looking for PATTERNS - anything they do automatically, without explicit thought.

By cycling through these varying options, I get the information I need to start opening someone up. Again, I'm looking for patterns I can exploit. I frame trapped the SHIT out of this guy in the later matches in the set, and I was able to predict how he'd adjust his defense, so I could stay a step ahead. This is probably the #1 thing I'm good at in sf4, I WILL open you up eventually if I get in.

Having success in this aspect of my pressure opens up the next step, and this is the shit I had to reveal...


When you get someone worrying about your throw/frame trap game, other things will go unnoticed. I look again for patterns in other areas that I can exploit. In this particular set, this is what i found:

- I am getting a good amount of throws now, because of the threat of my frame traps
- I can open this guy up often enough to be threatening when I'm in
- This guy can block the dirty fake crossup j.fp after forward throw


The important thing to realize here is that I intentionally just did the same setup almost every time after I got a throw: jump fp, on the front. The idea here is to get him comfortable blocking this jump-in, and most importantly, FOCUSED AND THINKING ABOUT MY THROW/FRAME TRAPS

So once I think he is conditioned to always block that j.fp, BECAUSE he is so focused on my frame trap/throw, and because there's no innate threat to the j.fp itself because he blocks it successfully most of the time....

When I get him down to ~35%, and I have U1 and a bar, I slowed my game down a ton, and looked for a forward throw. When I got it, I did empty crossup c.lk into bnb into U1, which kills at that much hp.

See how he is conditioned to block the j.fp because he's worried about my pressure after it? See how I made a DELIBERATE ACTION at a time when it would kill that runs counter to that? He was so nervous about what I was gonna do after I put him in blockstun that he just took the blockstun as a foregone conclusion. Elena can't really get out of that setup, but there's a specific reason I never really went for a crossup j.mk. I don't need a crossup, I need a solid read to end round.


This exact setup, empty jump crossup c.lk into bnb into U1, ended 10 or more rounds over this set.


There's other stuff, but this is a really clear example
Moderatormy tatsu loops r fuckin nice
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
April 16 2015 22:05 GMT
#10284
The important thng is that imnot saying empty jump crossup c.lk is to godlike and it works every time. thats simply a reaponse i found to something i noticed i could condition him to expect. if i found different information id have made up something else. you have to think about the context and set yourself up to take advantage
Moderatormy tatsu loops r fuckin nice
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
April 16 2015 22:11 GMT
#10285
On April 17 2015 06:16 Trumpet wrote:
Show nested quote +
On April 17 2015 05:09 Excalibur_Z wrote:
My favorite thing to do against an antiair focus is to do my jumpin fairly late, backdash immediately when hitting the ground so their release whiffs, then punish the whiff (with Sakura you can do an LP shou to punish, with Balrog probably a s.hp or c.hk will reach).


hmmm I may try that, didn't think of backdashing away on landing.

Show nested quote +
On April 17 2015 04:32 FakeSteve[TPR] wrote:
....says the Sakura player, but ya know


I WAS ABOUT TO SAY... Really though you're right. Too many other games and not enough sf got me jumping too much and the not enough people I play online punish it properly.

edit: omg I just watched the above video. he tells me not to jump so much and jumps three times in the first eight seconds. I see why they call you fakesteve.

edit2: that reset on juri in round 3 was cute tho


I think with correct spacing jumping is fine and a lot of good players tend to overstate how bad jumping is. It's a bad habit if you just jump to cover distance, sure, but there are plenty of jumping attacks that have ridiculously good hitboxes and should be abused often. Sakura j.hp hits really really low, Ryu j.hp hits really really low and far out, Honda j.mp hits really really low, Balrog j.hk hits really really low and j.hp hits pretty far forward, Vega j.hp hits really really low. There are so many examples of jumping attacks that are designed to beat a lot of poor antiairs straight up or typically trade in your favor.

Sakura is especially brutal in the air-to-ground field because j.hp stuffs a lot of antiair normals, j.hk stuffs a lot of antiair normals that are thrown out with a timing and spacing that tries to beat j.hp (it hits further forward and lower but it's more vulnerable), j.mk can cross up and make the more vertical antiairs miss, and air tatsu can change your landing trajectory to make DPs whiff. That doesn't mean 100% of your offense with Sakura is jumping, but it's a valuable tool to have in your toolbox and shouldn't be shelved because jumping is generally a bad idea.
Moderator
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
April 16 2015 23:57 GMT
#10286
Something I didnt really mention... is it clear to most people that, if X frame trap doesnt work but he still techs your throws, that Y frame trap should work? you guys understand the relationship im talking about? maybe Excal can explain it better
Moderatormy tatsu loops r fuckin nice
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
Last Edited: 2015-04-17 00:03:48
April 17 2015 00:01 GMT
#10287
He's 100% right about jumping btw

you usually hear 'you jump too much' as blanket advice for learning players, but it should really be 'you jump mindlessly or for the wrong reasons'. its waaaay harder to explain what the 'right' reasons are, and tons of people really do just think 'well im gonna go in now' and they jump... thats why you hear it a lot lol

jumpng isnt something you can just do against a good player, but you cant rightly 'just do' anything vs a good player. when i tell people 'stop jumping' its because they need to improve the other ways to approach or gain space
Moderatormy tatsu loops r fuckin nice
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
April 17 2015 01:07 GMT
#10288
So about the frametrap thing, the absolute basics are that you use moves which are + on block to give yourself frame advantage so that the next button you press beats the next button your opponent presses if you were to push the buttons at the same time. Throws have a 3f startup, equal to the fastest normals in the game, and if a throw and a 3f normal happen at the same time, the throw always wins because the first active frame of a throw has strike invincibility. So if you're toe to toe and use a jab that's +2 on block, and the other guy blocks, he will be in blockstun 2f longer than your move takes to recover, meaning your next action will happen 2f earlier than he can react. If he pushes a button or tries to throw and you use your 3f move, he's going to get hit.

However, even though throws have a 3f startup, their escape window is longer than 3f. Players who know to expect frametraps often delay their throw escape attempt until the last possible part of the escape window. But, as long as they're able to escape a throw, that means they're pushing a button at some point, you just have to figure out when and delay your frametrap accordingly. Maybe instead of a +2 on block move then a 3f move you use a +2 on block move followed by a 5f move, or you switch it up and trick them with a 0 on block move followed by a 4f move, or you walk forward for a few frames to make it look like you're going for a throw and then you throw out a move.
Moderator
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
April 17 2015 01:16 GMT
#10289
that's perfect, thank you
Moderatormy tatsu loops r fuckin nice
riotjune
Profile Blog Joined January 2008
United States3394 Posts
April 17 2015 19:28 GMT
#10290
Whoa, this is awesome. I skimmed everything just now, but I'm going to set aside some time this weekend and give all of this a more thorough read, and see if I can apply some of the things myself.

I thought you guys were talking about safe jumps for a second. But yea, I agree that jumps are a valuable tool in addition to having a strong ground game. I'd jump after I condition the opponent into thinking I'm not the jumping type, except against those who automatically dp on reaction, can't fool those guys when their reflexes just override my mind game attempts
Trumpet
Profile Blog Joined October 2007
United States1935 Posts
April 17 2015 23:37 GMT
#10291
tbh no one's reflexes are just that perfect. people that anti air 100% of your jumps are looking for you to jump. that means they're sacrificing elsewhere, usually meaning they're not pressing significant (slower / bigger) ground buttons. For example, if I expect someone to jump, I generally won't press st HK, st HP, or sweep, because I won't have time to anti air if they do jump or may not recover in time to even block.

The better the player, the more information they can process at a time, and the better they can react to things like jumps without sacrificing other aspects of their game... but even the best get jumped on.

It's important to note, some situations are more obvious jumps to see coming. Even if you don't jump the whole round, if you're at 3% health against a 60% opponent (esp fireball character) from 1.5x sweep range... I promise they're looking for it (or should be!)

I just have real bad habits about jumping bc KoF drilled into me that jumps are the proper counters to sweeps
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
April 18 2015 01:24 GMT
#10292
oh my god i wish sakura could short hop
Moderatormy tatsu loops r fuckin nice
Noocta
Profile Joined June 2010
France12578 Posts
April 18 2015 02:13 GMT
#10293
On April 18 2015 08:37 Trumpet wrote:
tbh no one's reflexes are just that perfect. people that anti air 100% of your jumps are looking for you to jump. that means they're sacrificing elsewhere, usually meaning they're not pressing significant (slower / bigger) ground buttons. For example, if I expect someone to jump, I generally won't press st HK, st HP, or sweep, because I won't have time to anti air if they do jump or may not recover in time to even block.

The better the player, the more information they can process at a time, and the better they can react to things like jumps without sacrificing other aspects of their game... but even the best get jumped on.

It's important to note, some situations are more obvious jumps to see coming. Even if you don't jump the whole round, if you're at 3% health against a 60% opponent (esp fireball character) from 1.5x sweep range... I promise they're looking for it (or should be!)

I just have real bad habits about jumping bc KoF drilled into me that jumps are the proper counters to sweeps


Unless your name is Fuudo, who looks literally inhuman about that.
" I'm not gonna fight you. I'm gonna kick your ass ! "
sung_moon
Profile Blog Joined September 2008
United States10110 Posts
April 18 2015 02:57 GMT
#10294
On April 18 2015 10:24 FakeSteve[TPR] wrote:
oh my god i wish sakura could short hop


She can, its lk tatsu.
Forever Young
Trumpet
Profile Blog Joined October 2007
United States1935 Posts
April 18 2015 03:42 GMT
#10295
On April 18 2015 11:13 Noocta wrote:
Show nested quote +
On April 18 2015 08:37 Trumpet wrote:
tbh no one's reflexes are just that perfect. people that anti air 100% of your jumps are looking for you to jump. that means they're sacrificing elsewhere, usually meaning they're not pressing significant (slower / bigger) ground buttons. For example, if I expect someone to jump, I generally won't press st HK, st HP, or sweep, because I won't have time to anti air if they do jump or may not recover in time to even block.

The better the player, the more information they can process at a time, and the better they can react to things like jumps without sacrificing other aspects of their game... but even the best get jumped on.

It's important to note, some situations are more obvious jumps to see coming. Even if you don't jump the whole round, if you're at 3% health against a 60% opponent (esp fireball character) from 1.5x sweep range... I promise they're looking for it (or should be!)

I just have real bad habits about jumping bc KoF drilled into me that jumps are the proper counters to sweeps


Unless your name is Fuudo, who looks literally inhuman about that.

Until he played Marq Teddy 8]
Aylear
Profile Blog Joined May 2009
Norway3988 Posts
April 18 2015 06:18 GMT
#10296
Updated OP with some tentative Northwest Majors 7 information. Really looking forward to seeing the pools and entrants for this one. I need my fix. ♥
TL+ Member
Ophe
Profile Joined July 2012
Sweden388 Posts
April 18 2015 19:12 GMT
#10297
Wait, there is no major tournament this weekend? That is preposterous! I demand satisfaction!
Aylear
Profile Blog Joined May 2009
Norway3988 Posts
April 18 2015 20:39 GMT
#10298
I added a few tutorial videos to the OP. So far I have these four:

+ Show Spoiler +
Learn to play

Ultra Street Fighter 4 is super easy to pick up and play, and simultaneously incredibly deep with tons of advanced tactics, strategies, and mind games. It's easy to feel overwhelmed by the amount of existing content (not to mention the 500 and counting pages of this very thread), but finding new knowledge that is appropriate to your skill level has never been easier.

Check the video and hit the spoiler below for a couple of tutorials.


Here's a 4:33 minute video showing you how not to be a scrub. Turn subtitles on if you aren't smelly and rude.



+ Show Spoiler [More tutorials and tech videos] +
Footsies as explained by Juicebox. A great introduction to arguably the most important part of playing Street Fighter IV at a high level. This will get you to think about what you're doing. In StarCraft 2 terms, this is like "keep making probes, keep making pylons" in that it will let you run over opponents that don't, but it takes a lot of practice to do well. This right here is why Daigo is better than you.




For people who play a character that has a projectile, this quick (6 minute) projectile and zoning tutorial will show you how to force your opponent to play a more cautious footsie game with you. Don't forget that your projectile is also a poke.




This is a guide for Ryu made by top player Air. It's an advanced guide in that it assumes you know the basics of play. Mostly covers character-specific tactics and obscure tricks that can be used, but the techniques it teaches are relevant to all characters, and it is a must-see if you are serious about taking Street Fighter to the next level.



Most of us here are long since past the basics of play so I don't expect you'd know the best tutorials, but if you do have any suggestions please let me know.

Oh, and if you're learning the game and you are at that level where you're just starting to take things more seriously, you need to watch Juicebox's footsie tutorial. Trust me. That stuff is why Daigo is better than you.
TL+ Member
riotjune
Profile Blog Joined January 2008
United States3394 Posts
April 19 2015 04:22 GMT
#10299
The only thing I know about KoF is to spam short hop C+D, which I learned from watching Bala

No matches this weekends? Time to work on my own.
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
April 19 2015 10:05 GMT
#10300
Does anyone know where one could buy a decent stick in Europe? I've heard the Razer Atrox is good and it works on PC, but it's in limited stock on the razerstore and the shipping fees are high.
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