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The Official Street Fighter 4 Thread - Page 101

Forum Index > General Games
Post a Reply
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nayumi
Profile Blog Joined May 2009
Australia6499 Posts
November 17 2009 02:12 GMT
#2001
Man this game is kinda tough ... it's a bit too precise don't you think? like if i move my analog just a bit off, the combo is fucked ...
Sugoi monogatari onii-chan!
anotak
Profile Blog Joined March 2008
United States1537 Posts
November 17 2009 02:29 GMT
#2002
On November 17 2009 11:12 nayumi wrote:
Man this game is kinda tough ... it's a bit too precise don't you think? like if i move my analog just a bit off, the combo is fucked ...

this game is mad easy compared to previous SF games or other fighters, there's a lot of leniency on the input
Myrmidon
Profile Blog Joined December 2004
United States9452 Posts
Last Edited: 2009-11-17 02:43:30
November 17 2009 02:40 GMT
#2003
Hm, in some ways SF4 is notorious for having easy input detection. A few examples out of many:

- df, d, df+p counted as shoryuken (among many other "variants" of f, d, df+p)
- input windows for reversals is huge
- abbreviated half circle and full circle motions counted (df, d, db, b counts as a half circle back, and you only need to spin 225 degrees for a 360 degree motion)

But there's definitely some execution requirements that aren't beginner-friendly at all. Most characters in the game rely somewhat or a lot on link combos that require button presses at 1/60 and 1/30 second precision. There's a rather strange dichotomy, especially how the game was marketed and reviewed as being easy to pick up and play.

My advice, other than to practice more (especially in training mode where you can turn on input display) is to reconsider using the analog to play. Are you using the stock PS3 or 360 controller analog? Most people would recommend playing on an actual arcade stick, but even if you don't do that, most players who use a gamepad prefer using the d-pad to play. Be warned that some d-pads are not so great to play fighting games on.

edit: actually, what combos are you missing and where?
nayumi
Profile Blog Joined May 2009
Australia6499 Posts
Last Edited: 2009-11-17 04:03:45
November 17 2009 03:58 GMT
#2004
On November 17 2009 11:29 anotak wrote:
Show nested quote +
On November 17 2009 11:12 nayumi wrote:
Man this game is kinda tough ... it's a bit too precise don't you think? like if i move my analog just a bit off, the combo is fucked ...

this game is mad easy compared to previous SF games or other fighters, there's a lot of leniency on the input

lol i find it the other way around O.O ... xD!

to Myrmidon: most of Ryu's combos actually ... :/ Maybe im just not very good at it at the moment, ive been playing it for like a week now? lol
Sugoi monogatari onii-chan!
kaisr
Profile Joined October 2007
Canada715 Posts
November 17 2009 04:08 GMT
#2005
for the xbox controller how are your buttons mapped out? My all punch button is LT and i find its awkward to combo into ultra with that.
sung_moon
Profile Blog Joined September 2008
United States10110 Posts
November 17 2009 04:11 GMT
#2006
On November 17 2009 12:58 nayumi wrote:
Show nested quote +
On November 17 2009 11:29 anotak wrote:
On November 17 2009 11:12 nayumi wrote:
Man this game is kinda tough ... it's a bit too precise don't you think? like if i move my analog just a bit off, the combo is fucked ...

this game is mad easy compared to previous SF games or other fighters, there's a lot of leniency on the input

lol i find it the other way around O.O ... xD!

to Myrmidon: most of Ryu's combos actually ... :/ Maybe im just not very good at it at the moment, ive been playing it for like a week now? lol


u talkign about links? cuz most of ryu's really hard links are actually pretty hard (for me at least since i don't main or use ryu alot)

something like
c.mp,c.mp,c.rh or c.mp, c.mk
also after his f.fp shoryu is dirt easy but doing stuff like f.fp,c.fp or f.fp,c.mp is quite hard for me
Forever Young
nayumi
Profile Blog Joined May 2009
Australia6499 Posts
November 17 2009 04:20 GMT
#2007
[image loading]
Sugoi monogatari onii-chan!
broz0rs
Profile Joined July 2008
United States2294 Posts
November 17 2009 04:20 GMT
#2008
i hate how there's links that are absolutely crucial to pull-off consistently in order to play with the character well. here's three that comes to mind:

Abel - mk dash, fp, cod (first hit), fadc, c. hp
Rufus - dive kick, lk, hp or throw if lk is blocked
Sakura - lk shunpu, c. hp, combo
MiniRoman
Profile Blog Joined September 2003
Canada3953 Posts
November 17 2009 04:23 GMT
#2009
I still have problems with cannonspike fadcbb ultra on stick. My hands are just retarded trying to do something that fast, much easier on a dpad with my thumb. I find combos easier to do on stick though like my fingers can take more time and relax while fighting. I'm a huge masher at heart and always have been !_! Fighting games just too fun.

I'mma be looking into the new dbz game lol
Nak Allstar.
DBunny
Profile Joined October 2007
Canada192 Posts
Last Edited: 2009-11-17 04:30:06
November 17 2009 04:23 GMT
#2010
Use dem p-links ^^

For fadc ultra combos or ultras that connect off a move in the corner, the game is really lax on when you hit the 3 punches/kicks after the input. It's not necessary to do the motion for the ultra really quickly at all, since you have time during your dash or while your move in the corner is coming out so do the motion during that time and as soon as you come out of the dash/move finishes then hit the 3 buttons.

Cammy's backdash finishes quicker than you are led to believe watching the animation so you might have to hit the 3 x kick a bit early if you are relying on a visual cue, but yeah that particular requires you to be faster than others.
zizou21
Profile Joined September 2006
United States3683 Posts
November 17 2009 04:53 GMT
#2011
On November 17 2009 13:23 MiniRoman wrote:
I still have problems with cannonspike fadcbb ultra on stick. My hands are just retarded trying to do something that fast, much easier on a dpad with my thumb. I find combos easier to do on stick though like my fingers can take more time and relax while fighting. I'm a huge masher at heart and always have been !_! Fighting games just too fun.

I'mma be looking into the new dbz game lol


[image loading]
its me, tasteless,s roomate LOL!
SayaSP
Profile Blog Joined February 2007
Laos5494 Posts
November 17 2009 05:13 GMT
#2012
whats wrong with dbz game, son
[iHs]SSP | I-NO-KI BOM-BA-YE | のヮの http://tinyurl.com/MLIStheCV , MLIS.
MiniRoman
Profile Blog Joined September 2003
Canada3953 Posts
November 17 2009 06:06 GMT
#2013
On November 17 2009 13:23 DBunny wrote:
Use dem p-links ^^

For fadc ultra combos or ultras that connect off a move in the corner, the game is really lax on when you hit the 3 punches/kicks after the input. It's not necessary to do the motion for the ultra really quickly at all, since you have time during your dash or while your move in the corner is coming out so do the motion during that time and as soon as you come out of the dash/move finishes then hit the 3 buttons.

Cammy's backdash finishes quicker than you are led to believe watching the animation so you might have to hit the 3 x kick a bit early if you are relying on a visual cue, but yeah that particular requires you to be faster than others.


Its doing the backdash > double qcf motion in the stick that I suck at, the 3 buttons are ez to push. I can do it on pad ez though.


and hell ya dbz game~
Nak Allstar.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2009-11-17 07:26:34
November 17 2009 07:11 GMT
#2014
On November 17 2009 13:53 zizou21 wrote:
Show nested quote +
On November 17 2009 13:23 MiniRoman wrote:
I still have problems with cannonspike fadcbb ultra on stick. My hands are just retarded trying to do something that fast, much easier on a dpad with my thumb. I find combos easier to do on stick though like my fingers can take more time and relax while fighting. I'm a huge masher at heart and always have been !_! Fighting games just too fun.

I'mma be looking into the new dbz game lol


[image loading]

I hear it has better netcode than Tekken 6.

Besides, even crappy fighters can be fun.
Licmyobelisk
Profile Blog Joined August 2008
Philippines3682 Posts
November 17 2009 14:32 GMT
#2015
Was playing SF4 this afternoon, I want to ask questions regarding two characters whom are kicking my ass after I played with them.

So I'm a Ryu user (yes, I go for conformity when it comes to fighting games Jin for TK6, Wolverine in Marvel v Capcom back in the day)

I have difficulty with playing SAGAT and El Fuerto.

Man, El Fuerto is a woody wood pecker on PCP, the guy is ultra fast and when I tried using a Shoryuken (w/e) it just fails and I get my assed tossed or get pinned down.

With regards to Sagat, it's like a mirror match up except is fucking long lolz...

Any Ideas, I've tried spamming Hadouken but that doesn't seem to work.

Yeah, I've only played the game against a real opponent like 10 times? So I'm a complete noob who doesn't know any SF terminologies as of the moment.. The only combo I'm using is a

Jump High Kick, crouch mid kick, then hadouken/Ketketbarangket (Tornado Kick I guess in english)

And if I have Shinku Hadouken then I usually go for the same combo except with a super.

Thanks for the feedback in advance! ;P
I don't think I've ever wished my opponent good luck prior to a game. When I play, I play to win. I hope every opponent I ever have is cursed with fucking terrible luck. I hope they're stuck playing underneath a stepladder with a black cat in attendance a
DBunny
Profile Joined October 2007
Canada192 Posts
November 17 2009 16:27 GMT
#2016
Fuerte is annoying, but he can only hurt if you if you move towards him, or stay in the same spot. Throw fireballs sparingly since it is so easy for him to dodge them and his splash has invincibility on startup - one or two to make him come to you and thats it. The best move against him is jump back roundhouse - he pretty much has no answer to this. If he bounces off the wall, shoryu will beat all his attacks.

The real threat is when he gets a knockdown, then he can begin his mixup. If he runs towards you, he can do the body splash/cross-up body splash/spinny throw thing/slide. He also has some jump kick that no one uses, I assume because it blows. It isn't safe to shoryu on wakeup because if he times it right the splash can stuff it/trade and the throw can beat it outright. FADC in any direction beats the splash and the slide, but loses to the throw. Throw can only hit you if you are standing so it will whiff if you crouch. EX-DP beats everything, but if you rely on it he can just cancel the dash and you will whiff hard. It's a pain to fight him because it's such a guessing game, but it's up to him to get in your head and use tricks to make you guess wrong since if you guess right 50% of the time you have an advantage since he has such bad stamina.

He also has a move where he dashes backwards then jumps towards you, he can then splash you or throw you. If I recall correctly this throw is more dangerous because it can hit you even if you crouch. Because this mixup requires him to run backwards first though, you can usually just jump back roundhouse out of it if you are prepared.

Sweep is good against him because of his lack of a decent punish, and if you knock him down he has a garbage wake-up game. If you manage to knock him down, try to throw him if you can because he has nothing that beats throw, he can only try to escape. Most likely on wake-up he will EX-run away or do his EX-air throw thing (punishable).

Don't stay in one spot, and you have to be really patient. There is no reason to move towards him, make him come to you. Be extra careful about throwing out those DPs if he has ultra. Seriously though, jump back roundhouse owns him for free; just don't get cornered.

Sagat is a fun matchup to play. Low forward ruins his shit though. It has a better horizontal reach than his pokes, and stuffs his fireballs. If he tries to tiger knee, low forward will make him whiff and if you are fast you can DP him. Try to put him in the corner, sagat sucks in the corner and he has no real escape.

The difficult part is getting close enough to apply pressure with low forward. Everyone knows it's super unsafe to jump in against him so cross that off immediately. If he is good he can kara DP/tiger knee you too so beware distances that appear safe to jump over his fireballs. This leaves us with walking forward (pausing to block fireballs). It works but it is not the ideal solution because you take too much chip damage as you try to get close.

Luckily ryu's fireball is pretty damn good, so you should engage him in a fireball battle at least for a period of time. This is essential because once you get meter you can use an EX fireball to knock him down, giving you time to close the distance. Meter is so useful in this matchup so don't waste it by throwing your EX from the other end of the screen. Another cool trick is to fireball war him from about almost full screen away, then jump in tatsu him. It goes really far if you time it right (before the apex of the jump) and it will knock him down if he did a fireball. You need to only tatsu if you see him fireball though, otherwise he will DP you. Make sure you go in to training mode and learn your air tatsu distances first.

If you are lucky enough to have enough meter stored for a super, your aim should not be to tack it on at the end of a combo. It is by far the godliest super in the game, it's pretty much guaranteed damage every time you have it. You can do it on reaction if he fireballs, you can throw a fireball and if he jumps you can super him, you can use it to anti air, if you block a sweep, off low forward etc.. If it hits he will not be able to quickstand so you have ample time to do whatever you want.

Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2009-11-17 16:50:14
November 17 2009 16:46 GMT
#2017
On November 18 2009 01:27 DBunny wrote:
Throw can only hit you if you are standing so it will whiff if you crouch.
...
He also has a move where he dashes backwards then jumps towards you, he can then splash you or throw you. If I recall correctly this throw is more dangerous because it can hit you even if you crouch.

In case this is confusing for Lic: El Fuerte has 2 different run-throws: one from his forward run and one from his backward run. The forward run throw sucks 'cause it doesn't grab crouching opponents, so you'll rarely see it used. The backward run throw is the one where he spins you and says "Tortiiiilla!", and it grabs you even if you're crouching.


The short answer for dealing with El Fuerte is: if you get knocked down, don't panic. Stay calm and try to get out of his mixup without getting "desperate". Some general advice (since I don't play Ryu):

- You can quickstand after his body splash, but not his throws. So if you think he's going to body splash, you can just hold down-back, eat the splash, then quickstand so that you can escape.

- You can escape the Tortilla throw by backdashing (if you can guess correctly which way is "back") or by jumping.


Also, don't jump in against El Fuerte when he has an ultra. He can use it as an anti-air and time it so it grabs you as you land from your jump. By the way, his ultra is unblockable: it's safest to try to jump away.
Licmyobelisk
Profile Blog Joined August 2008
Philippines3682 Posts
Last Edited: 2009-11-17 17:28:20
November 17 2009 17:27 GMT
#2018
Thanks guys! My opponent usually goes for the backward throw and usually mixes it up with a forward dash first.. which I think is the tortilla hahaha

Your advice will strengthen my power in the arcades and try to rule it with Teamliquid prowess

I'm buying an arcade stick for the sake of SF4, this game is really awesome..
I don't think I've ever wished my opponent good luck prior to a game. When I play, I play to win. I hope every opponent I ever have is cursed with fucking terrible luck. I hope they're stuck playing underneath a stepladder with a black cat in attendance a
Excalibur_Z
Profile Joined October 2002
United States12238 Posts
November 17 2009 18:13 GMT
#2019
On November 18 2009 01:46 Bill307 wrote:
Show nested quote +
On November 18 2009 01:27 DBunny wrote:
Throw can only hit you if you are standing so it will whiff if you crouch.
...
He also has a move where he dashes backwards then jumps towards you, he can then splash you or throw you. If I recall correctly this throw is more dangerous because it can hit you even if you crouch.

In case this is confusing for Lic: El Fuerte has 2 different run-throws: one from his forward run and one from his backward run. The forward run throw sucks 'cause it doesn't grab crouching opponents, so you'll rarely see it used. The backward run throw is the one where he spins you and says "Tortiiiilla!", and it grabs you even if you're crouching.


The short answer for dealing with El Fuerte is: if you get knocked down, don't panic. Stay calm and try to get out of his mixup without getting "desperate". Some general advice (since I don't play Ryu):

- You can quickstand after his body splash, but not his throws. So if you think he's going to body splash, you can just hold down-back, eat the splash, then quickstand so that you can escape.

- You can escape the Tortilla throw by backdashing (if you can guess correctly which way is "back") or by jumping.


Also, don't jump in against El Fuerte when he has an ultra. He can use it as an anti-air and time it so it grabs you as you land from your jump. By the way, his ultra is unblockable: it's safest to try to jump away.


Backdashing doesn't always work against the tortilla because he can control the length of his jump. If he goes far he can catch you even in a backdash. Really, backdashing will beat just about everything and is a great option, but if he goes for a far Tortilla you should try forward dashing instead to make it whiff. Neutral jumping can also work to escape the Tortilla, but should be used sparingly since that loses to both anti-air leg throw and the bomb. Of course, I'm speaking as a Zangief player, who has a sucky dash anyway. Maybe Ryu's dash really does beat all those options.
Moderator
_PulSe_
Profile Joined August 2006
United States541 Posts
November 17 2009 18:57 GMT
#2020
On November 17 2009 13:20 broz0rs wrote:
i hate how there's links that are absolutely crucial to pull-off consistently in order to play with the character well. here's three that comes to mind:

Abel - mk dash, fp, cod (first hit), fadc, c. hp
Rufus - dive kick, lk, hp or throw if lk is blocked
Sakura - lk shunpu, c. hp, combo


The abel one sucks balls. But you don't have to use that. I know several players that simply go in to cr.short after the mk dash on block and hit just to keep pressure and mixup.

Rufus' lk hp link isnt too too hard. And you don't necessarily have to do it either. You can go dive kick->st.hp canceled tornado because its safe on block. So no need to really do it there. just more reliable link off dive kick to get the full combo.

Sakuras you can link her cr.strong off the lk shunpu. its has better range than the cr.fiercep so you can link it in the blockstring several times over and i think its a 2 frame link in stead of a 1 framer. You can go back and forth between st.short to cr.strong and if your good you can keep that blockstring up on any non dp character. Its really strong.
Its not that Im lazy. Its that I just dont care.
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