The Official Street Fighter 4 Thread - Page 61
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zizou21
United States3683 Posts
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.Ix
Philippines266 Posts
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Atlantian
United States302 Posts
thanks for the advice, though if anyone else has comments on their experiences with the game I'm all ears. Ken Forever <3 | ||
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Excalibur_Z
United States12235 Posts
On July 21 2009 09:36 Adeny wrote: God I hate this game. It is so bad. It's complete garbage, why can't you just slap a ladder system onto 3rd strike and sell that instead? Jesus christ, stop making horrible games that reward being an idiot. No wonder the video game industry dropped 31% in the US this year (Q1). Serves 'em right. Atlantian if you're actually going to spend time on it and you're willing to improve, it's definately not worth a buy. If you're going to mash random crap casually once a week then by all means, go for it. Be sure to pick up Ken while you're at it. I hate this game so much. Oh no, you fool, what have you done? Your reverse psychology has given rise to yet another Ken player! | ||
Atlantian
United States302 Posts
On July 21 2009 11:49 Excalibur_Z wrote: Oh no, you fool, what have you done? Your reverse psychology has given rise to yet another Ken player! Lol like I said before I have always played Ken. I would play and everyone would use Ryu so I picked Ken and haven't looked back | ||
Xusneb
Canada612 Posts
On July 21 2009 10:11 .Ix wrote: lol, from " I love TAP" to "I hate this game so much." nice troll. Yea, I wonder what happened in the 1.5 hour interval between those 2 posts... Lost a bunch of times to 'cheap, imbalanced' moves? ![]() | ||
CharlieMurphy
United States22895 Posts
PS- I am having so much trouble with Akuma's hard trial 1. It is C.MK, hadou, FADC, HP, SRK I can't consistently do any 2 consecutive pieces of the combo except HP-SRK, let alone all together. I tried on controller and also keyboard. It seems like the inputs don't all read properly on either. I went into training mode and this is what it should look like right? 2.mk 3 6 mp mpmk 6 6 6 6.hp 2 6 hp How many frames/window do I have to execute the HP from the FADC between dashing again and not throwing the HP at all? Like if you do it too fast nothing comes out, and if you do it too slow another dash comes out (or the hp is just too late to combo). Also sometimes the FA cancels the hadou before it even comes out and seems like you cant DC it. It looks like c.mk FADC lol. It seems like this is not the type of combo where you need to input everything as fast as possible. | ||
Shade692003
Canada702 Posts
On July 21 2009 20:17 CharlieMurphy wrote: What is TAP? is that the new ez way to SRK; 33+P ? Man, every time is hear a 3 syllable sentence that starts with '' what is'' all I hear is: ''What is love?'' ''Baby don't hurt me.'' ''Don't hurt me'' ''no more.'' Every. God Damn. Time. I'm doomed and cursed. Anyway to answer your question, tap means Turn Around Punch, which is the move Balrog executes by holding all 3 punches. By charging, you can reach 3 levels of effectiveness. This move ''dodges'' alot of things, and pretty strong itself. | ||
Trumpet
United States1935 Posts
That combo should look like... 2mk, 3, 6mp, mp + mk (hold), 6, 6, (release mp mk), hp, 6, 2, 3hp I think. Kinda odd combo though, don't think I've ever seen an akuma use it lol. If you're getting 2 dashes, chill out. Like, really. Vast majority of screwing up combos comes from mashing too fast / hard when something hasn't become familiar yet. Try doing the c.mk xx hadouken FADC part, or just the hadouken fadc part until that becomes a more natural motion for you, then just practice tagging on a HP once you've dashed. If you can get that far consistently, doing a shoryuken to end it will be cake (though I don't see why you'd srk over a lk tatsu, I'm a terrible akuma so that could just be me) Edit: lololol at the above post :D Also, the longer your charge it the more damage it does / meter it builds. But it also becomes disadvantageous on block the longer you charge it, so it's not worth doing. TAP lvl ___ Frame Disadvantage Level 1 __ -2 Level 2 __ -5 Level 3 __ -8 Level 4 __ -12 Level 5 __ -14 Level 6 __ -17 Level 7 __ -20 Level 8 __ -24 Level 9 __ -29 Final ____ -34 | ||
CharlieMurphy
United States22895 Posts
Half of the time just trying to do c.mk, hadou I get demon flip instead. Then 25% of the time I actually do it right, I get an EX FA hit or 25% no EX FA at all. So the 25% left over that I actually do properly after that, I don't get the dash timing right and it doesn't combo. I really don't understand FADC at all, the frame timing must be super strict or my hardware just blows. I need an FADC button lol (or a video of someone's hands when they do this so I can compare with my timing/execution and know if its my stuff or me). edit - I wish the button input thing had time stamps in thousands of seconds. Would make it a lot easier for explaining and what not. I can't hadou, EX FA at all. does it make it any easier to EX FA DC if you use LP , MP or HP ? I can seriously only get it to do EX FA when I spam the shit out of it, but obviously this makes it impossible to DC | ||
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Excalibur_Z
United States12235 Posts
On July 21 2009 20:55 CharlieMurphy wrote: Yea, I keep trying each parts separately and It's still very troublesome. Half of the time just trying to do c.mk, hadou I get demon flip instead. Then 25% of the time I actually do it right, I get an EX FA hit or 25% no EX FA at all. So the 25% left over that I actually do properly after that, I don't get the dash timing right and it doesn't combo. I really don't understand FADC at all, the frame timing must be super strict or my hardware just blows. I need an FADC button lol (or a video of someone's hands when they do this so I can compare with my timing/execution and know if its my stuff or me). edit - I wish the button input thing had time stamps in thousands of seconds. Would make it a lot easier for explaining and what not. I can't hadou, EX FA at all. does it make it any easier to EX FA DC if you use LP , MP or HP ? I can seriously only get it to do EX FA when I spam the shit out of it, but obviously this makes it impossible to DC Just remember how loose the inputs are for this game and what inputs translate to what. You can use the overlap to your advantage. FADC a Fireball: d, df, f + P, MP+MK, f <-- since you already need d, df, f to fireball, just use that last f as the first input for your FADC. EDIT: And of course, ensure you have enough meter to FADC. | ||
SayaSP
Laos5494 Posts
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broz0rs
United States2294 Posts
i've been playing a lot of Ken recently. i think he's a very good footsie character. also, his ultra can get weird, but if you catch your opponent blatantly jumping in it's an incredibly powerful anti-air. Yesterday, I did 50% damage on a jumping Ryu with that one ultra before he disconnected. most flowchart Ken idiots use this as a wake-up move and can never get it to connect. | ||
Adeny
Norway1233 Posts
On July 21 2009 09:55 Shade692003 wrote: Lol, you actually think that ''3rd Strike: Ken, Chun & Yun'' edition is better? The balance of SF4 is much, much, much better than 3rd strike. Also, the horrible parry system made everyone a bunch of wusses (and it's justified). All 3rd strike games are matches of turtling, footsies and hit confirming into your SA. Yup, because we all know how much slower paced 3rd strike is, and how much agression pays off in SF4 compared to 3s. Oh, wait. | ||
Trumpet
United States1935 Posts
![]() Adeny, sounds like ken's hp shoryu just dropped dark templar on you on katrina with that level of rage ![]() | ||
Shade692003
Canada702 Posts
On July 22 2009 03:26 Adeny wrote: Yup, because we all know how much slower paced 3rd strike is, and how much agression pays off in SF4 compared to 3s. Oh, wait. LOL aggression paying off in 3rd strike? You're a joke. There's zero aggression because of parries. It isn't something you can predict or counter like focus attacks, and that's why 85% of 3rd strike matches are ken, chun-li or yun playing like wusses. Stop embarrassing yourself. | ||
CharlieMurphy
United States22895 Posts
Aside from the imbalanced Yun,Chun,Ken the game's mechanics are better imo. And Yun is very aggressively played. Chun and Ken to a lesser extent, it mostly depends on the player. Justin Wong plays uber turtle with chun obv. The wakeup game is a lot less in sf4 too which also caters to turtling even in close range. You can't stuff SRK with s.mk or whatever, and again you can't offensive parry counter on wakeup (FADC is not the same thing when you have 3 Hit SRKs) The parry system enables even the shittiest characters to be threatening with the right controller. So Sean can be much more powerful than Dan will ever be even when all his moves are WAY worse. PS- personally I find even the shittiest opponents are a challenge just because of the aforementioned strategies because I can not parry their obvious attacks easily. Here is the flow chart, fireball, fireball, red fireball /ex fireball. If opponent jumps in - srk, if opponent is too close to fireball I jump in mk, s.mk, fireball. Parry completely shuts down fireballs, because the dumb fucks realize that you are gaining meter and just standing there. In other words, it forces aggression via close range fighting. PPS- I wish they would make a new game with anime graphics like sf3 but with all the og characters like sagat and zangief. Would be awesome. | ||
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Excalibur_Z
United States12235 Posts
On July 22 2009 07:13 CharlieMurphy wrote: I agree with adeny actually, in sf4 almost every move pushes the enemy back a little (like sf2) so it caters to the fireball/dp turtlers. Since there are no parries, you can't jump in expecting to offensive parry as a counter. You just have to slowly move closer by jumping his fireballs or whatever. This is not very easy. Aside from the imbalanced Yun,Chun,Ken the game's mechanics are better imo. And Yun is very aggressively played. Chun and Ken to a lesser extent, it mostly depends on the player. Justin Wong plays uber turtle with chun obv. The wakeup game is a lot less in sf4 too which also caters to turtling even in close range. You can't stuff SRK with s.mk or whatever, and again you can't offensive parry counter on wakeup (FADC is not the same thing when you have 3 Hit SRKs) The parry system enables even the shittiest characters to be threatening with the right controller. So Sean can be much more powerful than Dan will ever be even when all his moves are WAY worse. PS- personally I find even the shittiest opponents are a challenge just because of the aforementioned strategies because I can not parry their obvious attacks easily. Here is the flow chart, fireball, fireball, red fireball /ex fireball. If opponent jumps in - srk, if opponent is too close to fireball I jump in mk, s.mk, fireball. Parry completely shuts down fireballs, because the dumb fucks realize that you are gaining meter and just standing there. In other words, it forces aggression via close range fighting. PPS- I wish they would make a new game with anime graphics like sf3 but with all the og characters like sagat and zangief. Would be awesome. It's going to be difficult convincing you since it's pretty clear you started with 3s and not SF2, but parries negating projectiles was actually a tremendous design flaw. Essentially you're throwing out every possibility for ranged attacks, which eliminates concepts such as zoning that were so critical in SF2, and now SF4. Parry's simple design meant that it devolved into a game of long range pokes and hit confirm combos very quickly, because throwing out a big move was too risky. Sure it's fun to succeed in long parry strings, and could make for some exciting situations like the legendary Daigo parry, but it was too powerful and forced defensive play. Combine that with the super bars that could be pumped by whiffing normals, and you had an even more turtle-oriented high level game. The Focus system in SF4 is much improved, because you can only absorb a single hit and there is always a risk involved in focusing even a single attack. Focusing a lot of fireballs will get you quite a bit of Revenge meter, but at great risk to your health, since even a small jab that connects will cause you to lose all the life you're currently regenerating. Ultras in SF4 sort of force defensive play too, which isn't good, but it's better than what 3s had. Hopefully in the next revision of SF4 they modify the Ultra system a bit so that it encourages a more offensive style, such as lower base Ultra damage with scaling enhanced Ultra damage which decays over time. | ||
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pachi
Melbourne5338 Posts
On July 22 2009 07:13 CharlieMurphy wrote: PPS- I wish they would make a new game with anime graphics like sf3 but with all the og characters like sagat and zangief. Would be awesome. http://tinyurl.com/n93xca its in development man. I hear UDON (the people doing the street fighter comics) is doing the artwork for it. | ||
broz0rs
United States2294 Posts
On July 22 2009 04:23 Trumpet wrote: Ken's best anti air is medium shoryu. if you want to punish a jumpin with ultra, use heavy shoryu fadc ultra. mp shoryu is 4 frame startup and much better for aa, hp is 3 frame startup with a worse hitbox but still solid since you can ultra off it. Ultra is 10 frame startup which is just plain garbage ![]() Adeny, sounds like ken's hp shoryu just dropped dark templar on you on katrina with that level of rage ![]() the problem with hp shoryu fadc to ultra is that the ultra doesn't get the full animation. i've seen some rare freak occurrences where it does connect for full cut-scene, but there's no consistent theory on it. I treat his ultra as if I was playing Yamazaki from CvS2. there's nothing better to punish bad jump-happy players than with a full animated Ken ultra. ![]() lol yea, it does seem as if Adeny lost to a flowchart Ken. I'm assuming you kept getting punished on their wake-up? lol | ||
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