ahem, lemme just add to this thread
All rumoured returners from ST(DJ,Hawk), Alpha(Final Fighters, Adon) and 3S(Dud, Mak, Ibu) are true.
Everyone has 2 Ultras.
Hakan - arabic grappler obsessed with oil.
Juri - evil asian girl fighter working for Seth.
some ppl have played this updated version and one was quoted as saying "It doesn't play anything like IV currently does."
Announcement should be made at TGS and the Japanese SF4 blog later this week.
Also, they're calling it SSF4.
believe me or not, but mark this post for tomorrow/late tonight.
annndddd im out.
Another rumors and info from other SFIV forums according to Ultima:
- Guile has Sonic Hurricane
- Everyone has two Ultras at once. No selection. Commands don't overlap.
- One super, two ultras. Except Sakura, who has Shinkuu Hadoken back for 2 and 2. All 3S characters have all three of their supers, except one is super and two are ultra.
- Rufus can cancel-break the last hit of Spectacle Romance, or the launch kick of Space Opera Symphony.
- Guy has his chains
- Dudley now has ten target combos, up from nine in 3S.
- Cody is the only character with an Alpha Counter. Yes, he has the knife.
- Makoto has her super as Tanden Renki. May be possible to activate with an Ultra charged to commence the rape time.
- Gen gets a new air Ultra. He still doesn't hagve his chains back at this point.
- Juri's top may bear a vague resemblance to Shiki, with a bit of Hinata hair.
- Expect the return of the many familiar supers, and a few new ones like Metsu
Shoryuken. Return of Kikosho, Sonic Hurricane, Denjin(Gouken), Tiger Cannon.
- Expect sick names like Breathless, Yoga Shangri-La, Psycho Punisher and Demon Armageddon.
- Expect a lot of air activated ultras, i.e; Siberian Blizzard, Gief's ****ing air 720. Yes, you read that correctly.
- Return of the bonus stage."
the gaf thread got me all EXCITE, but nothing concrete ever came of it. :-\
Still, I believe most of the concurring rumours .
ctrl+f Hugo
no sale :(
smhctrl+f Hugo
no sale :(
No Hugo means no Poison. :(
I have hopes for THawk. I hate Gief in SF4 because he went from a grappler character to a poke-poke-poke-lariat-lariat-lariat-lariat character..Hawk is my other 'main' from HDR so he better not suck!
Blaz Blue Plus is coming too, eh? time to sell both games...
Expect a lot of air activated ultras, i.e; Gief's ****ing air 720. Yes, you read that correctly.
Now the question is do I get rid of 4 now to get them most value out of it?That's what I plan on doing. I never got to it in my backlog anyways. :'(
Now the question is do I get rid of 4 now to get them most value out of it?That's what I plan on doing. I never got to it in my backlog anyways. :'(
I know, I know. I downloaded MVC2, and I never got to that, and with Tekken 6 coming around the bend... :'(Now the question is do I get rid of 4 now to get them most value out of it?That's what I plan on doing. I never got to it in my backlog anyways. :'(
:maf :maf :maf :maf
I know, I know. I downloaded MVC2, and I never got to that, and with Tekken 6 coming around the bend... :'(Now the question is do I get rid of 4 now to get them most value out of it?That's what I plan on doing. I never got to it in my backlog anyways. :'(
:maf :maf :maf :maf
Will do. :-*I know, I know. I downloaded MVC2, and I never got to that, and with Tekken 6 coming around the bend... :'(Now the question is do I get rid of 4 now to get them most value out of it?That's what I plan on doing. I never got to it in my backlog anyways. :'(
:maf :maf :maf :maf
Go play that shit. NOW. :maf :maf :maf :maf :maf :maf :maf :maf :maf :maf
Will do. :-*I know, I know. I downloaded MVC2, and I never got to that, and with Tekken 6 coming around the bend... :'(Now the question is do I get rid of 4 now to get them most value out of it?That's what I plan on doing. I never got to it in my backlog anyways. :'(
:maf :maf :maf :maf
Go play that shit. NOW. :maf :maf :maf :maf :maf :maf :maf :maf :maf :maf
Will do. :-*I know, I know. I downloaded MVC2, and I never got to that, and with Tekken 6 coming around the bend... :'(Now the question is do I get rid of 4 now to get them most value out of it?That's what I plan on doing. I never got to it in my backlog anyways. :'(
:maf :maf :maf :maf
Go play that shit. NOW. :maf :maf :maf :maf :maf :maf :maf :maf :maf :maf
I'm going to check your XBL profile tonight. :maf :maf :maf
Street Fighter is serious business. :punch :punch :punch :punch
http://www.capcom.co.jp/newwarrior/index.html
:hyper :hyper :hyper :hyper
Looks like we will know what's up by Tuesday!
Street Fighter is serious business. :punch :punch :punch :punch
http://www.capcom.co.jp/newwarrior/index.html
:hyper :hyper :hyper :hyper
Looks like we will know what's up by Tuesday!
Probably tomorrow night's Famitsu leak.
Yeah, unless the additions are significant, I will not pay $60, as much as I really love Street Fighter IV.
Maybe there's hope for a $30 PH/GH release, like with LP Colonies, even though these changes for SF4 are more substantial.
As much as it's cute to have all the returners, it's still pretty lame that SFIV is not becoming it's own title and is still just BEST OF STREET FIGHTER game. They really should have had 50/50 split between new characters and returning. SFIV plays GREAT but everyone I know stopped playing after a month because at the end of the day it was Ken vs. Ryu; Sagat vs. Zangief; etc...the same matchups that have been played to death in the last decade.
Everyone moved to Blazblue and never came back because at least Blazblue was new characters and felt like a new game.
At this point I guess I should just give up hoping SFIV gets interesting, and pin my hopes on SFV having a large influx of original characters instead. :\ 3S is still the best and look at how many non-SF2 characters it had!
I don't really find Blazblue to be like Guilty Gear. GG was so combo heavy almost to the point of MvC2 and while BB has combos, they aren't the defining factor of the battles.
I dunno, I main as Ragna and he is not a combo guy. I mean 4-6 hits sure, but he can fare almost as well without combos and just smart use of standard and special attacks.
SF4 also has combo vids and it's not a combo game, what's your point? Every character in almost every fighting game has combos but there is a difference between a game where all you see in a match are 10 hit combos back and forth and ones where you see strategic standard and special moves for a lot of the match.
BB is Combo-centric.
I didn't 1000 SF4 (X360/PC) and I am still playing it, not for achievements but for pure fun while BB is collecting dust after I hit 1000.
Haku-men is god tier against my Taokaka :-\ With enough patience and well thought out moves, that wouldn't be the case, but I always fuck up her longer strings (which she needs because she hardly damages the guy.) Then I fuck up and die in 2 hits. As a result, I no longer play BB much...smaller combos that take more energy > long ass strings that chip damage away.
I'm not much of the type for huge-ass combos either, which is why I went straight for Tager.I went from Ragna to Noel, then Rachel, then Bang (damn install won me over), and finally Hakumen. :lol
Street Fighter is serious business. :punch :punch :punch :punch
http://www.capcom.co.jp/newwarrior/index.html
:hyper :hyper :hyper :hyper
Looks like we will know what's up by Tuesday!
As a result, SSFIV will be released as a standalone disc that won't be sold at full price. But, the producer explained, before you get rid of your SFIV disc, be advised that SSFIV will offer current SFIV owners a bonus that Capcom isn't revealing at this time.
While Ono wouldn't go into specific details, mostly saying that SSFIV will feature an online experience that is considerably enhanced over the one in SFIV, he dropped a pretty big hint that some form of lobby system may be added.
But, the producer explained, before you get rid of your SFIV disc, be advised that SSFIV will offer current SFIV owners a bonus that Capcom isn't revealing at this time.
http://www.youtube.com/watch?v=csly3YrSVPQ
Really nice animation.
sucks about the delay too. hopefully it's not terrible.
sucks about the delay too. hopefully it's not terrible.
What delay?
Any word on what the price will be?
This is going to be 2010 GOTY. If you disagree then you are wrong.
This is going to be 2010 GOTY. If you disagree then you are wrong.BAYONETTA, BITCH
This is going to be 2010 GOTY. If you disagree then you are wrong.BAYONETTA, BITCH
The shitty anime cutscenes in SF4 were a fucking insult. This is a huge improvement.
The shitty anime cutscenes in SF4 were a fucking insult. This is a huge improvement.
That's most likely from the animu throw-away dvd that comes with the japanese collector's edition of the xbox360 version in japan.
[youtube=560,345]1U593D22TxU[/youtube]
The shitty anime cutscenes in SF4 were a fucking insult. This is a huge improvement.
Go ahead and show Dudley, dammit. :maf
may actually get it for a console people actually play this time. :punch
shoryuken.com
shoryuken.com
holy jargon batman
i actually havent played sfiv before :lol
im just getting well read before ssfiv comes out
i like doing this kind of stuff, i read like every faq on ninja gaiden
my favorite character from what i can see is the guy that can throw angled air fireballs
i actually havent played sfiv before :lol
im just getting well read before ssfiv comes out
i like doing this kind of stuff, i read like every faq on ninja gaiden
my favorite character from what i can see is the guy that can throw angled air fireballs
i actually havent played sfiv before :lol
im just getting well read before ssfiv comes out
i like doing this kind of stuff, i read like every faq on ninja gaiden
Well just keep in mind that you're going to be starting up on a game that a shitload of people have been playing for over a year and a half!Quotemy favorite character from what i can see is the guy that can throw angled air fireballs
Akuma. He's easy enough to learn I think, but he has pretty low health and takes a lot more damage than most of the other characters.
Can someone please apply to beat me up online so I can get some practice? I'm pretty terrible.
Can someone please apply to beat me up online so I can get some practice? I'm pretty terrible.
I can be on in a bit if you feel like having a good cry.
RoboJ is the Bore SF4 Tournament Champeen!
I did get him last time we played though. 8)
I feel like I need a stick to fight him. I should have bit on that wireless HORI stick/Tekken 6 package on Amazon.
I feel like I need a stick to fight him. I should have bit on that wireless HORI stick/Tekken 6 package on Amazon.
Yeah, you got me pretty damn good last time we randomly ran into each other in Championship. :lol
Kool, Ibuki and Makoto were two of my mains in SF3, so I guess I'm glad to see them in. I really wonder how they'll play, I can't really see them playing the same way as 3, but I'll force myself to main them even if they're bottom-tier!
Still waiting for more original characters, though! We're supposed to get one more, right?
I'm all hyped now, preordered the super-special edition from Capcom's site, comes with a strategy DVD thing and some other pointless shit so I can learn all the hawt combos to own people online!
where is ken? who the fuck are these guys?
sorry bro, sf4 is the only good street fighter.
don't argue with me or i will report you.
you will regret this.
IF I MUST TEAR YOU APART RABAN, I WILL.spoiler (click to show/hide)i'm not serious btw lol[close]
At this point I think SF4 is my favorite SF, soon to be replaced by SSF4 I am sure. I also love me some Alpha 2, Alpha 3, and Super Turbo. Never been too big into SF3, actually, even though I went as far as to buy a CPS3 for 2nd Impact way back before the DC version came out. Before SF4, the Alphas were easily my most-played SF games.
Ultras don't work well as punishers if you play fairly safe -- the wind-up is way too long. The problem I have with them is that they're extremely useful for some characters and damn near fucking useless for others. If it's balanced out a little more in Super, I'll be happy.
I love SF4, but I still don't like that Ultras are in the game. I never will, and that's a fact. They're just stupid, too easy to build meter for, and too effective as punishments. I literally enjoy every aspect of SF4 EXCEPT the Ultras. I even like the FA system way more than the parry system in 3, but still.
Lyte, I think when I get a 360, I'm gonna try and save as much money as possible (getting the Arcade most likely, gonna wait to find like a used HDD), and in lieu of a stick I'm gonna try a pad out. Is the MadCatz one the best available?
Ultras don't work well as punishers if you play fairly safe -- the wind-up is way too long. The problem I have with them is that they're extremely useful for some characters and damn near fucking useless for others. If it's balanced out a little more in Super, I'll be happy.
I have the regular MadCatz pad, and it works fine.
You can always play M.Bison and steal my strategy: spam fierce kick. That shit works, man.Yeah, it works against people who constantly jump in. Too bad I'm really horrible right now. :'(
wonder how they gonna explain the makoto and ibiki thing story wise and would seth have stolen dudley's car also.
anyways really cool.
You're crazy. SF4 Balrog is so fucking boring. TURTLE TURTLE TURTLE HEADBUTT DASHPUNCH TURTLE.
(http://i50.tinypic.com/20r0efs.gif)
So all that's left if the final original character to reveal. Hope he's cool. Wonder if he'll just be the new boss since they're revealing him last.
[youtube=560,345]wDG4p-8ce3A[/youtube]
Those are the American voices, most of which are lame anyway. The J voices always tend to fit better, Cammy and Rufus being the exceptions.
trailers make me want to buy this
have they said what current sf4 owners get? and if I get super, 360 this time for sure.
[youtube=560,345]1oaFccsMc0g[/youtube]
Will probably stick to english for dudley though. Just doesn't sound right to have him speaking engrish.
I wonder if Makoto's QCF EX can go through fireballs...
HERE I CUMMMM
I don't think I've actually lol'd at a game trailer like this since the first MGS4 trailer.
I don't know what's better, Hakan or the homophobes who are raging over his existence.
Time to oil up
:hump
I don't think I've actually lol'd at a game trailer like this since the first MGS4 trailer.
I don't know what's better, Hakan or the homophobes who are raging over his existence.
Time to oil up
:hump
Are they? Time to go check GAF!
All the more reason to use him, then!
I don't think I've actually lol'd at a game trailer like this since the first MGS4 trailer.
I don't know what's better, Hakan or the homophobes who are raging over his existence.
Time to oil up
:hump
Ryu - Ryu's medium and hard dragon punches hit twice now. Damage is down on it, but if you FADC, you only get one hit from it, so damage is down even farther. Trades to ultra from DP are gone, and most trades into ultra from SF4 are gone, but not all. Puts you in a floaty state, and you cant combo afterwards.
Ken - He is not looking good. They didnt give him much. He cannot FADC to Ultra2 normally. He didnt get crazy kicks from previous SF games. They slightly improved his fireball.
Chun li - She got 'infinitely better'. U2 combos easily all day. The upkicks target combo goes into U2, as well as EX legs anywhere on the screen. Its very dangerous. U2 gets all 20 hits every time, if it whiffs for a while and you get hit by the very end of it, you still take the full damage.
Guile - He seems to have been given nothing. Sonic Hurricane, his U2 is not good. Super into U2 is the only known combo into it. Down+Taunt puts on glasses, but doesnt give him any buffs or advantages.
Zangief - Very similar. He could lariat trade into U2 in earlier builds, but he cannot anymore. Rufus and tall characters can block his lariat low and punish with a crouching RH.
Rose - She can juggle off soul reflect into air throw or U1 or ex fireball. U2 is very good. Can corner juggle into orbs. Each orb can hit once before it dissipates, including on block. They do about 20% damage each on full ultra. Wiz noted that he needs to check what happens when projectiles hit them. When the orbs activate, there is a delay before you can do special moves again, including throw. They delay felt like 3-4 seconds. Orbs cross up very easy. Rose seemed powerful.
Blanka - Seemed the same, new ultra isnt that great, can get thrown out of it.
Honda - Noticed no changes, cant jump on reaction to U2.
Dhalsim - He seemed the same. U2 hit box is prttty small. Super hard to hit.
Balrog - U2 jumpable on reaction to activation. His U2 is bad, it has terrible range. Seemed too hard to land to be worth giving up U1.
Vega - Seemed the same. His Claw stays on a lot longer now, though. Ex dive off the wall doesnt go through opponent anymore.
Sagat - He does marginal less damage overall. Scar-uppercut does double damage, nothing more. If you do scar move, you cant do it again until you uppercut, but you can store the powered up state the entire round if you want. forward + RH still juggle state.
Bison - J.Strong into U2 works. Its not a charge motion so its very handy. U2 is a blockable stomp attack, and it can crossup! It hits hard, too! No known nerfs.
Rufus - Ex messiah kick is not as good, but still good. A few frames less on invincibility, and less damage. EX snake strike damage is way down. U2 doesnt seem to combo well. U2 is good anticrossup or antiair, but thats about it. Has to work for wins now
Fuerte - Fuertes normals are all faster now. U2 is extremely good.
Viper - No notable changes. She can U2 off EX seismo if you are fast. The recovery from U2 is ok. Rumors of mp thunder nerf are untrue or reversed, if its slower its only a frame or two.
Abel - He has a faster c.hk. U2 cant combo but its fast and has armor if you hold the button, it looks to be very good.
Guy - Feels slow. Has cool chain combos into super. EX spin kick is vertical. EX shoulder is his best move, super fast.
Cammy - Cannon drill 'got a little better'. Uppercut damage nerfed pretty hard. U2 is terrible. U2 can be broken by using breaker.
Fei - Changes not apparent. Counter ultra can be broken by a breaker.
Gouken - No known nerfs. U2 still blockable, but backthrow into 5 hits of it into wallbounce into more fun works.
Sakura - Her crossup j.mk is back. Very good crossup. Makes her feel more like sakura again. U2 is the best choice. Its two ultras in one, okay damage, easy to combo, can aim it up or forward. EX hurricane to ultra is simple as hell.
Dan - Dan is secretly way better now, he got what he needed. Uppercut fadc U2 is strong. His fireball goes 60% of the screen now. The rest seems untouched, but this is 'all he needed' to be a contender.
Akuma - no known nerfs. Many of the nerfs from earlier builds were reverted. Infinite is gone, but you can still combo after s.hk. Jab cannot link to HK anymore, so you cant loop it. Lv2 focus into new ultra wiffs, but works from Lv3 focus. EX airfireball into U2 works.
Gen - Only nerfs found so far, no chain combos, no mk .kick to hands at all. ex wall dive lost some invincibility.
Seth - Everything is the same, except his focus attack takes longer to hit lv2 now. Its not very good. U2 can combo anywhere you could combo stomps and does good damage.
Juri - Kara throw is good with HP. Wiz could only find a 5 hit Custom Combo in U1 mode without FADC. U1 mode is really long in duration. EX wheelkick seems nearly instant startup. Hitpoints seemed close to Ibuki's, but it was hard to tell.
T.Hawk - Hawkdive is his armor breaker. Hawk Upper cannot be FADCed at all, ever, at any point. U2 is bad, very very hard to hit. Feels slower than Zangief but stronger. His normals are very good.
Adon - He seems very weak. Both ultras are hard to use. Jaguar Tooth and Jaguar Kick are both unsafe on block. Air Jag-kick might be safe. EX jag kick is safe. Has a very good overhead though, one of the best.
Deejay - He seems decent. Nothing too bad, nothing too good. Reminds you of ST in that way.
Cody - He can only FADC tornado on first hit and the tornado wont come out. He cannot combo ultra after it. Has 3 levels of charge on his Zonk Knuckle, and its really really good and annoying. He says BINGO everytime he does it. You can combo into Zonk. HK ruffian is good.
Dudley - Not much to add to JWong's video, but he is probably #1 in the game.
Makoto - EX grab has 1 hit of armor! Outside of this, nothing to add to JWong's video.
Ibuki - Slide does not go under fireballs, air knife doesnt cancel out fireballs.
Hakan - Seems OK at first. Looks like hellboy red and is kinda fat. Has spiky hair. Has a 360 move where he puts you in his arms and sqeezes you out with oil slicked body. you fly across the screen at a 45 degree angle. He can slide along the ground face first and hit punch during for a followup (only when oiled up). Has an air grab where he belly flops. DP+K puts on more oil.
He takes out both hands and dumps oil on himself and it looks funny. He then glows white. When he has oil, he is 200% better. putting oil on takes half a second, and its duration based. EX oil lasts a long time. In non-oil mode, he is like gief. When he is in Oil Mode, he can chain everything, like c.lk x4 into mp. Moves in oil mode have more range, including 360. Front and backdash are better in oil mode too. All of his pokes have neutral and toward versions. Has a 'trap' ultra, where he lays down, and if you step on him, he grabs you. You cannot touch him at all, even if not attacking. You slip on his stomach like its ice. Then he 69s you as you slide along the ground and you fly out his buttocks.
The 2nd ultra is comedy as well. 720 motion, throws you up in the air and you board the OIL COASTER. You ride him going around his body till you are ejected into a wall at the end.
His super is double fireball with kick. Its a leaping grab thats crouchable, like Alex DDT he leaps at you.
Yup.
Yup.
So she got nerfed hard.
I was never an Ibuki player, but that's gotta suck for her fans.
Ryu - Ryu's medium and hard dragon punches hit twice now. Damage is down on it, but if you FADC, you only get one hit from it, so damage is down even farther. Trades to ultra from DP are gone, and most trades into ultra from SF4 are gone, but not all. Puts you in a floaty state, and you cant combo afterwards.
what the fuck's fadc, anyhow
Wtf is Bison U2?
Wtf is Bison U2?
Gotta be more useful than his current one!:drool
A basic one is: as Ryu, hit a fierce dragon punch against your opponent, and before Ryu leaves the ground and right after it connects, hold MP+MK and double tap forward to Focus Attack Dash Cancel (FADC), which you can then follow up with an Ultra to juggle your opponent with. A focus attack cancel requires 2 stocks from your super meter.
FADC is a lot more complicated than it probably should or could be. Its mastery isn't necessary if you're just playing casually, but it's absolutely mandatory if you're looking to be competitive at all. For a game that was supposed to reintroduce 2D fighting to the mainstream, it's an awfully tall hurdle for most people to even consider leaping.
On the other hand, when you do get it down, the stuff you can do with it is very rewarding, both damage-wise and motivationally.
[youtube=560,345]http://www.youtube.com/watch?v=JvysZuF84qU[/youtube]
Where the FUCK is "Indestructible"?!:(
Capcom, I am disappoint.
No Dudley/Balrog fight? smhNo Makoto either? COME ON SON
[youtube=560,345]wowG-pr71y8[/youtube]
Is this... real? smh
Indestructible was the only original song in SF4 that was memorable. It needs to be included.
Another list of changes in SSF4: http://www.eventhubs.com/news/2010/mar/22/gigantic-list-ssf4-changes-and-notes/
Tiger Uppercut damage has been reduced. In Street Fighter 4 it was 170-150-140 for the Hard, Medium and Light versions respectively, now it's 100 for all three.
YES NERF THAT BALD ONE-EYED FUCK
QuoteExpect a lot of air activated ultras, i.e; Gief's ****ing air 720. Yes, you read that correctly.
CAPCOM WHAT ARE YOU DOING
It's no surprise that this game's balance is most likely going to be shit. SF4s balance was mediocre at best, and when you add more characters, it'll only get worse.
Just bring the balance tools from Super Turbo back, Capcom! DO EEET.
Cross your fingers for the arcade launch! :D
Also the balance in 4 was good. Quit fronting like you know.
It looks like I am headed to Japan on the 26th...and I'm gonna miss out on over a week of SSF4. My inner nerd is crying right now. :lol :'(It's no surprise that this game's balance is most likely going to be shit. SF4s balance was mediocre at best, and when you add more characters, it'll only get worse.
Just bring the balance tools from Super Turbo back, Capcom! DO EEET.
SF4's balance was easily the best for the first iteration of a new Street Fighter game that it has ever been.
can you name one fighting game that has "good balance" by those standards? AIN'T NONE SON!
Just because there is a shit tier in SF4 doesn't mean that it's poorly balanced. Vega and Guile did get beaten with the shit stick (and they seem to have deliberately kept them away from any viable level with SSF4, but I can't say just yet), but there are laughably few 7+ match-ups in SF4.
Just look at Akuma in SF4. He's a fantastically balanced risk/reward character. which was attempted in SF3, but he was made of poo and people played him for his DBZ charm.
It looks like I am headed to Japan on the 26th...and I'm gonna miss out on over a week of SSF4. My inner nerd is crying right now. :lol :'(It's no surprise that this game's balance is most likely going to be shit. SF4s balance was mediocre at best, and when you add more characters, it'll only get worse.
Just bring the balance tools from Super Turbo back, Capcom! DO EEET.
SF4's balance was easily the best for the first iteration of a new Street Fighter game that it has ever been.
Not saying much there.
Good balance to me means that every character can be pick-up-and-play, but if you take the time to practice and perfect your skill with said character, you can win any match.
In SF4, if you take the time to perfect your Vega/Guile/etc. skills, you'll still lose to 90% of the cast if you play somebody on a similar skill level. Especially if your opponent is Sagat.
I don't care that SF4 had great balance for a first iteration, Capcom has more than a dozen Street Fighter games under their belts, I'd hope by now they could dial that shit down.
In a well-balanced fighting game, there shouldn't even be tiers, unless they're in reference to a certain fighter's difficulty curve.
Probably just talking out of my ass, here. And this line will probably be the only one quoted out of my post.
can you name one fighting game that has "good balance" by those standards? AIN'T NONE SON!
The game where Akuma against anyone is a 9.5-0.5 match-up? Oh yea that's swell.
What I have so far from the Arcadiagamers podcast:
/**
SFIV Notes:
**/
Fasol: Not enough time playing but it seems overall balanced.
Sharin:
First impressions are good. He was expecting more of the same with the same characters over and over but Capcom seems to have taken the right decision to bring down some of the top chars and the new people tend to be generally more offensive changing the dynamic of the game from the overly defensive playstyle of SFIV
There should be an overall change in the variety of playstyles.
Hell:
Very good impression. Capcom has added a lot of new content and has also made good changes to the existing characters. Feels that it is overall more balanced and the holy trinity of ryu akuma and sagat will probably be changed up though it's too early to tell.
Ricky:
Looks very good, highly recommended. The game seems to be fairly balanced. Sagat took some pretty serious nerfs and it requires that you be more precise/careful in what you do. But overall pretty balanced.
Saku:
Loves the game. The game is much more offensive in general. We won't know right away what the real depth of the game is and if the game is really balanced for another 6 months to a year but up front it looks pretty balanced. Hopefully nothing really broken will be found.
Discussion about there not being a pre-release in the arcades. Particularly what happens with the balance if it hasn't been tested in the arcades.
It seems that it was thoroughly by pro gamers. The lack of an Arcade release in Japan is going to be worrysome because the Japanese play on a completely different level. This will probably slow down discoveries relating to SSFIV.
Character changes.
Guile: has glasses. You can put them on and take them off at will. They openly mocking Capcom's decision since the goggles, they do nozink.
Juri:
Juri seems to be very promissing. Joking that the CC Ultra basically makes her link all her normals into each other, kind of like Ryu in SFIV but without requiring good timming. Spin kick excellent for pressure. Very complete, fairly powerful, and relatively simple character.
Spin kick is similar to Bison SK or Sagat TK in that it's fairly safe on block. Pretty powerfull.
Custom Combo, just screwing around a 390 damage combos possible with bar remaining so CC can be very powerful once its potential can be fully discovered. You can probably land a few of those combos per Ultra. Land a combo once, get a KD, do a mixup and then land another combo for another 300 damage (more or less). Mentions that Sagat has 1050hp confirmed. Fuerte has 950hp now.
T.Hawk:
A joke about there being a pink Hawk.
He has the biggest hitbox and hp in the game. 1150hp, hits like a mack truck. Can fly around the screen and has some ridiculously damaging combos. The command throw has some ridiculous range.
Everybody had more or less dismissed Hawk as a joke character but based on tests it seems that he will have some really good and really bad matchups but overall pretty competitive. He has trouble getting around fireballs but against characters who have to get in, like Dudley, he is very scary.
J.jab and s.jab tick loops from ST are not possible. There's a whiff animation but it might be possible to option select, it's not clear yet. T.Hawk can be scary.
DJ:
Seems like he's a good Guile. Solid, not likely to have any really bad matchups. Has the tools to deal with most chars. He has good normals, good Ultras. Being a charge character is holding him back a bit (joke about motion characters having an advantage in SFIV) but otherwise he will essentially be what Guile should have been.
The crumple stun off of his kicks were removed. It was completely broken. Now he's pretty average but solid.
Adon:
Is geared towards being more newcomer friendly. Doesn't really have a lot of tools, a lot of 50-50s but the concensus is that once the matchup is understood he shouldn't be a character we'll see a lot in tourneys.
Guy:
Lots of potential. Evades projectiles with shoulder charge. Ultra can be comboed into. Target combo juggles. Might be possible to FADC the last hit into Ultra. This hasn't been tested though.
Hits pretty hard, has good wakeup options with his Tatsu, it has good invulnerability on startup, he has good throws, good pressure and all around solid character with good mixups and dominates in the corner.
He seems to have some really bad matchups though (not indicated which ones).
Cody:
Absolutely fantastic character. When Hell first played Cody he approached it like he was playing A3 but kept losing. The "Bingo" move, hold down punch for a few seconds and let go. Seems to beat a lot of moves clean, combos, and then setups Ultra opportunities. It seems to be the move with most invulnerability. It seems to actually beat lariats.
Stone is a really powerful projectile. It's fast, almost no recovery, you can feint, you can delay it.
He has a lot of really good normals, has some really damaging combos. General consensus is that he's a top tier, probably in top 5. Seems to place behind Ibuki and Dudley. Will probably be the new Ken online.
Knife: 4 jab link takes off 125 hp. Triples the range of his normals, chips and increases priority.
Ibuki:
Comparable to SFIV's Akuma. Seems to have vortex like Akuma. Good mixups on wakeup, does good stun. Can actually combo into her ultra with SJ canceling her target combos. She's more technical, like Viper, but can be really scary in the right hands. Seems like a cross between viper and akuma in that regard.
She has 900hp overall so she will die quickly. This makes her one of the trickier characters to use.
Top tier definitely. Juri is powerful but possibly boring to use. Ibuki is more complete and more fun to use.
Makoto:
She has changed the most relative to her 3S incarnation. She has lost options but she has better normals and seems to be more solid. She will take a while to get used to. She seems like she will be competitive. the Kara-Kara is in the game.
She is purely offensive, all or nothing character.
She can now do a lot of her Kara mind games like in 3S. She can kara-kara from hayate so the defender has to guess properly now instead of regaining momentum by default. In the right hands she can be really scary. She isn't top tier. Reversals being powerful in SFIV kind of ruins her game relative to 3S but she still has potential.
Dudley:
Is close to being the best character in the game but not quite. Has insane wakeup game, great tools. The overhead is the best in the game. His damage output rivals Sagat's in SFIV. All of his specials are good. His focus is one of the fastest in the game. His SRK is strange, and problably his weakest move.
Normals have very little range (compared to balrog). His jab does seem to have good range and very fast. If he gets in he will destroy you but might have difficulty doing it. Akuma's keep away and escape ability might give him a lot of trouble. Akuma and Ryu might be bad matchups.
Based on this he might be in the top 5.
In the corner good luck getting away from him.
Not only is his overhead good but he can actually combo from it, including a link into c.rh!
Lots of back and forth about his character not being quite Sagat Tier.
Hakan:
Is a love him or hate him character.
Very peculiar character. Oil completely changes his game. His throws gain 3 times the range and his normals have stupid range with oil. If you can get into your opponent's mind he will devastate but will lose to rushdowns who keep him from oiling up. Can't compete against Ryu or Akuma. Probably mid tier. Like blanka if you don't know the matchup he will destroy you but once you figure out it will be pretty even.
His Ultra beats pretty much any move where you're considered airborne.
Random discussion:
1050 hp for Dudley. Apparently his lp srk, into hp srk into super takes off 500hp. But only in the corner. And you can't hit confirm it. There's a lot of back and forth and it isn't clear if they're joking or not. Discussion on this starts at 1:32.
Ok, listening to it again that combo is possible but it doesn't do 500 damage due to scaling. It still hurts a lot.
Sagat:
Used to be make 2 mistkaes against Sagat and you were dead. Now it's more even. Almost all the damage off of his moves has been considerably scaled back. Mid range TK seems to take off 20 to 30 instead of 100. He's lost 50 hp and he has had some of his tools taken away.
In SFIV he's got a huge hitbox, prone to crossups and he's slow. That hasn't changed. So those who will want to win with Sagat will have to earn it. He's still very competitive but you can't just eek out a win like you could in vanilla. He's lost his really abusive tactics. Basically noobs will QQ a lot and those who know what they're doing will still do very well.
Has a new evasion tool (angry scar). Has super propeties: freezes time, ups the damage of TU to what it used to do -10 points. Also changes some of the properties of the TU for example he can combo the TUs which couldn't be done before.
Most of his Karas seems to still be in. Can still land the s.RH but it's dependent on how deep you trade (probably character dependent).
TU wasn't nerfed as much as Ryu's, at least if you do them from a crouching position. SRKs don't dominate as much. Overall Sagat won't change that much in terms of tiers. They've just been compressed somewhat. He will probably have at least one bad matchup.
Ultra 2 seems to be only useful against projectile chars. You can throw it out on reaction against midscreen fireballs.
Ryu:
Basically the same. The major difference is the loss of a lot priority. Both hp and mp does 2 hits and only first hit cancelable. Trade into ultra is still possible but only under certain cases. It's no longer free but possible.
Also can't cancel the super as long as the hadouken is on screen so no more traps for characters neutral jumping fireballs (otherwise doesn't seem to change much). Damage is slightly nerfed but nothing really dramatic. There's a damage nerf across the board. Not as dramatic as Sagat. (Those who stayed the same are Honda and Boxer, Guile)
Ryu remains top 5.
Ultra 2 doesn't seem to be as good as Ultra 1. Its only use seems to be in relation to the discovered unblockable. Its use is more esthetic than anything else. No real reason to use it considering how versatile U1 is.
Viper:
Almost nothing has changed. The main difference is she won't die as quickly to sagat and others due to damage nerf. U2 is matchup dependent, mostly to counter AAs like srks, to keep shotos from spamming AA.
hp, sjc, hp U2 seems to work apparently but not very damaging.
seems to be nearing top 10, some say top 5.
Akuma:
Is pretty much this games S-Tier.
Exactly the same except loop isn't gone, just much more strict. Fewer hits will land and can only seem to pull it off 2/10 times.
Hadouken does far less damage. The s.Hk has been damage nerfed too.
Boxer:
Some of the changes seem to make no sense because they pretty much changed nothing at all.
Because of all the nerfs his matchup against Sagat is now probably 5-5. Generally a lot of his bad matchups got better and his good ones might have gotten better. Talks of top5 (Ed note: there seems to be a lot of people in the top 5)
U2 is completely useless. No range, slow, pointless.
Dictator:
Singificant improvements. Damage was nerfed a bit but nerfs all around to sagat and ryu help a lot and his U2 is great. Full screen. Looks like Fuerte's but different properties: it's faster, actually useful. Can be done on reaction against fireballs and crosses up. Can be jumped out of however. It's not a throw, it's a hit (similar to HS) so it can be blocked. This is especially good against shotos. Once he has Ultra it shuts down most fireball games and it hits hard enough to be scary.
PC has a full body hitbox, it's much faster and it does more damage. Possibly might be higher ranked than Cody.
Not top 5, but definitely going up in tiers.
Claw:
Ultra 1 hits on the way up like the EX wall dive. Easily one of the best Ultras of the game. They say that making a mistake and you will eat the Ultra. 2nd Ultra is also pretty good. It has good range and priority. His normals seem to have better priority. His fake overhead in vanilla is now an actual overhead. Not very damaging but useful.
Guile:
A lot of joking around about his sunglasses.
It's useless and seems to be his only significant change. there seems to be some changes to his normals. Making SSFIV offensive and nerfing sagat/ryu will help him as well. More competitive. SH: can be used as AA. U1 has been improved too (don't say how), FKs are improved, seem to have more range. His place in the tier list probably won't change much but he might go up a bit.
Still destroys Bison for free.
Fuerte:
U2 changes a lot of his game. Does about 500 damage, and startup is about 3-4 frames. It moves forward quickly as well and it's grab. Basically it punishes almost everything.
They changed some of his priorities and hitboxes.
Loop is much harder to do.
Rufus:
Damage is now much much more reasonable. Joking about how he isn't quite as brain dead as he was. EX SS and EX messiah have been scaled down considerably. Ultra damage nerfs have hit Rufus harder than others because of how he was played. His U2 doesn't seem that good, few setups. He's still high tier.
Ken:
U2 goes through fireballs from mid screen. Air EX Tatsu can also help land U2. Focus cancel EX Hadooken into U2 does about 450, timming is strict and it uses 3 bars. Sweep is faster, not quite as good as Ryu's. Walk is very slightly faster. His hadookens have same recovery but they move across the screen faster which means the c.mk into hado is more likely to combo. His srks have better priority. Mid tier most likely. Dash is slight faster. So is FA.
Apparently Capcom has a sense of humor. One of his win quotes says something like "You're as easy to read as a flowchart"
Abel:
New U2 is good, great for messing with firebal characters. Has armor. Can be delayed. Can be canceled, grab and moves about as or slightly faster than the old Ultra. Can't combo like the U1 though. Probably still in the same tier rank as before (mid high). Comments that overall the balance is much better in super.
Gief:
Life has gone down, lariat is much easier to punish. Normals do less damage. GH does less damage. Ultra does less damage. U2 has some uses. He's still a dominating character however. His lariat is still scary and his matchups probably won't change much, if at all. He won't kill you in a few hits now.
Honda:
Pretty much the same. EX HB has invulnerability now. U2 command grab pretty damaging but works like a beefed up ochio. Hands can probably be FADC'd into Ultra. It's not a combo though, it's a 50-50 but because his dash is fast this can be really good.
Seth:
HP is the same but since other characters do less damage he's in much better shape. Seth had a lot of really bad and a lot of good matchups. His U2 means that off his combos he can do a lot of damage and makes him much scarier. Command grab does more damage. He can land U2 from a lot of things, like where he used to follow up with his chun li kicks he can now use U2.
Gouken:
Indications are he's more or less the same. His U2 is much better and can be comboed from a lot of moves, much better than U1 (like from palms and EX tatsu FADC).
Chun:
U2 is insane. Can be landed from a lot of different situations. Top character for sure.
EX legs combo U2 does a lot of damage.
Other than this chun hasn't changed otherwise. Because of U2 she has gotten much much better and is probably in the top.
U2 isn't a charge move.
Rose:
Has gotten better. Can combo into soul throw.
Fei:
Pretty much the same. Chicken wing has less priority (startup invulnerability) and might be punishable. Because of the changes to the game he might fare better.
Cammy:
U2 is a joke. U1 is still the best. Cammy has a lot of potential, has been improved a lot. Will probably see her in tourneys more.
Gen:
Jump is less safe now, more floaty, similar to Ryu. Gen used to be able to abuse of his old jump arc against other characters like Hawk.
Adon:
Is geared towards being more newcomer friendly. Doesn't really have a lot of tools, a lot of 50-50s but the concensus is that once the matchup is understood he shouldn't be a character we'll see a lot in tourneys.
Haven't heard anything about all of these glorious 50-50s, but I'm assuming it's related to the air jaguar kick. I know there is some juggle on the EX toof (and it's safe), so maybe there is something to be done there too... But all in all there are few tools, and as they say, once people know how he ticks he'll be dead in the water.
;_;
General comments:
Better stages. Africa is awesome, lots of things going around in the background. Great music.
Seth's stage is really nice too, better music.
You can now hear all the remixed classic themes but Capcom went about it in a half assed way.
You you have to actually change icon and your title in order to hear the themes. Apparently there's no actual option to hear them. Correction: you use the default icons to enable the classic themes.
Bonus rounds are useless. It's there to please noobs but they're garbage.
Discussion about how Capcom is trying to balance its 2 types of consumers: hardcore and casuals. Bonus rounds are a concession to the latter group (E no surprise to anyone).
Blanka:
Virtually unchanged. Still highly dependent on shenanigans and people not knowing the matchup.
Sakura:
Has her j.mk cross back. Can combo into ultra. She's more aligned with her old self. However she won't improve much in terms of her tiers. She needed a lot more to compete and didn't get anything.
Dan:
No longer the worse. Has a FADC combo that does 450. His fireball has much better range. Dan's tatsu has some uses (like it crosses for example).
Sim:
U2 is a grab. Still kind of bad. Didn't get the changes he needed.
More general comments:
All characters are unlocked up front.
Seems more competitive in general but certain things cater to noobs.
Having a SFIV save unlocks the 11th color. You still apparently have to unlock others. They haven't seen it however.
The intro and ending animations haven't really improved much. Joking about Hakan's story, apparently completely absurd.
Time trial and Survival are gone. Challenge mode is a disappointment. Old character challenges are the same, or at least seem to be. Can be done in any order.
SSFIV overall seems to be one of the most balanced games Capcom has made. Capcom's claims that everyone was going to be sagat tier. Rather they brought down the top and compressed the tiers more.
Things that used to be really abusive are more or less gone.
New characters however do not seem to have been considered in the overall balance. They seem to do a lot of damage and have a lot of tools. Furthermore because they're so offensive they seem to mesh a lot more than the Vanilla characters.
Turtling won't dominate as much in Super. Still usefull for certain characters but it's not the dominating tactic it was in vanilla.
Quick note: There seemed to be a lot of back on forth on the subject of Dudley. Some people were saying he was the new Sagat and others saying he wasn't quite that good and he's probably on par with Akuma. Either way Dudley is going to be very good.
Bison had st.RH and scissors. his other stuff was good enough too. I just don't see that in Adon - I'd love to be surprised though.Haven't heard anything about all of these glorious 50-50s, but I'm assuming it's related to the air jaguar kick. I know there is some juggle on the EX toof (and it's safe), so maybe there is something to be done there too... But all in all there are few tools, and as they say, once people know how he ticks he'll be dead in the water.
;_;
I dunno, that sounds basically like vanilla Dictator to me, and he was absolutely still usable.
Wateva, just play the characters you like and have fun. If you're good enough with a mediocre character then you can still beat the majority of people online, and I doubt many people here are into the competitive tournament scene where they'll be at a disadvantage just based on character choice! Shit's boring if you become obsessed with tiers and the "pro" scene.
Anyway, I always emit a yell of joy when I keep reading more about how Sagat isn't a n00b cheapass this game.
hope so
my problem now is that I have the PS3 version of SF4 and want to get the 360 version of this. I'm being punished for seeing the light. Can you even download save games to the 360?
Wateva, just play the characters you like and have fun. If you're good enough with a mediocre character then you can still beat the majority of people online, and I doubt many people here are into the competitive tournament scene where they'll be at a disadvantage just based on character choice! Shit's boring if you become obsessed with tiers and the "pro" scene.naw, of course I ain't on that level, but a character with few tools is bad and generally not fun to play unless you put huge amounts of effort in. I'm not whining like a little bitch about sagat merely being 'very good' (read: haunts).
Anyway, I always emit a yell of joy when I keep reading more about how Sagat isn't a n00b cheapass this game.
hope so
my problem now is that I have the PS3 version of SF4 and want to get the 360 version of this. I'm being punished for seeing the light. Can you even download save games to the 360?
Why do you need to download a save? Just borrow the vanilla version from somebody if you want the extra color.
Fuck that shit.I love these incognito nerds that look and sound like normal people :heart The internet should be taking notes
[youtube=560,345]sGh4ZU4H5Hk[/youtube]
You kind of have to be one with SSFIV.Charge characters + dpad = wtf (for me at least)
You kind of have to be one with SSFIV.Charge characters + dpad = wtf (for me at least)
I'll stick with my cheap arcade stick.
Super IS getting an arcade release!
EDIT: I will admit, however, that I can't execute a dp worth shit on a stick. Not yet at least 8)
EDIT: I will admit, however, that I can't execute a dp worth shit on a stick. Not yet at least 8)
In SF4, you don't need to execute anything worth a shit, particularly dragon punches. All you need to do is get in (http://www.shoryuken.com/images/smilies/downright.gif) (http://www.shoryuken.com/images/smilies/downright.gif) at some point during your input or some loose variation of the actual (http://www.shoryuken.com/images/smilies/dp.gif) motion.
I think it's more difficult NOT to do it accidentally. With some stuff, you actually need to distort the input just so one doesn't come out, like when kara-cancelling tiger shots.
As all Dictator players have learned the hard way, apparently (http://www.shoryuken.com/images/smilies/left.gif) (http://www.shoryuken.com/images/smilies/right.gif) (http://www.shoryuken.com/images/smilies/left.gif) (http://www.shoryuken.com/images/smilies/downright.gif) is a DP motion. The collective Dictator community cries a thousand times every time you j.mp, j.mp -> teleport and lose the round.
As all Dictator players have learned the hard way, apparently (http://www.shoryuken.com/images/smilies/left.gif) (http://www.shoryuken.com/images/smilies/right.gif) (http://www.shoryuken.com/images/smilies/left.gif) (http://www.shoryuken.com/images/smilies/downright.gif) is a DP motion. The collective Dictator community cries a thousand times every time you j.mp, j.mp -> teleport and lose the round.It's good to know I'm not the only one who has this problem. I've raged so many times because of it. :'(
First of all I just wanna tell you guys that you're my favorite boars, the rest can choke on dicks.
Second of all, I'm still getting confused by some of the terms used in the community, some would give slightly different definitions from others. Anyhow, someone explain in basic terms:
crossups
mixups
meaty
and which of the following is the correct designation for kicks and punches are
low, medium, high
light, medium, heavy
jabs, short, fierce, etc etc
the abbreviations are driving me insane.
I'M STILL SEARCHING FOR BYONETTA! fucking 360 piracy is running rampant, so much I couldn't find a copy of Bayo or ME2 :maf
I'm definitely getting SSFIV on the 360 though, as long as ya'll promise me to get that version. Still searching for a 360 fightpad, still no luck :-\
$10 GC @ Walmart if you preorder
http://www.walmart.com/ip/placeholder-mel-s-PS3/13228233?povid=cat2636-env192209-module281195-rLink1?sourceid=20835146162395297102
I'm sure Amazon will price match this
Amazon now has release-date delivery available (along with the $10 GC of course) if anyone is interested. Just pre-ordered this myself. :D
Sweet, paid the extra few bucks for release date delivery. I don't care if it means I have to wait THREE HOURS from when GameStop opens. :p
I hope Lyte is getting the PS3 version :hyperLyte always double dips on fighters, sometimes triple dips if they get a PSP release.
The announcer in the SSF4 commercial reminds me of Yipes
I hope Lyte is getting the PS3 version :hyperLyte always double dips on fighters, sometimes triple dips if they get a PSP release.
The announcer in the SSF4 commercial reminds me of Yipes
I bought an HRAP for PS3 and the Tekken stick deal last year, but haven't had any time to practice much. I totally suck using a stick, especially since I like using charge characters. :'(
I bought an HRAP for PS3 and the Tekken stick deal last year, but haven't had any time to practice much. I totally suck using a stick, especially since I like using charge characters. :'(
What? Charge characters are infinitely easier with a stick. :lol
I've always found charge ultras much easier with a stick. Especially the diagonal ones like Guile's.I bought an HRAP for PS3 and the Tekken stick deal last year, but haven't had any time to practice much. I totally suck using a stick, especially since I like using charge characters. :'(
What? Charge characters are infinitely easier with a stick. :lol
their supers/ultras arent!!
Lol yes they are. All charge moves are. I've never been able to do a charge ultra on a pad in SF4 and I struggle to do regular charge moves.I bought an HRAP for PS3 and the Tekken stick deal last year, but haven't had any time to practice much. I totally suck using a stick, especially since I like using charge characters. :'(
What? Charge characters are infinitely easier with a stick. :lol
their supers/ultras arent!!
what is the bonus for having an SF4 save again?
Still looking for a pad/stick for the 360. How're the official sticks, by the way.
I've never used the Standard Edition, but I've read good things about it and it's easily moddable for higher quality parts. You can usually get it online for under $50 too.
You can buy that Hori pad in the US, dork. Fry's has tons of them.
You can buy that Hori pad in the US, dork. Fry's has tons of them.
I love the SF4 pad. Great for every 2D game. Possibly my all time favorite controller.
I had the Hori Turbo EX a couple years ago, but wasn't really into it. The pad was a bit flat and pretty stiff. Like the PS2/3 pad but flatter. It might be good something like Tekken or platformers, where you don't need to use qcf, hcf much.
Slightly off-tip but Is Blazblue 1 worth getting if I plan on getting the sequel? Right now, I could get the first game for $13 at Gamestop with promo codes.
I really want to check this pad out (Hori FC3), but I'm not sure if it has been officially released yet. Looks PERFECT, but it's PS3 only. Still if they are out and priced decently I'll pick up one or two...then no more Mad Catz PS3 pad problems when trying to use two at once.
(http://farm5.static.flickr.com/4039/4494405645_90e1187639.jpg)
EDIT: It's out for around $34.
Are your non-USB pads PS2 compatible? There's a good PS2 to 360 adapter.
I don't know about the Horis but the Madcatz's D-pad seems kinda stiff. That's why I'd probably go with the Saturns if I could.
Also, what's the deal with people breaking pads and joysticks? Do they play like 10 hours a day on it? I have a couple of low-grade sticks like the Tekken 5 bundle stick and the cheapest Hori PS3 stick which are still working perfectly fine after several years of use.
I have the fighting commander 3 ordered. Looks great and I'm getting it for PC, though I don't even know if it will work on it.
So Blazblue 2 looks really good on the PC but why does the game feels so slow? Is it just the game or is it because of the emulation?Emulation. Your PC can't handle it well. It plays like a slideshow for me. :'(
So Blazblue 2 looks really good on the PC but why does the game feels so slow? Is it just the game or is it because of the emulation?Emulation. Your PC can't handle it well. It plays like a slideshow for me. :'(
So Blazblue 2 looks really good on the PC but why does the game feels so slow? Is it just the game or is it because of the emulation?
FFFUUUUUUUUUUU:-\spoiler (click to show/hide)dat TIGER :bow[close]
I want Makoto to be good goddammit, but it doesn't seem like there's much you can do with her based on the vids I've seen so far. It seems like I always go for characters who have shit defenses in fighting games. Bison, Hakumen, Rachel, now her. I'm not sure what draws me to them.
I still plan on using Makoto, but I expect to be frustrated for a while.
(http://www.campussqueeze.com/userfiles/Kimbo-slice.jpeg)
The early impression is that Makoto is pretty bad, but so it was for 3S and look at how that turned out...We'll see.
The early impression is that Makoto is pretty bad, but so it was for 3S and look at how that turned out...
Awesome stream beezy, and yes Makoto is still owning them!They're starting to use the older characters again. I wanna see more Makoto ownage!
Somebody on my friends list was playing this earlier today. I offered him $60-$70 if he would get me a copy too, but no response. :lol
Somebody on my friends list was playing this earlier today. I offered him $60-$70 if he would get me a copy too, but no response. :lol
It's leaked on the net...
Somebody on my friends list was playing this earlier today. I offered him $60-$70 if he would get me a copy too, but no response. :lol
It's leaked on the net...
I know, but I don't think this guy's Xbox 360 is modded. Besides, wouldn't excessive playing of an unreleased game on XBL be an immediate cause for a banning?
The Makoto player on the stream was owning bitches last night.
Get it the day it comes out!
Pre-order and Release-Date Delivery is FREE with Amazon Prime. See details.
Amazon.com Promotional Credit
Get a $10 Video Games Credit and Pre-sale Bonus Offer
Pre-order Super Street Fighter IV and get $10 off a future video game purchase. Additionally, you'll get the Super Classic Costume Pack, which features all-new alternate costumes for Guile, Blanka, Dhalsim, Gen and Fei Long. The promotional code will be placed directly into your Amazon.com account within 2 business days after the product ships. Access code will be e-mailed within ten business days after the game releases. Offer valid when shipped and sold by Amazon.com. Promotion valid on all existing pre-orders. Limit one per household. Amazon reserves the right to change or terminate this promotion at any time.
watching a makoto vs thawk match :lolOn the stream?
makoto :(
(http://g-ecx.images-amazon.com/images/G/01/ciu/a2/cf/dbb7225b9da0d5daa84eb010.L._AA300_.jpg)
Anyone had this PS2 pad? How was it compared to the Madcatz?
Lyte, which arcade stick?
Oh, that one. It was kinda crap. I saw it @ E3 and got all excited because it looked like a classic US joystick, which is not that popular in the home market. Unfortunately, it wasn't much fun to play with. The stick was way too stiff and the buttons layout was just uncomfortable.
Oh, that one. It was kinda crap. I saw it @ E3 and got all excited because it looked like a classic US joystick, which is not that popular in the home market. Unfortunately, it wasn't much fun to play with. The stick was way too stiff and the buttons layout was just uncomfortable.
Pretty much. I've broken it out for stick-using friends every now and then, and they can get by with it well enough. I was thinking of trying it to see how I'd fare switching entirely to sticks for fighters...
dat stick :drool
I want to get a stick for fighting game deliciousness, and I was wondering, is this good?
http://www.newegg.com/Product/Product.aspx?Item=N82E16874179003
I want to get a TE but I can't justify dropping anywhere near $100 on a controller for maybe a handful of games
Smooth, which version of SSF4 are you getting?
I want to get a stick for fighting game deliciousness, and I was wondering, is this good?
http://www.newegg.com/Product/Product.aspx?Item=N82E16874179003
I want to get a TE but I can't justify dropping anywhere near $100 on a controller for maybe a handful of games
I fucking hate this stick.
startselect, you can mod a cheap stick into a high quality one if you can't afford to buy a high-end stick right now. Modding is much cheaper and if you know what you're doing, you'll get even better results.
startselect, you can mod a cheap stick into a high quality one if you can't afford to buy a high-end stick right now. Modding is much cheaper and if you know what you're doing, you'll get even better results.
I was considering getting a MadCatz SE and sticking Sanwa parts in there, but from what I hear the price comes out same as a TE.
startselect, you can mod a cheap stick into a high quality one if you can't afford to buy a high-end stick right now. Modding is much cheaper and if you know what you're doing, you'll get even better results.
I was considering getting a MadCatz SE and sticking Sanwa parts in there, but from what I hear the price comes out same as a TE.
Shouldn't. The only thing you really need to replace on the FightStick SE are the buttons, which are cheap.
If you get one from one of the later batches, it might not even be bad.
SF4 feels fine with a pad because they intended it to be played (okay) that way. Older arcade games, like MvC2? Even HD Remix? It feels harder to do some stuff with a pad, IMO.
I thought the madcatz ones weren't good.
When they first came out with SF4 everyone was complaining that they were too big and the d-pad was not that great. Which is why I didn't pick any up.
(http://i41.tinypic.com/aovtax.jpg)
BOOM, bitch! I dunno what I was talking about before, I can do DPs pretty well even starting out with this thing, not using shortcuts. I can only get better as time goes on.
And dear lord was MvC2 made to be played on a stick.
Is that the slim? So much prettier than my 1st gen TE! >:(
I agree stick is better for SF4 if you know what you're doing. Multiple button presses are always gonna be a little awkward on a pad. Also, as a right hander, it's really hard to use the left shoulder button on the Madcatz pad. Actually, the right shoulder button is not much better either. They're just really stiff compared to the 360 pad.
Is that the slim? So much prettier than my 1st gen TE! >:(
I agree stick is better for SF4 if you know what you're doing. Multiple button presses are always gonna be a little awkward on a pad. Also, as a right hander, it's really hard to use the left shoulder button on the Madcatz pad. Actually, the right shoulder button is not much better either. They're just really stiff compared to the 360 pad.
Yeah it's the Type-S. I was on the fence about getting a stick until they rolled out this one. It's so much nicer than the Round 1, imho.
I thought the madcatz ones weren't good.
When they first came out with SF4 everyone was complaining that they were too big and the d-pad was not that great. Which is why I didn't pick any up.
At first touch, the Madcatz's d-pad doesn't feel as nice as Sega's but it's just as responsive in SF4. You should be safe with any of the Madcatz pads that you see in store. They've been sold out for awhile so all the current ones in stores should have been newly made.
What stick do you own, btw?
Is that the slim? So much prettier than my 1st gen TE! >:(
I agree stick is better for SF4 if you know what you're doing. Multiple button presses are always gonna be a little awkward on a pad. Also, as a right hander, it's really hard to use the left shoulder button on the Madcatz pad. Actually, the right shoulder button is not much better either. They're just really stiff compared to the 360 pad.
Yeah it's the Type-S. I was on the fence about getting a stick until they rolled out this one. It's so much nicer than the Round 1, imho.
How much did you find it for? Like RoboJ, I might have to double dip in the future.
Yeah, that's Super. You can always tell from the Ultra meters having the I or the II on them.
so, do we now know exactly what unlocks if you have a SF4 save?
my 360 game shipped, I tested out my old 360 fightpad and it is passable (hard to hit corners without pressing hard), and if it is something worthwhile, might rent/borrow it.
Why press three buttons? just map them to RB/RT and make LB/LT for Heavy Punch/Heavy Kick instead.
all you need is shoryuken anyway.Why press three buttons? just map them to RB/RT and make LB/LT for Heavy Punch/Heavy Kick instead.
I thought that I'd be using heavys more than 3 buttons.
Picked up Super Street Fighter IV yesterday, one of the stores had it out early. Too busy playing Dynasty Warriors Gundam 2 to give it a try right now.
Yeah, you guys are all excited about something that's just lying around my apartment.
:patel
Got a Hori FC3 PS3 pad yesterday. I haven't tried it yet but it's pretty nice to hold. The buttons are about the same as the Mad Catz pads, but it has all four top trigger buttons. The d-pad is completely different. Windows 7 recognized it so it should be fine for emulators/PC gaming too. I may end up picking up another one and completely replacing my Mad Catz pads with them. They are wired-only BTW.
good to know. there were complications in my order of the hori FC3 so I still don't have it :maf
how are the shoulder buttons? clicky or soft?
Got a Hori FC3 PS3 pad yesterday. I haven't tried it yet but it's pretty nice to hold. The buttons are about the same as the Mad Catz pads, but it has all four top trigger buttons. The d-pad is completely different. Windows 7 recognized it so it should be fine for emulators/PC gaming too. I may end up picking up another one and completely replacing my Mad Catz pads with them. They are wired-only BTW.
How's it different? Give me an in-depth review, nerd.
Now that people picked up the game, what's the bonus for having SF4?
I probably won't get my copy until next week, but so be it. $16.99 via Amazon is too good to pass up.
PS3, I bought SFIV on the PS3 and I don't really trust the 360 with Street Fighter.
In my experience 360's online infrastructure completely humiliates the PS3 when it comes to SF4 :(
I have a real hard time finding a match that is lag-free, or relatively so, even on green connections. I also get a fuck-ton of match-ups against Chinese and Korean players, all of which have a shit connection with me because it's on fucking mars or some shit. On my brother's 360 I get central European players with little to no (discernible) lag.
Finally cleared it. I actually found a way to make it a bit easier (aka I cheated :-[)
The trial is:
j.HP, c.LP, c.LP, c.MP, c.MK xx HP Hadouken, FADC, Metsu Shoryuken
What I did:
(in the corner) j.HP, c.LP, c.LP, c.MP, c.MK xx HP Hadouken, FADC, c.MK xx EX Tatsumaki, Metsu Shoryuken
You have to be really fast to hit the hadouken, FADC, Ultra with the original combo, but with the way I did it the MK xx EX Tatsumaki gives you a little more leeway.
So far, most of the combos it's trying to teach you actually seem practical in a real match situation, which is already a step up from SF4's trial mode. But I've only done Ryu's and some of Rog's.
You lost twice to a jobber? :teehee
add me on 360: Linkzg64
I need to break this controller in. It is so mushy compared to the PS3 fight pad I had.
add me on 360: Linkzg64
I need to break this controller in. It is so mushy compared to the PS3 fight pad I had.
first match lost. Trying to play as Guy, didn't know any moves, had to mash to realize what the ultra was :lol
Am I distinguished mentally-challenged or is Cody's EX Zonk Knuckle super sensitive when you're canceling it off something? That trial where you need to cancel it off standing fierce took me FOREVER because it simply would not register as an EX. I must be doing something wrong because I was seeing it left and right in the early match vids.I had no problem with the zonk knuckle cancel. Just held lp+mp, hit fp and let go. His final trial on the other hand took me a little while to complete.
Adon's trials were cracking me up. Jaguar Tooth does NOT want to hit as anti-air. The hitbox is impossibly small to hit anything with and most of the time when it looks like it's about to hit, it just kinda pushes the other player out of the way without making any contact. :lol
Am I distinguished mentally-challenged or is Cody's EX Zonk Knuckle super sensitive when you're canceling it off something? That trial where you need to cancel it off standing fierce took me FOREVER because it simply would not register as an EX. I must be doing something wrong because I was seeing it left and right in the early match vids.
Adon's trials were cracking me up. Jaguar Tooth does NOT want to hit as anti-air. The hitbox is impossibly small to hit anything with and most of the time when it looks like it's about to hit, it just kinda pushes the other player out of the way without making any contact. :lol
I had no problem with the zonk knuckle cancel. Just held lp+mp, hit fp and let go. His final trial on the other hand took me a little while to complete.
:bow cody :bow2TURN THE BEAT BACK
The Round 2 TE Stick from MadCatz.
I'm getting it in time for the 360. My younger brother borrowed my 360 because his red ringed. He's a COD addict and he's borrowing it while he gets his fixed by MS. I've mostly been playing FFXIII on the PS3 recently, so no harm.The Round 2 TE Stick from MadCatz.
Sweet. Is it the same profile as the S? Round 2's artwork is definitely better than my original TE. Why didn't you get it for the 360? I thought you were more of a XBL player.
is there a tier list yet? I'm trying to find the worst characters to play as. Guy seems pretty bad so he is one of my two, and while I like Dudley, he seems like a good character.
What was the special gift that Capcom was going to give vanilla SF4 owners?
[youtube=560,345]_Qzo0F7xf5o[/youtube]
:rofl :rofl :rofl
[youtube=560,345]_Qzo0F7xf5o[/youtube]
:rofl :rofl :rofl
Is it possible to change the country of an ID after it's created?
I love Makoto. I really do. But her shitty ass priority is pissing me the fuck off. Hayate is her main attack and just about everything beats it. EVERYTHING! That plus the fact that fukiage keeps coming out when I try to do hayate or her ultra has lost way too many matches for me. Oh, and let's not forget that she has no reliable anti-airs, only has one armor breaking attack and it's slow ass hell. SMH
I'm still not dropping her though. I was just as annoyed with Bison when I first used him even though he had more to work with.
I lost every match I tried playing as Makoto in. I think she's always been a cool character but she is way too technical/gimped in SSFIV for me. If you want to win as Makoto you gotta be fucking GOOD. She is like the Akira of SSFIV.
Hayate not having armor break properties EVEN A FUCKING EX HAYATE is the biggest load of shit in the world. srsly guyz. it fucks me up every time because it seems like such an obvious armor break move, but noooooSame here. I've eaten so many focus attacks, supers and ultras when doing EX Hayate. It hurts so bad when you see her arm already going through an enemy's body when they start their ultra, but you don't connect at all. Hayate's hitbox is fuckin distinguished mentally-challenged. I think it starts at her training bra.
Fry's is giving away SSF4 if you buy a TE stick. I'm sorely tempted.
Also, Madcatz pads are discounted to $29.99.
I'm loving the Arcadia and Level-Up matches on youtube. I've never been into spectator sports, but I've been really into these narrated tournament matches lately.
I like Chris Hu (I think that's who it is)- "I RESPECK THAT!" :lol dude's awesome.:lol
and whoever keeps calling it Super Butterfinger 4. Same guy who said "GIMME YO LUNCHABLES!" at Bison's ultra in one of the arcadia 14 final vids.
I like Chris Hu (I think that's who it is)- "I RESPECK THAT!" :lol dude's awesome.
and whoever keeps calling it Super Butterfinger 4. Same guy who said "GIMME YO LUNCHABLES!" at Bison's ultra in one of the arcadia 14 final vids.
Unable to join session.Same.
Unable to join session.
Unable to join session.
Unable to join session.
Unable to join session.
Unable to join session.
Unable to join session.
Goddamn it, Capcom, at least tell me the room is FULL rather than this vague crap.
Also, I'm online and kinda drunk if anybody wants to jump on and horse around a lil bit.
Unable to join session.
Unable to join session.
Unable to join session.
Unable to join session.
Unable to join session.
Unable to join session.
Unable to join session.
Goddamn it, Capcom, at least tell me the room is FULL rather than this vague crap.
Also, I'm online and kinda drunk if anybody wants to jump on and horse around a lil bit.
Sorry, Beezy, that wasn't me online - that was Disposable White Guy. I'll play with you this weekend.Haha, the message he sent sounded like something you would write.
Good matches, J! Lag was killer, though. Some of those clutch matches would've SO been mine ;)
What do you think of mah skillz?
EDIT: Also I can't use punctuation in my messages because the on-screen keyboard doesn't pick up the trigger buttons on my stick, and also I can't use a second controller to type.
Oh btw kind of a nub questions, but what are people referring to when they say "this matchup is 5/5". Is there something that'll explain this for me?
Finally finished all the trials in challenge mode. Got stuck on Viper's challenges for like 2 hours but I finally did them. Fuck that ho.Oh btw kind of a nub questions, but what are people referring to when they say "this matchup is 5/5". Is there something that'll explain this for me?
Like Beezy said, it's just the numbers for that character matchup. For example, between two evenly skilled players, Seth would beat Zangief 8 times out of 10.
Like Beezy said, it's just the numbers for that character matchup. For example, between two evenly skilled players, Seth would beat Zangief 8 times out of 10.And this is why you should have to name the character (or two) that you plan to use at tourneys. This one dick I know got pretty far in a SF4 tourney at our school last year because he was being a little counterpicking bitch. He still wasn't able to make top 3 thankfully.
Like Beezy said, it's just the numbers for that character matchup. For example, between two evenly skilled players, Seth would beat Zangief 8 times out of 10.And this is why you should have to name the character (or two) that you plan to use at tourneys. This one dick I know got pretty far in a SF4 tourney at our school last year because he was being a little counterpicking bitch. He still wasn't able to make top 3 thankfully.
Btw, I'm so happy that you can't see who your opponent is picking in SSF4 when playing online.
I am gonna make you guys fear Juri. Forget Bison!
I'm still mad about my last loss. :lol
Fuck Guile! I finally overcame that bitch ass T.Hawk today and got my 10 in a row ranked wins achievement and 2 matches later a Guile ends my winning streak. I have no idea what to do against him with Bison. He shuts down everything I attempt to do.
Pfft, I didn't lose to Willco. I lost to a friend in a Bison mirror match. It was close though.I'm still mad about my last loss. :lol
Take consolation in the fact that you'd still pwn Wilco in a real street fight.
Uh, you did lose to me idiot. I beat the both of you when you guys rolled with that new dumb spiky-haired chick.I don't care about that loss. Capcom fucked her over in this game. Bison is all that matters.
That doesn't make me feel much better. Fucking Guile. I hate uphill battles like that. :-\
You know you would have lost had you not GRABBED ME FROM BEHIND YOU IN SOME KIND OF IMPOSSIBLE BREACH OF PHYSICS AND THE TIME SPACE CONTINUUM!:lol
I don't think T.Hawk is any worse than Zangief. He gets in easier, but you still just gotta play keep away.That doesn't make me feel much better. Fucking Guile. I hate uphill battles like that. :-\
Still, with most of the former top tier nerfed in Super and Dictator's new tools, Guile and Chun are pretty much his ONLY bad match-ups anymore (albeit, they're pretty damn bad, in my opinion). I don't see any of the new folks being too tough on him. MAYBE T.Hawk just because he's a fucking beast. Still too early to tell.
You know you would have lost had you not GRABBED ME FROM BEHIND YOU IN SOME KIND OF IMPOSSIBLE BREACH OF PHYSICS AND THE TIME SPACE CONTINUUM!:lol
That Ultra is extremely easy to counter though. Just hit me while I'm in the air if you got time to jump. If I land in front of you, stand and block. If I land behind you before you can do anything, you're fucked.
Thanks. It's getting better. One day, I will be able to take Beezy! :punchMy psycho power continues to grow. :cop
An "unable to join session" seems to generally mean that the room is full. It's pretty damn frequent on the 360 too.
I've found that if you're doing Ranked, it's FASTEST to ignore Quick Match, which is like the fucking absolute opposite of QUICK, and instead choose Custom Match, set up your conditions and wait a few seconds after the match list loads for the connection status to update. It's basically like Quick Match was in vanilla, except you'll have 8 or 10 matches to choose from instead of only three. You're still gonna get a lot of "unable to join sessions" doing this, but at least you can choose the best connection yourself and see match settings before entering the room.
I might try that, but then you gotta put up with the loading and the possibility that some doofus with a shit connection is going to accept your match request.
Are there any significant differences between two versions?
I want to play this game.
Finally started messing around with more characters. I really like Dee Jay and T. Hawk. Might take one of them up too.Her command grab beats tons of stuff. I like her a lot. But she's gonna require some time to get decent with her. At least for me.
I'd like to learn Ibuki but I just do so damn badly with her. Interestingly, I found that I was able to use her command grab to grab Blanka out of his Blanka ball. :lolAre there any significant differences between two versions?
I want to play this game.
Nah, just that Live is generally better for online play than PSN, as per usual.
Finally started messing around with more characters. I really like Dee Jay and T. Hawk. Might take one of them up too.
I'd like to learn Ibuki but I just do so damn badly with her. Interestingly, I found that I was able to use her command grab to grab Blanka out of his Blanka ball. :lolAre there any significant differences between two versions?
I want to play this game.
Nah, just that Live is generally better for online play than PSN, as per usual.
Is it just me are the controls looser in this game than SF4? I've had many occasions where Adon would do his Rising Jaguar instead of the Jaguar kick, and they're completely opposite motions. Hakan is nearly unplayable due to the to him pulling off his grab (a 360 motion) instead of his oil slide (QCF). Anyone else having the same troubles?
I play as Cody sometimes. He gets whooped handily.
Startselect just rage quit on me. :-\
I've been losing quite a bit online, but I don't let it get to me. It's just more practice on the road to improving my game.
I hit 2100 BP with Chun-Li today and 1000 with Juri...the highlight match was beating a 5000 BP Guile player, although I pretty much got lucky; during the final round we both had little life left and I just threw out a random Ultra, which caught him for the win.
Leper starselect. You don't rage quit on people who're on your friend-list dude, shit day or not.
No wonder you get a lot of hate messages lol.
I've never played 3s seriously, so I have no experience with Mokoto whatsoever. What the easiest tactic to break her annoying quick low normals > hayates strings? I know that hayates are kinda nerfed this time around, doesn't break armors, etc, but it can still be annoying as hell.
I can do a focus attack or use Dudley's cross counter (both will stop a hayate), but this player always mix it up with quick low normals (cr.mp?) that'll break my focus or cc.
Any tips? Beezy?
edit: even SRK's matchup thread hasn't been updated with her matchup info yet :-\
I've never played 3s seriously, so I have no experience with Mokoto whatsoever. What the easiest tactic to break her annoying quick low normals > hayates strings? I know that hayates are kinda nerfed this time around, doesn't break armors, etc, but it can still be annoying as hell.You should probably just jump in. She has no reliable anti-airs... :(
I can do a focus attack or use Dudley's cross counter (both will stop a hayate), but this player always mix it up with quick low normals (cr.mp?) that'll break my focus or cc.
Any tips? Beezy?
edit: even SRK's matchup thread hasn't been updated with her matchup info yet :-\
I've never played 3s seriously, so I have no experience with Mokoto whatsoever. What the easiest tactic to break her annoying quick low normals > hayates strings? I know that hayates are kinda nerfed this time around, doesn't break armors, etc, but it can still be annoying as hell.You should probably just jump in. She has no reliable anti-airs... :(
I can do a focus attack or use Dudley's cross counter (both will stop a hayate), but this player always mix it up with quick low normals (cr.mp?) that'll break my focus or cc.
Any tips? Beezy?
edit: even SRK's matchup thread hasn't been updated with her matchup info yet :-\
Exactly. And you have to input the command for the axe kick immediately after you jump. If you weren't planning on using it and they jump a little after you, you're screwed.I've never played 3s seriously, so I have no experience with Mokoto whatsoever. What the easiest tactic to break her annoying quick low normals > hayates strings? I know that hayates are kinda nerfed this time around, doesn't break armors, etc, but it can still be annoying as hell.You should probably just jump in. She has no reliable anti-airs... :(
I can do a focus attack or use Dudley's cross counter (both will stop a hayate), but this player always mix it up with quick low normals (cr.mp?) that'll break my focus or cc.
Any tips? Beezy?
edit: even SRK's matchup thread hasn't been updated with her matchup info yet :-\
the axe-kick is a good air-to-air, and so is the DP if they're trying to cross up, but the start-up frames are pretty bad.
I'm close to dropping Makoto and continuing with my charge character exclusivity. I wanna try Deejay and maybe Chun-Li again.I was playing with DeeJay earlier. He's definitely fun. My Guile is now at 1500. Still need a lot of work, though. Of the new characters I'm pretty interested in Hakan, but I have a tough time winning with him as his options are limited--no decent anti airs other than U2, bad foot speed, and poor stamina for a grappler. He's gonna be tough to work with.
Yeah exactly. I know Dhalsim is at least a solid character and I just suck with him, but holy shit Hakan just blows. I'd LOVE to see a video of someone just destroying fools with him to prove he at least has some potential, but I doubt that's going to happen any time soon.Didn't Daigo decide to main him?
the most recent Arcadia has a section with them discussing the new characters and giving their takes on them.
Daigo is maining Ryu or Guile. He has like 13k BP with Ryu and 11k with Guile on XBL, if "gameinn" is in fact Daigo. There's two videos of him playing as Hakan, and neither are impressive. Hakan is just a joke character.I tried to get into Hakan, but it's just too much work to grind out wins.
you guys are all on x360! I have PS3 version and none of you guys are online when I check :(I'm usually on PS3 during the weekends.
I think I made a mistake in buying this. I used to just buy every fighting game ever on instinct like Lyte Edge since fighters have been a genre I grew up on and loved. But that was back when I had rl friends to play games with. SF4/BlazBlu/SSFIV/Tekken 6 I buy, play them for a couple of times with friends and then after a week never touch them again :| I could play online but I try playing with random people in ranked matches and don't really get much satisfaction. Either I get owned real hard because I haven't put much time into the game and learned things or I get a win.
I'm gonna skip Blazblu CS and probably any future fighters that don't have a strong single player component (so basically anything besides VF). I think I'm gonna retire from this genre after like 15 years :(
Maybe I'll get back into fighters if I get friends again one day :X
I'm in, as long as I'm not paired with RoboJ.
:lolI'm in, as long as I'm not paired with RoboJ.
Okay, you can go up against me first. :P
WTF, Akala? You said you were gonna get the 360 version this time. :lol
Can we invite non forum members to the tourney?
Okay, never mind. Robo J versus Willco is set.
I was gonna use a secondary anyway unless someone hands me my ass. Just so happens that secondary is GUILE. :oGuess I can't go all Bison. Time to suffer with Makoto again. :-\
My Guile isn't that good yet. If you play the match-up right, you can stomp me pretty handily. I understand how to play the match-up, but like so many Guile's I've annihilated in the reverse situation, I'm at somewhat of a loss once I start getting rushed down. Just gotta be patient and wait for the opportunity.That's good to know. :D
Hey Lyte my friend mains Rose now and I'm trying to figure out what punishes slide, since when he does it if he doesn't follow it up with an attack he just grabs (I told him your tactic from when we played). What DO you do against the slide?
EDIT: btw if you wanna play some Super matches this time I'm so down. I can promise 10 straight matches, no rage quitting.
I got my first ever Super Street Fighter 4 hate mail today. Just a simple "fuck u bitch", but it's the thought that counts, anyway.
Man, I love going up against guys that have no clue what to do against the most basic of attacks.Yeah. I love trolling shotoscrubs with the ''lesser'' characters. Is it me or are the flowchart Kens worst than ever? It's so easy to bait them into their FP Shoryukens after a knockdown. Come on, guys, you've had a year to get good and you're still using the same tactics. :lol
I played a 4800 BP dictator user who just kept jumping up in the air with FP/doing devil's reverse against my 0 BP T. Hawk. Sadly this beat me the first round, but then the second round I just did jumping HKs which knocked him out of his bullshit. BUT HE KEPT ON DOING IT ANYWAY. :lol One down.
Next match, I pick Rose for the first time in SSF4. I get a 2800 BP Abel player. For some reason, he has no idea what to do against her slide, so that's pretty much all I did the entire match. I beat him effortlessly doing slides, crouching MKs, and hitting her ultra 1 both rounds. Shit was just :rofl. Glad you can save replays now!
T.Hawk is pretty underutilized on XBL, so I have next to no experience playing against him. All I know is to stay out of command throw range, don't try to punish condor spire, and that a blocked condor dive is a free Ultra. Beyond that, just mash standing roundhouse --basically the anti-Zangief strategy.
I haven't had any ragequits yet and only one hatemail about "being cheap" ::). Good community for this game so far. I've got 19 characters up to C rank I think, over half way finished for that final achievement. I managed to get back up to 2400+ PP too now that I'm using characters I understand somewhat, but I figure that will drop once I start ranking up guys I never play. Oh well.
When are we lookin' to get this tournament off the ground? I think my Guile is about ready for action! :american
When are we lookin' to get this tournament off the ground? I think my Guile is about ready for action! :american
Soon, soon! I want to give people more time.
which hori sick are you talking about?
it should be fine OTB, but if it's the one I'm thinking about, they are clicky and breaky.
PS3 Bores, add "lyteedge2" to your lists. I've been playing SSF4 under that account.
What happened to the original "lyteedge" ?
I'm thinking about buying a cheap stick, but I don't know which one to get. The MadCatz one or that wireless Hori (which comes with Tekken, but I heard Tekken sucks).
I'm thinking about buying a cheap stick, but I don't know which one to get. The MadCatz one or that wireless Hori (which comes with Tekken, but I heard Tekken sucks).Get the Tekken stick.
I'm thinking about buying a cheap stick, but I don't know which one to get. The MadCatz one or that wireless Hori (which comes with Tekken, but I heard Tekken sucks).
Mad Catz.
I may do the same soon. I have been holding out until I get me a jobby-job or just a bunch of extra cash so I can buy two TE sticks, but I may just go ahead and get a Mad Catz SE stick in the meantime. Hell, if I'd held off on the four games I bought this past week, it would have been no problem.
Just wait for a good deal on the TE. Fry's has been selling them for $90 to $100.
I've been seeing lots of ranked matches at one round. Half the time I join one, I don't notice until the match is half finished. It's really annoying, and it's stupid how Capcom still allows players to mess with the time limit and rounds in a ranked match. HDR had it perfect, especially after the patch: opponent's name is hidden pre-game, blind select, best of 5, 99 sec.
I've also finished ranking everyone up to C, besides Dudley. I've been saving him for last so I can finish off with a character that I actually like. :D
Great games Lyte! I would probably enjoy Hakan a bit more if his controls weren't so loose. It seems to be a 50/50 for me as to whether a slide will come out and not a throw. The Adon vs T-Hawk match was terrifying! All of Adon's moves can be countered with grabs so I didn't quite know how to approach the big bastard other than trying to quickly jump in for a quick hit and run the fuck away.
Start the tourney up soon! I'm moving in a few months so if shit doesn't start going I'll probably have to forfeit midway like the last one.
Lyte, you got me in there, right?
I assume this tourney will take place on 360s? too bad, I would destroy you all if it was on the PS3.
Lyte, you got me in there, right?
I haven't started anything yet. I will make a separate thread for the tourney. Probably this weekend or next week.
Last time, it was RoboJ at 1 and me at 2. This time around, I predict RoboJ and Iconoclast at 1 and 2.
I SHALL REVEAL MY DEADLY NEW ALT CHARACTER
(who was my alt in the last tourney, I think. LOL)
What do you guys say to FUCK IT with the normal rules, and we go with not two, but three characters per entrant, best out of FIVE matches, 3-out-5 rounds?
I SHALL REVEAL MY DEADLY NEW ALT CHARACTER
(who was my alt in the last tourney, I think. LOL)
What do you guys say to FUCK IT with the normal rules, and we go with not two, but three characters per entrant, best out of FIVE matches, 3-out-5 rounds?
Also, Dan-only and Hakan-only tourneys. :lol
Right after that, as I was searching for fights in Ranking I found him again and figured he wants a rematch to settle the score. I joined the fight, he instantly selected "Ready", then I quit and sent "lololololol" :lol
I never did :|
The only thing I remember sending you was that lame "nigerian prince" message lol.
Playing random select now and finally used Seth and Adon (the latter for the first time)...Adon is kinda cool! :o
It's weird playing a match and trying to figure out what the ultras are...I feel like a complete noob, haha.
ggs, Lyte, as I have asserted I completely fucking suck, but I have a newfound love in Cody. Lots of fun shenanigans. I've been out of practice since launch week, so all my previous skills have gone straight to the shitter.
Back to the lab, I guess!
Makoto vs. good footsie games = :fbm
I just think it's funny. They'll have the name of the move on challenge mode, as if everyone knows what the move is prior to going to challenge mode,
so in order to see how you do it, you have press select to see the command. It's like, why not just show the command to begin with? Just about everyone is going to press select anyways, so why not kill off an extra step?
There's really no reason for the game to intentionally opaque on something like that.
it would be nice if they showed exactly when you're supposed to put in the next attack after one lands.
I love it, it's like "oh hey brah, just jump in with a FP, then a standing FP followed by ducking MK, and cannon spike" and I'm like "wow, that sounds simple enough."
then I spend the next hour trying to guess when I should press MK after the standing FP. There's like a .00005 second window and the game doesn't tell you when it is. There's really no reason for the game to intentionally opaque on something like that.
FORGET ABOUT HIMU! TURTLING GUILE TIPS, NOW!
FORGET ABOUT HIMU! TURTLING GUILE TIPS, NOW!
If you're really good, learn to interrupt his ducking FK (the two spinning kicks) after the first kick.
and since they spend most of the match charging, try to walk up for some free throws. Or look like you're going to, bait the flash kick, and punish ;)
yeah he does but between sonic booms and flash kicks, duds lack of cross-up moves, it's pretty hard to break a turtling guile's defense.
-acllaim
"I use Corkscrew in this match. It punishes everything Rolling Thunder can in this match, and I can actually combo into it. I'd like to know if any of you guys like RT in this match more. Remember to block the first hit of sweep, focus the 2nd hit, hit them, and dash forward for the mixup game to start. If you block a mexican uppercut (after you do your awesome safejump), you can punish with ultra. f. mk will stuff a lot of guile's normals on the ground, so if you can get past the sonic barrage, you can deal serious damage. Getting past the barrage is the tricky part. The usual ducking/business elbow lottery is in order. No tricks here. It's guile. Same as chun li when you have the life lead. Run the fuck away."
-shenglongabuser
"Rolling Thunder is my ultra of choice in this match up.
The timing is stricter than most much ups with fireballers but doable as long as your buffer. Focus his sonic booms and back away to start the match. He will give chase to punish but just stay patient. Use stnd hp as your primary poke. It beats most if not all of his pokes when timed correctly. A good guile will jab after throwing sonic booms to stuff duck straight/throw or only throw lp booms when at the proper range so that will not be your way of getting in. Just play the patient poke game. You hit harder and for more damage. Jump in rarely and only after booms not on a down charge. Use hp as your main jumpin over booms. The hit box is alot smaller for you and it keeps you closer. It has properties similar to rogs jumping hp If you can read his pokes throw out a well timed cross counter to get in. Once in he should have very little meter due to him fadc booms if he has alot you should have punished him with ultra by now to get in. Bait flash kick and punish. If he has ultra rarely overhead on wakeup. You recover too slow and will eat big damage use target combo 2 or kidney blow to start combos/block strings on wake up. Only use the overhead in block strings. If you get pushed out start over and repeat."
Updated5/19/10
I am having quite a hard time activating makoto's power up moveI've lost so many matches because of this. I think most Makoto players have this problem in SF4. :(
I swear I pull it off but she does that air punch instead. I've grown to hate that air punch move ever since SF3, but I do it far more often, on complete accident in SF4 :lol
If it's anything like her ground combos, then you have to input the hayate immediately after you press MK.it would be nice if they showed exactly when you're supposed to put in the next attack after one lands.
I love it, it's like "oh hey brah, just jump in with a FP, then a standing FP followed by ducking MK, and cannon spike" and I'm like "wow, that sounds simple enough."
then I spend the next hour trying to guess when I should press MK after the standing FP. There's like a .00005 second window and the game doesn't tell you when it is. There's really no reason for the game to intentionally opaque on something like that.
Oh I KNOW. I'm stuck on a Makoto move that's like, jump + HK -> MK -> hayate and the hayate is IMPOSSIBLE to pull off after the MK wtf
it would be nice if they showed exactly when you're supposed to put in the next attack after one lands.
I love it, it's like "oh hey brah, just jump in with a FP, then a standing FP followed by ducking MK, and cannon spike" and I'm like "wow, that sounds simple enough."
then I spend the next hour trying to guess when I should press MK after the standing FP. There's like a .00005 second window and the game doesn't tell you when it is. There's really no reason for the game to intentionally opaque on something like that.
Oh I KNOW. I'm stuck on a Makoto move that's like, jump + HK -> MK -> hayate and the hayate is IMPOSSIBLE to pull off after the MK wtf
If it's anything like her ground combos, then you have to input the hayate immediately after you press MK.
it would be nice if they showed exactly when you're supposed to put in the next attack after one lands.
I love it, it's like "oh hey brah, just jump in with a FP, then a standing FP followed by ducking MK, and cannon spike" and I'm like "wow, that sounds simple enough."
then I spend the next hour trying to guess when I should press MK after the standing FP. There's like a .00005 second window and the game doesn't tell you when it is. There's really no reason for the game to intentionally opaque on something like that.
Oh I KNOW. I'm stuck on a Makoto move that's like, jump + HK -> MK -> hayate and the hayate is IMPOSSIBLE to pull off after the MK wtf
Are you cancelling her MK into Hayate? Do the Hayate while her MK is still actively hitting Dan, and she'll cancel the kick into the Hayate for the combo.
I liken it to a puzzle mode, really. You're supposed to figure out how to land those attacks in the presented situation. Most people just hit up Youtube for the solutions anyway.
How do I unlock costumes in this, mayne? :(play online
Alternate costumes = buy with real money
Additional colors for your default costume you unlock by choosing that character x number of times.
Alternate costumes = buy with real money
Additional colors for your default costume you unlock by choosing that character x number of times.
wtf couldn't you unlock alternates in SF4 vanilla through game modes? Whatever.
Just went online for the first time. Fought some Ken who just crouched the entire fucking match, and did uppercuts when I got in close. That's all he did. :lol Not something you want to run into on your first match online.You didn't say who won. :smug
Those are all on-disc 160KB unlocks too, right? I mean, if they're not on everyone's disc by default, you'd be limited to playing people who also have the DLC. The alternate costumes, you're just purchasing the "right" to use them. :notsureifilikeitAlternate costumes = buy with real money
Additional colors for your default costume you unlock by choosing that character x number of times.
wtf couldn't you unlock alternates in SF4 vanilla through game modes? Whatever.
Nope. Just colors. All alternate costumes cost money.
Passssssssssssssssssssssssssss, thanks. Wow. Um, no. :walletcry
Lyte Edge has beaten me 30 games. I have won none. I suck.
WHY DO PSN FRIEND NOTIFICATIONS TAKE HALF THE SCREENYou can probably turn them off, right?
I have bought every costume pack,and I'll continue to do so. I wanna give Capcom even more money! I want more DLCs, costumes or otherwise.
Oh, and come June 17th and the new mode and balances will be released :drool
It's not easy, but what you need to do is roll a quarter circle down to back, then quickly roll to diagonally up/foward and tap kick, with just enough time in between to leave the ground slightly.
Looking at your keyboard's calculator, the motion is something like: 2149K ((http://shoryuken.com/images/smilies/qcb.gif)(http://shoryuken.com/images/smilies/upright.gif)+(http://shoryuken.com/images/smilies/kick.gif)). Or you can roll it the entire way: 214789K
If you don't roll the QCB correctly or you press the K too quickly, a cannon spike will sometimes come out, and if you don't hit diagonally up/foward fast enough, she'll jump back. It's pretty tough to do consistently. Get the basics down first and you can learn her dive kick insanity later.
This is coming out for the 3DS. Wow.
Can we all agree that Guile is a beast?
Tournament mode is disappointing. Unlike HD Remix's tourney mode, after everyone joins and the tournament begins, you don't play at the same time and wait for the next bracket to open up. Instead you have to sit and wait as each match plays out. At least you can watch. :-\
I played more Ken vs. Zangief today during lunch. Got him down to <10% HP in almost all cases, but didn't win. Beat him with Juri agains the oil guy in one round, got him down to 10-20% in all other rounds. Still didn't win an entire fight, but I'm feeling less incompetent.
Still, a lot of it is down to buttonmashing and playing in a way that would never happen with anyone who knows what they're doing. I've got to learn one or two characters and stick with them for a bit. Any recommendations?
I FUCKING HATE EL FUERTE PLAYERSWhen it was in location-test at AVION near my work, everyone seemed to be having trouble with that. For the first week; people figured out a way to fight it, but EVERYONE was claiming he was broken. He's not broken, it's just new moves to deal with.
RUN -> SHITTY BELLY FLOP MOVE
RUN -> SHITTY BELLY FLOP MOVE
RUN -> SHITTY BELLY FLOP MOVE
RUN -> SHITTY BELLY FLOP MOVE
RUN -> SHITTY BELLY FLOP MOVE
RUN -> SHITTY BELLY FLOP MOVE
AD INFINITUM
Thanks. I'm just going to keep messing around during lunches at work until my copy arrives. I WILL be bagging a six-buttons-up fight pad from Nipponbashi though. :punchI played more Ken vs. Zangief today during lunch. Got him down to <10% HP in almost all cases, but didn't win. Beat him with Juri agains the oil guy in one round, got him down to 10-20% in all other rounds. Still didn't win an entire fight, but I'm feeling less incompetent.
Still, a lot of it is down to buttonmashing and playing in a way that would never happen with anyone who knows what they're doing. I've got to learn one or two characters and stick with them for a bit. Any recommendations?
Go to practice mode and mess around with everybody first. You really gotta find who suits who your play style first, then go from there.
lmaoHow so?
Lyte Edge has made EVERY SINGLE CHUN LI I ENCOUNTER easy as fuck
lmaoHow so?
Lyte Edge has made EVERY SINGLE CHUN LI I ENCOUNTER easy as fuck
lmaoHow so?
Lyte Edge has made EVERY SINGLE CHUN LI I ENCOUNTER easy as fuck
I kicked his ass with Chun-Li hard, but he still learned a lot from those beatings, and facing subsequent Chun-Li players around his same level then got a lot easier for him. The same thing happened to me back when SF4 was out and I kept playing against much higher-level players using characters I had difficulty against. I used to have a TON of trouble against really good Rufus players, and then one of them played me a bunch, giving me advice on how to approach the match-up. He still kicked my ass all over the place, but it went from him dominating me in every match to close rounds/me winning a few matches by the end of the session, and I suddenly found myself a lot more confident against Rufus players I'd meet in ranked matches.
Start the tournament
I'm sure many people still do, but I call it quits. I've retired my 360 to the closet to make way for my PC and PS2 backlog.
Sorry homie. No 360 exclusives for the next year look interesting to me at all, that means backlog time. Already lent my copy of Super to a friend who's been dying to play it.
Sorry homie. No 360 exclusives for the next year look interesting to me at all, that means backlog time. Already lent my copy of Super to a friend who's been dying to play it.
Didn't you just recently get a 360 in the past few months?
Sorry homie. No 360 exclusives for the next year look interesting to me at all, that means backlog time. Already lent my copy of Super to a friend who's been dying to play it.
Didn't you just recently get a 360 in the past few months?
Yep. Played the shit out of it. I'm not getting rid of it or anything. It was hooked up to my widescreen computer monitor and I felt like re-using it for my computer, did that and I don't want to put it back on the 360. Brought the old CRT back up, PS2 is hooked up to it and rarin' to go!
Raban, how powerful is your PC? And WTF at playing PS2 games now, you're turning into Borys!
You know you can buy switchers for video input, right? I have my PC, PS3, and 360 all hooked up to the same monitor via HDMI.
For those of you like me, what would it take for you guys to stop playing SSF4 as your main fighting game?
Everyone in that GameFAQs thread is shitting all over him :lol That's good stuff
who is johnny drama
-Stick or pad?-Stick, but if you have a 6 button pad, that might be enough for you. IMO sticks are easier for charge characters like Bison, Honda, and Guile.
-Any characters that are easier to start with? I like the way E. Honda plays from what footage I've seen
-Probably hard to gauge, but how long do you think I'll be routinely getting my ass beat before I stop sucking so hard?
So yeah, I need some guidance in a big way. I know about the shoryuken forums, but I haven't been able to glean much because of all the fucking impenetrable genre vernacular.
Random questions:
-Stick or pad?
-Any characters that are easier to start with? I like the way E. Honda plays from what footage I've seen
-Probably hard to gauge, but how long do you think I'll be routinely getting my ass beat before I stop sucking so hard?
Steam version is up for $10. I know what you're thinking, SFIV on PC, are you simple? but anyways, it's there
You can probably find a used copy of SF4 for about that price on 360/PS3 if you were so inclined. Hell, I'd sell my copy for that much. I have no desire to ever revisit the glory days of Sagat domination.
Steam version is up for $10. I know what you're thinking, SFIV on PC, are you simple? but anyways, it's there
You mean SF4, not SSF4. That's a good price but SF4 even on PC (where there is no alternative) is kinda dead.
And some Blanka player named Scumbag (how accurate) threw his stick and started talking shit after he got wrecked by Juicebox's Abel. :lol
JUSTIN WONG FAILS TO MAKE TOP 8 :o :o :o :o :o :o
:bow VANGIEF
:bow GAMERBEE
link to matches
link to matches
my friend is playing a juri at evo
his name is probably killey something
need to check out rankings
The finals are tomorrow. 8 players left. You seriously thought your friend would make it that far? :lol
The finals are tomorrow. 8 players left. You seriously thought your friend would make it that far? :lol
Well he's pretty damn good. Wrote the best juri guide at srk.
How are the Cammy players?
How are the Cammy players?
(http://i30.tinypic.com/9tq3km.jpg)
:lol :lol :lol :lol :lolHow are the Cammy players?
There were no Cammy players in the final matches. It was Ryu, Ken, Akuma, Rufus, Honda, Chun-Li, Dhalsim, Juri, Guile, Zangief, Viper, Abel, and Adon IIRC.
(http://i30.tinypic.com/9tq3km.jpg)
:lol :lol :lol :lol :lolHow are the Cammy players?
There were no Cammy players in the final matches. It was Ryu, Ken, Akuma, Rufus, Honda, Chun-Li, Dhalsim, Juri, Guile, Zangief, Viper, Abel, and Adon IIRC.
You forgot C.Viper
There were no Cammy players in the final matches. It was Ryu, Ken, Akuma, Rufus, Honda, Chun-Li, Dhalsim, Juri, Guile, Zangief, Viper, Abel, and Adon IIRC.
Yeah. That trash talk Justin did in the Alphaism podcast came back to bite him. :lol
He went Hollywood. Left Empire. Put people on blast, Art included. Bragged about not needing to practice, etc.
I'm rooting for the Korean guy, myself.
Anyway, you can watch some LIVE MONEY MATCHES here! http://teamspooky.com/content/?page_id=171
I'm rooting for the Korean guy, myself.
Anyway, you can watch some LIVE MONEY MATCHES here! http://teamspooky.com/content/?page_id=171
Yeah, been watching this. Gamerbee BEATING DEY ASS again.
I'm just rooting for anyone besides Daigo to win. I want to see someone new come in and fuck up the established hierarchy they have going on. And things are definitely looking up.
Shit is hilarious, mayne. I mean, it reminds me of what I heard about 3rd Strike back in the early 2000s, when people started playing the Japanese players and they got their asses handed to them; the J-players were doing all sorts of stuff that none of the American players had any clue about.Really shows how the fighting game community has matured. Online has really been crucial to this.
Only this time it's a Taiwanese guy using a character that none of these "high level" dudes ever bothered to learn properly. :lol
Vangief = PAD PLAYER
GAmerbee = ONLY PLAYS ONLINE, YET IS KICKING EVERYONE'S ASS
Is a new era upon us? Gotta throw up a disclaimer since I obviously don't know these people personally, but there's a number of people in the fighting game community that seem to have gotten HUGE egos and have their heads up their asses, and they are getting a dose of reality at this tournament. It's a good thing.
Hey, the local shop had a 12,000 yen Hori stick and a 7,000 yen one. Both Hori, one was FS and the expensive one was "Pro" and littered with Tekken character art. Is there really a difference in stick build quality from the same manufacturer?
Everyone is free to Daigo. The man surpassed godlike status long ago.
I was just talking about SF4 really. And Super Turbo... HDR isn't even available in Japan. ;)
Daigo's main competition (Mago) dropped down a peg or two after Sagat got toned down so much.
GamerBeeast
Thanks! I'll commit "HRAP" to memory and see about picking one up. I've been trying to play on standard controller, and I'm even more useless than I'd feared.Hey, the local shop had a 12,000 yen Hori stick and a 7,000 yen one. Both Hori, one was FS and the expensive one was "Pro" and littered with Tekken character art. Is there really a difference in stick build quality from the same manufacturer?
Yes, Hori Real Arcade Pro sticks use Hori's best parts. The HRAPs labeled as SAs are even better because they have even higher quality Sanwa sticks and buttons.
The Daigo "it was Tuesday" line made me crack up. :lol
Is it even possible to punish sonic booms with Adon's U1?
I've really been enjoying Mak of late. She's really fun. Although the road getting consistent wins not so much fun.join the club :(
I wanted to use Cammy, but I don't think I can do stuff that seems to be basic with her like those instant aerial spiral arrows or doing the EX ones repeatedly. She's the final piece to my ex-team Bison (Rose, Abel and Cammy).
It's not easy, but what you need to do is roll a quarter circle down to back, then quickly roll to diagonally up/foward and tap kick, with just enough time in between to leave the ground slightly.
Looking at your keyboard's calculator, the motion is something like: 2149K ((http://shoryuken.com/images/smilies/qcb.gif)(http://shoryuken.com/images/smilies/upright.gif)+(http://shoryuken.com/images/smilies/kick.gif)). Or you can roll it the entire way: 214789K
If you don't roll the QCB correctly or you press the K too quickly, a cannon spike will sometimes come out, and if you don't hit diagonally up/foward fast enough, she'll jump back. It's pretty tough to do consistently. Get the basics down first and you can learn her dive kick insanity later.
Beezy, a great link I'm learning from Sako's vids is jumping cannon drill -> c.FP -> c.FK
i like how people screw up links online and you just mash something to punish them automatically. seems like a bit of an imbalanced risk/reward thing...
cannon strike, cr.hp, cr.mk xx hk cannon drill does more damage though.
You don't tap the focus to do that, you just hold it and you can dash forward or backward in order to cancel the move. And you can only do an EX cannon spike while jumping backwards. A regular one won't work.
But really, the best thing about that match was Tokido's option select ultra at 1:02. :bow Tokido
Fought a Balrog tonight called NINJABEEZY:lol
Oh ok, cool. I hate your Guile btw. I forgot how bad that matchup is for Makoto.I main Guile in ranked. But I usually like to focus on other characters in Endless.
Oh ok, cool. I hate your Guile btw. I forgot how bad that matchup is for Makoto.
I never played Makoto in 3s, but how was she nerfed?Oh ok, cool. I hate your Guile btw. I forgot how bad that matchup is for Makoto.
Just Guile? Don't you mean EVERYONE? :teehee
It would be great if they not only "fix" Makoto in the SSF4 arcade version, but also if they make her so good that she's at the top. Hakan and Dan too. :D
Still on Makoto, you can sorta think of Abel (who is high-tier) as a non-broken Makoto. Same high risk/reward playstyle and he's got a lot of similar stuff, except it actually works and he's got the damage output to make it stick.It's not as fun to play with him though. I don't like his pokes and normals.
Nah, still SSF4, but with some additions/changes, most likely. Probably will be DLC on the console version.
Nah, still SSF4, but with some additions/changes, most likely. Probably will be DLC on the console version.
It's supposed to have some re-balancing. We know it's going to have two more characters, and Ono has said there's a possibility of new moves being added.
I have to wonder about this being DLC; how big is that file size going to be? Makes you wonder if they will end up releasing "SSF4 GOTY Edition" with all the arcade content on the disc, plus the outfits all unlocked.
New arranged costumes are on the way for the console versions of Super Street Fighter IV, and the game's development blog provided a first look today.
Have a look at a new type of Ryu, Alpha-style Chun-Li, kitty Cammy (complete with tail!), sexy Juri, and Suited Fei-Long.
According to the blog, these costumes (and perhaps more) will be shown at the Tokyo Game Show next week, running on actual hardware. We can also expects more specific details then.
The blog also says that Capcom will be announcing future developments for the console versions of Super SFIV at the show. That might be in reference just to these costumes, but perhaps we can expect additional announcements as well.
Before TGS, Super Street Fighter IV's arcade version will be making its second location test appearance, this time in Osaka. The blog would not confirm if the location test would feature new characters, but did say that the game has changed considerably from the previous location test version.
Early reports from the Super Street Fighter 4 Arcade Edition location test that just started in Osaka are saying that the build available seems the same as the console version with Yun and Yang added. Keep your eye on this post for any updates about how Yun and Yang handle, or anything else anyone at the test learns. REMEMBER - This is a location test. Things can and will change between now and the final release.
Apparently it is insanely busy at the location test, and it is difficult to test anything. You pay 100 Yen to play, and if you don't play your hardest with your main, you are probably going to lose and go to the back of the 45 minute line pretty quickly. Everyone there is bringing us as much information as they can, but Capcom employees are practically tackling anyone who has a cell phone out. No photos or video are allowed.
5:38PM PST-Yun's Genei Jin is his super. No word yet on his Ultras. (Anonymous Location Tester)
5:44PM PST-Ingrid is nowhere to be seen. (Anonymous Location Tester)
5:57PM PST-Yun feels stiff like Makoto does, but has his target combos (Anonymous Location Tester)
6:02PM PST-Yang also has his 3s target combos (Anonymous Location Tester)
6:18PM PST-Hakan's oil now stacks and he has a Kick follow-up to Oil. He can reportedly combo standing light kick into Oil.(Anonymous Location Tester)
6:27PM PST-Hakan's kick followup might be on Oil Slide. Waiting for confirmation, this was worded oddly.(Anonymous Location Tester)
6:43PM PST-Zangeif's EX Green Hand no longer causes knockdown. (Anonymous Location Tester)
6:44PM PST-Blocked Blanka Ball distance is halved. (Anonymous Location Tester)
6:45PM PST-Ryu and Akuma's Air hurricane kicks are not good for escaping anymore. (Anonymous Location Tester)
6:46PM PST-Juri's kick fireball combos more naturally (meaning that if the upkick part hits and you do not hold the button to store it, the fireball will combo)(Anonymous Location Tester)
6:47PM PST-Something drastic has been done to Seth's jumping Hard Punch. It may be removed, waiting for more info. 2nd source confirms it has been removed. (Anonymous Location Tester)
6:51PM PST-Hakan can cancel 360K move now, reportedly with a crouch. (Anonymous Location Tester)
6:55PM PST-Honda U2 motion seems to have changed to HCBx2 (Anonymous Location Tester)
6:57PM PST-Hakan Slide Kick follow up seems to be auto oilup. (Anonymous Location Tester)
7:02PM PST-Zangeif jab SPD range seems bigger, but the source says it could be eyes playing tricks (Anonymous Location Tester)
7:09PM PST-Multiple sources saw a Yun Genei Jin combo do near 50%, so it is looking like a very strong super.(Anonymous Location Tester)
Do we have to PAY for these characters and new features?
Removing instant Cannon Strike is ridiculous. It's not like Cammy has tons of stamina. What's up with Capcom and female characters? Chun is solid, but they always find ways to nerf them, either by giving them low stamina, as always, or doing breaking them completely as with Makoto.
Rufus is the one character that actually needs to get nerfed.
At least Makoto got buffed. EX Hayate finally breaks armor, like it always should have...:o
Makoto:
EX Hayate armor break, slightly faster walk speed, axe kicks more like 3S.
But they kept it in Super. Plus, many of Street Fighters mechanics were introduced accidentally, such as combos. They should have just nerfed meter building with instant Cannon Strikes.Removing instant Cannon Strike is ridiculous. It's not like Cammy has tons of stamina. What's up with Capcom and female characters? Chun is solid, but they always find ways to nerf them, either by giving them low stamina, as always, or doing breaking them completely as with Makoto.
It's a move that wasn't supposed to be there in the first place, and it can be "abused" to gain meter super fast, so I can see why they got rid of it. Plus you can still do the EX version of the ground.
But they kept it in Super. Plus, many of Street Fighters mechanics were introduced accidentally, such as combos. They should have just nerfed meter building with instant Cannon Strikes.Removing instant Cannon Strike is ridiculous. It's not like Cammy has tons of stamina. What's up with Capcom and female characters? Chun is solid, but they always find ways to nerf them, either by giving them low stamina, as always, or doing breaking them completely as with Makoto.
It's a move that wasn't supposed to be there in the first place, and it can be "abused" to gain meter super fast, so I can see why they got rid of it. Plus you can still do the EX version of the ground.
Sako am cry.
Longer list of changes in the location test (ignore the URL --it's bullshit): http://www.eventhubs.com/news/2010/sep/10/rumor-ingrid-super-street-fighter-4-arcade/
Sagat
• Tiger Uppercut damage increased.
• More recovery time on his Tiger Knee.
• Standing Light Kick from Vanilla SF4 is back. It's one hit, can be Canceled into special moves, bigger hit box and it takes off roughly 40 damage.
• Light Kick Tiger Knee is more like Vanilla SF4. Some people say his Medium and Hard Tiger Knees are useless now.
• More recovery time on High Tiger Shots.
Make up your damn mind, Capcom.
Vega's EX-Scarlet Terror (Flip Kick) is a viable reversal now.
Is anyone else here playing the PS3 version with Mad Catz Fight Pads? The two I got last year (#3 and #4; #1 and #2 were defective right out of the box) finally went bad (one has started losing its signal mid-match, the other no longer seems to sync with its USB dongle) and I just picked up two more today to replace them. So far, so good. But this is really annoying.
Who're you using? And what are you having difficulty with?
Is anyone else here playing the PS3 version with Mad Catz Fight Pads? The two I got last year (#3 and #4; #1 and #2 were defective right out of the box) finally went bad (one has started losing its signal mid-match, the other no longer seems to sync with its USB dongle) and I just picked up two more today to replace them. So far, so good. But this is really annoying.
I played with one for a bit and hated it. I swear up and down that I was getting lag or the pad had bad inputs or something because I loved the 360 pad. Tried out the vanilla PS3 pad and liked it a lot more.
Who're you using? And what are you having difficulty with?
Cammy. His anti-air is what I'm having trouble with the most. His Gen is good in the air and on the ground so a lot of my moves are a gamble.
So I'll block or fp and he ends up using that fucking air kick that takes 9999999 minutes to complete.Gen is fucking annoying because of that one move. Even if I do block/avoid it, I get pissed off while waiting for it to end.
Super Street Fighter IV DS trailer: http://www.gametrailers.com/video/japanese-debut-super-street/705392 (http://www.gametrailers.com/video/japanese-debut-super-street/705392)
Super Street Fighter IV DS trailer: http://www.gametrailers.com/video/japanese-debut-super-street/705392 (http://www.gametrailers.com/video/japanese-debut-super-street/705392)
So no online play? Guess it was to be expected, but still a let down. Would have been nice. Also noticed that there were alt costumes shown in some of those images.
I wonder if this will be based on the home version or on the arcade version? Seems Yun and Yang aren't in...WHY? This is not going to hit until next February at the earliest...why not base it on SSF4 Arcade Edition? SMH.
In the PlayStation 3 version of stupendous fighting game Super Street Fighter IV you can't see downloaded alternate costumes worn by your opponent if you haven't downloaded them yourself. In the Xbox 360 version you can. Why?
According to Capcom, it's down to Sony, which doesn't cover the cost of making additional data available to users. Microsoft, on the other hand, does.
"The DLC for the newest costumes is additional data that must be put on your machines from the first-party networks (XBL and PSN)," community manager and fighting game legend Seth Killian wrote on Capcom's forum.
"When you add new data to an existing product, there are significant costs to do so charged by the first parties. On XBL, those costs were covered by Microsoft. As a result, the data is distributed to everyone, so even if you have not bought the new costumes, you can still see them if you're fighting against someone that has because you still received the new data required to display them.
"For Sony, those significant costs are not covered. As a result, you only get the new costume data when you actually buy the costumes. Those that don't buy the costumes can't see them, because the new costume data isn't present on your machine, and so you only see costumes you already have the data to represent."
Killian added: "The story is a bit more complicated because the costs of adding new data vary by region in some cases, and some additions are free, or free within a certain timeframe, etc., but the bottom line in this particular case is that Sony would [have] charged Capcom significant fees for distributing the new costume data to users that hadn't actually bought the DLC. Microsoft covered those costs, so the costume data is visible to all there.
"I wish it were the same all around, but hope this info helps."
I play on 360 and get the same error when someone uses a costume I don't have, and they appear with the standard costume/color scheme. ???You need to download the free costume catalog, which allows you to view the costumes without having to purchase any of the packs.
http://www.eurogamer.net/articles/2011-01-04-invisible-ps3-ssfiv-costumes-explained (http://www.eurogamer.net/articles/2011-01-04-invisible-ps3-ssfiv-costumes-explained)
sony :yuck
sorry,i thought that people that own PC called PS3 might be interestedhttp://www.eurogamer.net/articles/2011-01-04-invisible-ps3-ssfiv-costumes-explained (http://www.eurogamer.net/articles/2011-01-04-invisible-ps3-ssfiv-costumes-explained)
sony :yuck
Keep yr god dang console warrior bullshit away from my Street Fighterin'.
On the 360 there are several free packs you have to download in order to see the costumes. Not sure about the PS3 though.That's what Maxy's post alluded too. On the PS3, you cannot view the new costumes unless you've purchased them, which is lame. I mostly play on the PS3 these days, so it's annoying.
Also curious to see what happens with the 3DS version. Possible system update coming by syncing it up with a Wii? Ono is saying something will be revealed!
Also curious to see what happens with the 3DS version. Possible system update coming by syncing it up with a Wii? Ono is saying something will be revealed!
Heh, maybe all the AE shit was already put on the card, and you'll just spotpass to unlock it or something.
So is anybody gonna play me at this or wat? I want some competition other than my fellow fighting game buddy. I need some variety!
I, also, never see you on. What time do you play?
EDIT: Disregard me. I'm never playing Super online again. Losing to lag is making me really salty.
My spirit is so fragile :'(
That and I can't decide on a character. Lyte, could we play HDR instead? How's the online for that game?
Playing online can be frustrating, no doubt, but there's no reason to get flustered over it. Just play more, try to get used to the delay, work on your execution and you'll be fuckin' people up in no time.
I have HDR, but I don't play it. SSF4 is where it's at, and you really should pick a game, then a character, to focus on first. Try out everyone and go for who you like. Forget about winning/losing and concentrate on learning the character. :)
What are the changes this time?
Guile :(They nerfed him too? Smh, charge characters get no love. Except for Chun Li. Goddamn whore...
Not sure about AE. Could have at least added more stages or something. Feels like way more of a cash in than super did.
Guile :(
Not sure about AE. Could have at least added more stages or something. Feels like way more of a cash in than super did.
Guile :(They nerfed him too? Smh, charge characters get no love. Except for Chun Li. Goddamn whore...
Not sure about AE. Could have at least added more stages or something. Feels like way more of a cash in than super did.
Ugh, I should stop playing everything besides shooters and fighting games.Not a life I wanna live...
Can I dl AE dlc if I just buy regular SF4 for 360
It's stupid how the retail version doesn't come with any benefits, I can understand how they want to pick up late adopters, but if it came with all of the costumes and maybe another set that'll be extra DLC for normal versions, they probably could have gotten some extra sales.
Well I got it but can't played it because it doesn't work with the GOD version. No word yet to when it will ever be fixed. :'(
Ryu
• Increased the vertical hitbox on Ultra 2 for better anti-air/full animation.
• Can combo full Ultra 2 after counter hit EX Fireball. So if Crouching Medium Kick gets absorbed by a Focus Attack, Ryu can do EX Fireball, FADC U2 for 500 damage. If Ryu is close range he can hit EX Fireball -> U2 without a Focus Attack Dash Cancel.
• The "brake" frame on Air Hurricane Kick decreased by 3 frames, if used on this frame the trajectory will change.
• Solar Plexus (Toward + Hard Punch) 40+60 for 100 total damage.
• If he hits Standing Hard Kick counter hit on a crouching opponent, he can combo sweep after it.
Notes
The biggest change is to his Metsu Shoryuken, we made it much easier to use.
First, we improved its function as an anti air. The vertical hitbox is larger and it is easy to the the lock (full ultra) hit.
Also, if you manage to get a good read on your opponent and land a counter hit Shakunetsu (EX) Hadouken, you can combo into U2. You will only get the full ultra if the EX hadouken counter hit the opponent. For example, if you threw out a crouching forward and it was focused you could then do EX Hadouken → FADC → Dash → U2. You could get upwards of 500 damage with this, giving you a change to make a heavy comeback in one shot. If you are very close to your opponent, you could combo U2 off an EX Hadouken without a focus cancel.
Other things
The effective frames for the "brake" on a rising air Tatsumaki Senpuukyaku (Tatsu) has been reduced by 3 frames (from the front of the "brake" frames). When you use it on these frames, the trajectory of your tatsu will change (larger window for a "normal" air tatsu).
Solar Plexus Strike is now 40+60, giving you 100 points of damage.
You can combo into crouching roundhouse no matter what your opponent's character is from a close standing roundhouse.
Chun-Li
• Head Stomps will come out when holding down-forward, not just down. They note that down-back doesn't work, though.
• Kintekishu (Back + Medium Kick) +3 advantage on counter hit, easier to hit confirm into the second hit.
• Her Sweep (Crouching Hard Kick) has 150 stun.
• Fireball startup is 9 frames, easier to use as anti air and in combos.
• They are fixing the bug where characters fell out of the Ultra 1 juggle in Arcade Edition.
Ken
• Target combo hits easier on crouching opponents, can also delay the inputs.
• EX Shoryuken damage 80+30+30+50, for 190 total. This did 180 damage in Arcade Edition.
E. Honda
• Light Punch Headbutt gets its upper body invincibility back.
• Medium Punch Headbutt loses invincibility, so it works the same way as Light Punch Headbutt did in Arcade Edition.
Blanka
• Each Rolling Attack (Beast Roll) gets an extra 10 in damage, so Light Punch 110, Medium Punch 120, Hard Punch 130, EX 120.
• For Hard Punch and EX Ball, if it hits on the second frame (same frame where Focus Attack cancel is possible), it causes blow-back damage. Will be easier to follow-up EX Ball with additional hits if Focus Attack Dash Cancelled.
• Charged Rock Crusher gives Blanka a +5 frame advantage, so he can do Rock Crusher, c.MK, Hard Punch Rolling Attack as a combo.
Zangief
• Light Punch Spinning Pile Driver does 150 stun. Up from 100 in Arcade Edition.
• EX Green Hand (Banishing Flat) damage 90+50 for a total of 140. Stun 100+50 for a total of 150. Damage in Arcade Edition was 130 and stun was 100.
• Adjusted the hitbox on Crouching Light Punch, so that it hits more easily off a jump-in against characters it formerly didn't.
• Hurtbox for Crouching Hard Kick reduced in height, making it easier to pass under certain attacks.
Guile
• Balance adjustments centered around the changes made to him from Super to Arcade Edition.
• The frames in which Guile could be counter-hit after Sonic Boom have been eliminated? (Not 100% sure).
• Air throws have 3 frames of startup now, this is down from 4 in Arcade Edition.
• Spinning Backfist does 100 damage.
• Can't be thrown out of upside down kick from the 6th frame until the last active frame.
Dhalsim
• Yoga Inferno (Super move) damage 75 x 2, 60 x 3 for a total of 330 damage. This did 300 damage in Arcade Edition.
• EX Yoga Blast damage 90 + 50. First hit gets 20 more damage, second hit 20 less, so if Dhalsim only gets the first hit he gets the better damage.
• Crouching Light Punch active for 4 frames. But other frame info unaltered.
• Hurtbox on Yoga Blast reduced.
• Can follow up Yoga Blast with additional moves for combo.
Balrog (Boxer)
• Headbutt damage fixed back to Super, strong 120, Fierce 140, EX 150.
• U2 damage 399.
• Hit properties on Dash Overhead changed so that it can combo into c.strong on all characters.
• Close stand fierce hitbox extended downwards so that it hits crouching characters that it used to whiff on.
Sagat
• Angry Scar Tiger Uppercut damage increased: LP, MP and EX add +10 damage.
C. Viper
• MP Thunder Knuckle 120 -> 110 damage
• EX Thunder Knuckle startup reduced to 25f, but +2 recovery
• EX Seismo 120 -> 100 damage
• U1 -> 441 damage
• U1 hitbox improved so it's easier to hit fully after air burnkick and HP Thunder Knuckle
• U2 damage increased to 410
M.Bison (Dictator)
• Scissors stun changed to 100/50 (150 total) on all strengths
• First hit causes 1f extra hitstun, so if you FADC the first hit you can have +5 advantage at best.
Gouken
• The blog states Gouken has received the largest adjustments so far.
• Gouken's Denjin Hadouken (Ultra 2) has received many changes. You can charge up this move faster by rotating the joystick in 360 degree motions now, just like Ryu could in SF3 Third Strike with his Denjin Fireball.
There are three speed-ups and five damage levels, with the charge times as follows:
Level 1 – 13 frames
Level 2 – 17 frames
Level 3 – 37 frames
Level 4 – 57 frames
Level 5 – 80 frames
• His Denjin can be sped up to up to twice its normal speed and powered up now. Also, 45 more damage added to all the "levels" of Denjin Hadouken charges. Charge times are now the same regardless of the amount of your ultra gauge.
• All of Gouken's Running Palms got altered. Hitbox size on Light Running Palm increased. Medium Palm Strike has been changed to be the same as Light Palm Strike in SSF4. Hard Palm Strike has been changed to be the same as Medium Palm Strike was in Super.
• Gouken's counters have a larger counter-box, so it will be easier to intercept attacks. Stun for each counter increased from 150 to 200.
• Active frames on cr.HP increased.
• The character-specific problem with cl.MP, cr.HP xx EX Running Palm not connecting has been fixed.
Hakan
• Hakan gets oiled from the start of the match.
• Neutral Jump Light Kick hitbox is bigger.
• Neutral Jump Light Punch is active 8 frames.
• Neutral Jump Medium Punch is active 4 frames.
• Jumping Light Punch is active 8 frames.
• Crouching Hard Punch now hits twice.
• Toward + Medium Punch has a smaller vulnerability area.
• Hakan now slides when you do Guard Position (Command Crouch) from a dash; applies to both forward and back dashes.
• Oil Slide does more stun; if you input Oil Shower follow-up, the slide does 100 stun. If you do the Body Press follow-up, 150 stun total during the press. This means you won't miss your combo chances if you stun an opponent with the slide.
• Oil Dive's trajectory and reach revised, buffing Hard Kick and EX.
• Medium and Hard Oil Dive, when whiffing a crouching opponent, will go past your opponent to make punishing him harder. • Light Kick Oil Dive has a faster startup, Medium Kick has the old LK startup, Hard Kick has the old MK startup.
• Dive won't whiff against shorter characters if they're standing.
• Hakan's Super activates faster, has an improved grab hitbox and, like Oil Dive, Medium and Hard versions can pass over crouching opponents. LK and MK Oil Spin (Super) have a faster startup.
Adon
• Close Standing Medium Punch is now at -4 frame disadvantage.
• Close Standing Medium Kick is +2 on hit, and +3 on block.
• Adon's focus attack's hitbox size was increased so that it won't whiff on certain characters while crouching.
• All versions of Rising Jaguar got a horizontal hitbox increase on their first hits. This will prevent accidental cross-unders after an FADC of Rising Jaguar.
• Also, there is now one extra frame in Rising Jaguar where it can be FADCed.
• Ultra 1 hitbox adjusted so that it's less likely to whiff against standing opponents at close range.
Evil Ryu
• Health and stun both increased to 900.
• Far Standing Hard Kick has a bigger hitbox.
• Sweep starts up in 6 frames now.
• Target Combo's standing Hard Punch will knock the opponent down and away on counter-hit. Also the damage on this move was buffed.
• You can now cancel the Hop Kick into a Hurricane Kick. This includes EX.
• One more frame of invincibility on Medium dragon punch.
• Hard Axe Kick now has 26 frames of startup and can be comboed into. Damage and stun on the move has been reduced to 150 and 130.
• Landing the Axe Kick as part of an aerial juggle causes an untechable knockdown.
• Raging Demon damage increased by 20.
• The amount of time to charge Ultra 1 to full power has been decreased. As an example, you can now land a fully charged Ultra 1 after a Level 2 Focus crumple. A combo example; EX Hadouken -> Level 2 FA crumple -> Full Ultra 1 animation.
Dudley
• Dudley's standing Hard Kick is now +7 on counter-hit. The blog notes that if you land a counter-hit standing Hard Kick and cancel into Light Ducking, you'll still be at +4.
• Dudley's neutral jump Light Punch got a hitbox size buff.
• Neutral Jump Hard Punch startup changed to 6 frames, and the hitbox was extended in size.
• Angled jumping Light and Medium Punch have had their active times lengthened.
• Dudley's Level 1 Focus Attack has an extra frame of blockstun, when it's guarded. This means that if you dash forward after a Level 1 Focus Attack is guarded, Dudley is now at -3.
• Short Swing Blow has had its hurtbox on Dudley's lower body reduced.
• EX Thunderbolt does not flash yellow until it comes down from the sky.
• Thunderbolts will now strike more hits on airborne opponents.
• You can now Super Cancel Dudley's rose toss taunt. This also means that you can FADC it.
• Dudley's Ultra 1 will now strike more hits against an airborne opponent. [translator's note: The blog might be talking about making Dudley's Ultra 1 and Ibuki's Ultra 2 so that they juggle non-cinematic like Yun and Yang's do.]
Oni
• Stamina from 950 to 1000.
• First hit of EX Goshoryuken causes untechable knockdown.
• Previously for EX Hurricane there were situations where not every hit would connect. That has been fixed.
• LK Demon Slash now has an additional hitbox on the lower side, so it's easier to hit thinner/crouching opponents.
• Raging Demon's damage icreased from 350 to 370 regardless if it's ground or air.
• With UC1, when you aim it upwards, it's 9 frames on start-up. Full invincibility from start-up to the second active frame.
Juri
• Faster dash during Feng Shui Engine (UC1), further reach
• cl.MK 2nd hit has a larger hitbox, less likely to whiff when the 1st hits
• Focus attack hitbox revised, will hit smaller characters (when crouching, etc.)
• Fuhajin (fireball) kick attack damage to 50
• Senpusha (pinwheel): LK is has 5F extra advantage on first hit; MK, HK have 5F extra advantage on 1st, 2nd hit; EX has 5F extra advantage on 2nd hit.
• Senpusha ? FADC ? Kaisen Dankairaku (UC2) now possible
• EX Senpusha has an extra frame of invincibility during Feng Shui Engine for the first hit
• EX Shikusen (dive kick) trajectory can be changed by the kick buttons used during Feng Shui
• LK+MK: same trajectory as before; MK+HK: same as normal MK version, LK+HK: same as normal HK version; LK+MK+HK has the same trajectory as before
• Juri now gains 1/3 meter during Feng Shui Engine, improved from no meter gain
Ibuki
• Bonsho Kick (Toward + Hard Kick) is now +1 on hit, -3 on block and +5 on counter-hit. It also has a different movement trajectory, will hit crouching opponents more easily.
• Hammer Kick (Toward + Medium Kick) startup time reduced by one frame, it now starts up in 25 frames.
• Tsujigoe (Command Jump) is throw-invincible until Ibuki is airborne, from activation until 12 frames and has a smaller hurtbox, making low attacks are easier to dodge; can Super cancel from an earlier timing than before.
• At point-blank range you can Tsujigoe to dodge a throw and hit the opponent with Kasumi Suzaku (Super).
• Yoroi Toshi's (Ultra 1) fireball release after a whiffed grab will now combo into full hits if it lands on an airborne opponent.
• Yoroi Toshi's fireball will also fully connect against a backdashing opponent, if your spacing is correct.
• Ibuki's Ultra 2 has been altered so that it juggles airborne opponents. The blog had a hard time explaining this one, but basically after a Level 2 Focus Attack, and allowing the opponent to crumple, all hits of Ultra 2 will still land. This might be the non-cinematic juggle like Yang and Yun can do.
Makoto
• From 1000 to 950 health (back to SSF4 value).
• Fukiage damage for LP, MP, HP from 100 to 90, EX from 140 to 120
• EX Karakusa (Grab and Choke) has less range.
• Standing Hard Kick has a lower extended hitbox.
• Target Combo 1's Standing Medium Kick can be cancelled, like the normal version.
• Tanden Renki (Super Combo) is 3 seconds longer.
• neutral j.MP has a forward extended hitbox, hurtbox
• Hayate have improved properties on charge
• Hayate changes: Light Punch Lv3, Lv4 and Medium Punch Lv4 have further forward movement, all Lv4 strengths are -2 on guard
• All Lv5 strengths are armor break, further forward movement, from 170 to 190 damage
• Can tell when you reach Lv5 charge timing by Makoto's voice
Yang
• Target Combo 2 130 damage, -7 on second attack.
• Standing Light Kick's startup increased to 5 frames, but has the original startup time during Sei'ei Enbu (Yang's Super). This move had a 3 frame startup in AE.
• Crouching Light Kick's damage reduced from 30 to 20. Upward hurtbox extended.
• cr.MP from 80 to 70 damage, 60 during Sei'ei Enbu
• (Far) st.MP hitbox pushed backwards, thus has shorter range
• diagonal j.MK hitbox changed, landing cross-ups is not as easier as before
• Raigekishu (dive kick): all versions have an addition hurtbox rectangle when activated, 2F extra landing recovery; stun from 100 to 50
• Senkyutai (roll kick): up until 5F, HK no longer has projectile-invincibility, MK has no projectile-invincibility at all
• All versions of Senkyutai (including EX) have about half size horizontal hitbox, all are 4F worse on guard
• EX Zenpou Tenshin has less reach, loses throw invincibility from the 8F onward
• Tourou Zan (mantis slashes): final hit of LP, MP, HP damage to 60; EX version now a true blockstring for all hits
• Byakko Soshoda (palm): MP, HP meter gain on whiff from 20 to 10, two extra frames to LP, MP, HP
• HP damage from 150 to 140, chip to 30, stun from 250 to 200; MP, HP have 4 less active frames
• Sei'ei Enbu is a second shorter, does less damage from chip
• Raishin Mahaken (UC1) from 480 to 450 at full UC meter
• Tenshin Senkyutai (UC2) is 3F slower, from 440 to 410 at full UC meter; the last hit of the non-cinematic version does 90 damage
Cody
• Walk speed both forwards and backwards has been increased.
• Hammer Hook (Toward + Hard Punch) has been heavily revised in terms of frame advantage. If Hammer Hook lands on a standing opponent, then Cody is at +3 frame advantage. If he hits a crouching opponent with it he gets +1 frame advantage. If the move is guarded, Cody is at -4 frame disadvantage.
• After connecting a Hammer Hook on a standing opponent, cr.LK xx MK Ruffian Kick followup combo is now possible.
• Bad Spray is now two hits and Super cancellable. You can now FADC the Bad Spray.
• Bad Spray, FADC into Final Destruction (Ultra 1) is now possible.
• Medium Ruffian Kick has had a hitbox size increase in the forward direction.
• EX Zonk Knuckle's first hit does further horizontal knockback.
• The blog notes that EX Zonk Knuckle -> FADC -> into Final Destruction (Ultra 1) is a little easier now.
• Cody can now block during his Knife Pickup animation.
• Knife Standing Light Punch +6 on hit.
• Knife Standing Medium Punch is now a two-hit move.
• Knife Standing Hard Punch is +3 on hit.
• Knife Crouching Medium Punch now has 4 active frames, smaller arm hurtbox, making it harder to stuff.
• Knife Crouching Hard Punch is now a 7 frame start-up, easier to use as anti-air.
Yun
• Target Combo 2 120 damage
• Target Combo 3 120 damage
• Target Combo 4 130 damage, -6 on block for second hit
• Target Combo 5 70 damage
• cr.LK has an upward extended hurtbox
• cr.MP damage from 60 to 50
• Higher high restriction for Raigekishu (dive kick), for LK, MK, and HK (all versions)
• +2 extra frames of hit, block stun on Raigekishu
• Senpukyaku (i'm assuming overhead) from 85 damage to 80 during Gen'ei Jin
• LK, MK, HK Zenpou Tenshin slowed to 11F, EX to 8F
• No throw invincibility on EX Zenpou
• EX Zesshou (lunge) hit distribution changed from 7/2 to 6/3, -1 on block
• MP, HP Kobokushi (palm) meter gain to +20
• LP Koboku is 25 frames total, MP, HP 45 frames total
• MP, HP Koboku damage from 160 to 140, stun from 250 to 200; chip damage for MP, HP to 30
• Active frames for MP, HP Koboku to 10
• Nishoukyaku (up kicks): LK only has invincibility up (and including) the first active frame
• More landing recovery on all versions (including EX)
• MK Nishou from 130 damage to 110
• Tetsuzanko (shoulder): HP damage from 140 to 100, EX from 80+70 to 90+40 (130 total); during the projectile invincible parts of the move, Yun's hurtbox against physical strikes is expanded
• Gen'ei Jin is a second shorter, does less damage
Guy
• The hitbox on Guy's Neutral Jump Hard Punch has been increased in size.
• Angled jump Medium Punch and angled jump Hard Kick have also received expansions to their hitboxes.
• The blog notes that when it says hitbox size increase, it mostly means they extended the bottom for each one.
• Guy's ground throw range has been increased. The blog says that it's now the same as Ryu's.
• Elbow Drop (command normal version) can now be activated with the joystick in the down-back position.
• If you choose not to perform an attack after the Izuna Flip, there is less recovery time on the ground.
• EX Hurricane Kick got a hitbox adjustment so that the opponent gets juggled into all of the hits easier.
Dee Jay
• His Far Standing Medium Punch is now special cancelable.
• The amount of time that a "Counter Hit" can be registered on Dee Jay after he fires an Air Slasher has been decreased.
• Double Rolling Sobat (Dread Kicks) got a damage increase. Light 80 -> 90, Medium 100 -> 110, Hard 120 -> 130.
• Dee Jay can now cancel out of Sobat Carnival (Super) into Sobat Festival (Ultra 1). This makes him, according to the blog, the only other character besides Dan who can cancel a Super directly into Ultra. If you land both it does 570 damage.
Poor Makoto. Oh well, there's always 3S.Seriously though, WHY?! She still wasn't a problem or a character that people feared after the AE buffs. Why make her worse? Smfh...
Ryu
[Hadouken]: Damage has been increased from 60->70. Chip damage remains the same at 15.
[H. Shoryuken]: Changed to be a 1 hit move, from the previous 2 hits. Start up is 3F. A deep hit (from active 1F to 2F) deals 160 damage, a shallow hit (from active 3F and up) deals 60 damage. First 4F from startup are invincible. Also [H.Shoryuken] cannot be EX Focus Canceled anymore, regardless of hit or block, so the risk and reward has been increased.
Ken
[cr.HK]: Startup changed from 7F->8F. So [far LP] -> [far MP] -> [cr.HK] combo string will no longer work.
[far HK]: Startup changed from 12F->11F, recovery from 21F->18F. On hit it now gives +1F, and on block -3F.
[Thunder Kick] (f+HK): Entire frame length of the feint version shortened from 27F->24F.
Chun-li
[EX Hyakuretsukyaku]: Distance the move covers until hit detection has been increased. Tough combos should be easier to connect with now.
[close HP]: Causes additional 1F guard stun on opponent. Push back distance from a hit has been decreased by about half. So [close HP] -> [H. Spinning Bird Kick] combo is now possible (290 damage, 400 stun).
[H. Spinning Bird Kick]: Damage and stun adjusted to 200.
[Tenkukyaku] (MK during Kintekishu): Hit box enlarged downwards so it is easier to hit crouching opponents.
E-Honda
[H. Hundred Hand Slap]: Hit box towards the end has been increased, allowing for easier full combo hits off a [cr.LP].
[EX Oicho Throw]: Stun damage increased from 100->150.
[Orochi Breaker]: Command has been simplified so it will be easier to use from now on.
Blanka
[EX Vertical Roll]: Now causes knockdown on hit. However on block, Blanka will now land even closer to the opponent so the risk is greater.
Zangief
[far HP]: Deals knockdown damage on hit.
Guile
[Flash Kick]: Deep hit now deals an additional +10 damage across the board: light 110, medium 130, heavy 140 damage.
[Sonic Hurricane]: Damage distribution has been changed from the existing 150+15*4+90 to 90+30*4+90. Total damage has not changed, but [Flash Kick] -> [Sonic Hurricane] combo now does an additional 50 damage or so.
[Reverse Spin Kick]: Causes additional 1F of hit stun, leading to a total of +5F on hit.
Dhalsim
[LP]: Causes additional 1F of hit stun, leading to a total of +2F on hit. So [LP] -> [EX Yoga Flame] combo now works.
[Yoga Blast]: On hit, light and medium version recovery has been reduced by 10F, heavy version recovery has been reduced by 5F.
Balrog
[Dirty Bull]: Command has been simplified so it will be easier to use from now on.
Vega
[Bloody High Claw]: Hit properties have been adjusted. For example, the Ultra will now combo properly after a [Cosmic Heel] (df+HK).
[EX Sky High Claw]: Hit box has been enlarged downwards, making it easier to connect the whole thing.
Sagat
[cr.MP]: Hit box has been enlarged towards Sagat’s base, fixing a problem that caused it to whiff against certain crouching opponents.
M.Bison
[HK]: Damage from a shallow hit increased from 80->90.
C.Viper
[Air Burning Kick]: Damage reduced from 100->90.
Rufus
[Big Bang Typhoon]: Adjusted move properties so that opponents won’t drop out early after an air hit.
[Target Combo]: Hit box of the 2nd hit has been enlarged downwards, making it easier to hit crouching opponents.
[EX Galactic Tornado]: Opponents who are hit by the suction part of the move now gain an additional 7F of stun. It will consume a lot of meter, but by performing an [EX Focus Cancel] afterwards, Rufus will now be at a maximum +8F. This will allow for new combo opportunities.
El Fuerte
[EX Guacamole Leg Throw]: El Fuerte’s stun after landing has been reduced by 3F, making it 10F total.
Abel
[Breathless]: Removed throw invincibility from the lunge to hit detection period. It still has throw invincibility from startup to lunge period.
Seth
[Shoryuken]: Excluding the EX version, when the 2nd hit is blocked, opponent guard stun has been reduced by 2F. Seth is now -3F when doing [Shoryuken (2nd hit blocked)] -> [EX Focus Cancel] -> [Forward Dash].
Akuma
No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.
Gouken
[Sakotsukudaki] (f+MP): Hit box enlarged downwards, active frames changed to 4F. Hit stop and guard stop time has been changed from medium attack length to heavy attack length. Hittable area has been reduced, making it easier to dodge crouching attacks.
[Forbidden Shoryuken]: Startup greatly reduced from 11F->3F, which makes it easier to combo and counterattack with.
[far MP]: Deals additional 1F of hit stun, and is now special/super cancelable. Thus [far MP] -> [M. Senkugoshoha] combo is now possible.
[far HP]: Active hit frames changed from 3F->5F.
[close HK]: Active hit frames of first part changed from 2F->5F.
[Denjin Hadouken]: Lever rotations needed to speed up the move have been reduced.
Cammy
[Quick Spin Knuckle]: Push back distance on block has been reduced, and follow ups from Cammy such as [cr.LK], etc, are now considered to be a true block string.
Fei Long
[Engekishu] (f+HK): 2nd hit is now super cancelable; however total move damage has been decreased from 150->130.
Sakura
[Sakura Otoshi]: Changed difficulty of command input, and adjusted it so that the move will not come out from button releases.
Rose
[EX Soul Reflect]: Move is invincible to projectiles until frame 7, and shot reflection occurs from frame 5. This makes it easier to instantly reflect projectiles.
[Soul Satellite]: Fixed a glitch that caused the EX version to come out when doing the command input and holding up-left on the controller.
Gen
[EX Jyasen]: Opponent stun is +1F if the hit right before the last hit connects. Thus [FADC] afterwards gives Gen a max +8F.
[Lv1 Focus Attack]: Properties have been changed based on which stance Gen is in.
• [Mantis Style]: Forward dash after a hit gives even frames to both players.
• [Crane Style]: Forward dash after a block gives even frames to both players.
[EX Oga]: Damage increased from 100->150. Variation of the move [Far Kick] during EX is now faster, and a hit allows for further combo opportunities.
[Crane Style cr.MK]: Now +1F on hit, -1F on block. Hittable area has been reduced.
Dan
No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.
T.Hawk
[EX Condor Dive]: On hit, the move retains projectile invincibility until end of recovery.
[Heavy Shoulder] (d+MP): Can now be done from a vertical jump.
[Condor Spire]: Simplified command has been changed back to what it is in the current SSFIV AE.
[Raging Slash]: Command has been simplified further, so it is easier to execute now.
Dee Jay
[close HK]: If the first hit connects it forces the opponent to stand, and the 2nd hit is now super cancelable. Move is now -2F on block.
Guy
[Wall Jump]: Can now attack earlier after the initial jump off the wall.
[Bushin Hasoken]: Hit box on the last part is enlarged, making it easier to connect the full Super Combo.
[Bushin Muso Renge]: Command has been simplified further, so it is easier to execute now.
Cody
No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.
Ibuki
[Bonsho Kick]: Push back distance after hit has been reduced, and on counter-hit it is easier to follow up with combos.
[Yoroitoshi]: Command has been simplified further, so it is easier to execute now.
Makoto
No additional changes since the “SSFIV AE Ver.2012 Alpha” location test. :lol
Dudley
[Jet Upper]: Startup of light and medium versions changed from 6F to 5F, heavy version changed from 4F to 3F.
[Short Swing Blow]: On hit, medium and heavy versions do additional 2F of hit stun, giving Dudley +2F total.
[Ducking Upper]: Startup changed back to what it is in existing SSFIV AE.
[cr.MK]: Startup changed from 10F->8F and active frames lengthened from 5F->6F, making it a better poking tool.
[Rolling Thunder]: First hit will not connect against airborne opponents, but from 2nd hit onwards there is additional hit detection against airborne opponents.
Adon
[Jaguar Kick]: Hittable area of light and medium versions has been enlarged. Hittable area of heavy version remains the same, but damage has been reduced from 140->130.
[close MK]: Properties have been changed back to what it is in existing SSFIV AE.
Hakan
No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.
Juri
[Senpusha]: Hit stun has been adjusted so [FADC] after light version gives +6F on the first hit, +3F on the second. Medium and heavy versions gives +6F for either hit, and EX gives +3F on first hit and +8F on second hit.
[close MP]: Startup changed from 5F->3F, making it easier to connect combos up close.
Yun
[Zenpo Tenshin]: Startup of light, medium, heavy versions changed from 11F->10F.
[LK]: Block stun increased by 1F, giving total +2 on block.
[Target Combo 3]: 2nd hit is now super cancelable.
Yang
[EX Tourou Zan]: Will not come out on button releases.
[Byakko Soshouda]: Only during [Seiei Enbu], total move frames have been changed back to what they are in the current SSFIV AE.
[Target Combo 3]: 3rd hit is now causes knockdown, and is super cancelable.
[Back Step]: Special cancel timing towards the end is changed from frame 24 to frame 26.
Evil Ryu
[cr.HK]: Startup changed from 6F->7F, damage from 90->100, active frames from 2F->3F.
[H. Shoryuken]: First hit damage changed from 90->100, for a total of 160.
Oni
[Air Hadou Dash]: Can now be canceled into Ultra Combo I [Metsu Gouzanku] on hit or block.
[L. or H. Air Hadou Dash]: Hit box size has been enlarged.
[EX Air Tatsumaki Zankukyaku]: Falling trajectory changed to become vertical when canceled from [L. or M. Air Hadou Dash]. Damage changed to 140, stun to 200, and move is now only 1 hit.
[Air Raging Demon]: Modified so that it will only hit airborne opponents, and can be used in combos. Damage has been reduced from 370->320. Normal [Raging Demon] is still a throw.
[M. Demon Slash]: Active projectile invincibility frames increased from 16F->19F.
Gouken and Gen buffs here I come! Any word on when the PC patch is supposed to be up?