Author Topic: Super Street Fighter IV Arcade Edition 2012 Update Now Up!  (Read 137289 times)

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Robo

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Re: Super Street Fighter IV
« Reply #240 on: March 10, 2010, 11:04:42 AM »
I can't get over how amazing this is.  As if further proof was needed, :bow GOTY 2010 :bow2
obo

Robo

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Re: Super Street Fighter IV
« Reply #241 on: March 10, 2010, 12:43:49 PM »
Some early notes on the final build:

Quote from: MrWizard
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.
« Last Edit: March 10, 2010, 12:51:25 PM by RoboJ »
obo

Robo

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Re: Super Street Fighter IV
« Reply #242 on: March 10, 2010, 04:40:23 PM »
Some notes from GDC from Haunts, focusing on Hakan, Juri, Makoto and Sagat:

http://iplaywinner.com/news/2010/3/10/capcom-gdc-super-street-fighter-4-fight-club-impressions-cha.html
obo

Bebpo

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Re: Super Street Fighter IV
« Reply #243 on: March 10, 2010, 04:59:02 PM »
It's been a while since I played 3rd Strike, but was Ibuki able to slide under fireballs and cancel them with her knife in that game?

Robo

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Re: Super Street Fighter IV
« Reply #244 on: March 10, 2010, 05:44:39 PM »
Yup.
obo

originalz

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Re: Super Street Fighter IV
« Reply #245 on: March 10, 2010, 07:09:30 PM »
Ibuki's slide doesn't go under fireballs?  Whack-ass shit.

Bebpo

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Re: Super Street Fighter IV
« Reply #246 on: March 10, 2010, 07:29:20 PM »
Yup.

So she got nerfed hard.

I was never an Ibuki player, but that's gotta suck for her fans.

bork

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Re: Super Street Fighter IV
« Reply #247 on: March 10, 2010, 07:31:05 PM »
Yup.

So she got nerfed hard.

I was never an Ibuki player, but that's gotta suck for her fans.

She got nerfed hard in 3s from 2i, LOL.

I wouldn't be judging any of the new characters just yet.  Nobody has had time to adjust to them.  If you read Haunts' comments on his site, they even kind of forgot about the Alpha characters that were added in.  Nobody even picked Adon.   :lol

Anyway, I don't care cuz Chun got beefed up!

Quote
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.

 :D :D :D :D :D :D :D :D :D
ど助平

originalz

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Re: Super Street Fighter IV
« Reply #248 on: March 10, 2010, 07:55:38 PM »
Oh well, as long as Makoto's EX QCF goes through fireballs, I'm probably still good to use her.  I'll still play Ibuki anyway since I really liked her in SF3, I just hope she has some things to make up for the slide.  I suppose the hopping kickoff might work.  Maybe her EX slide will go through fireballs, which won't be so bad.  They also got rid of her hopping taunt though...character sucks now!

Sagat needs to be nerfed more!  Make him useless!
« Last Edit: March 10, 2010, 07:57:27 PM by originalz »

iconoclast

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Re: Super Street Fighter IV
« Reply #249 on: March 10, 2010, 08:16:13 PM »
Rufus nerf :D
Ryu nerf :D
Chun buff :D
Rose buff :D
Bison U2 :D
Sakura buff :D :D

Balrog U2 :-\
Ken :-\
Guile :-\
Fei :-\
Vega :-\
Honda :-\

Gen nerf ??? - He's strong, but not THAT strong. Seems needless.

Hoping Juri turns out well too. She looks the most interesting to me out of all the new characters.
BiSH

originalz

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Re: Super Street Fighter IV
« Reply #250 on: March 10, 2010, 08:25:25 PM »
It's like a law that no matter what, Guile just can't change too much for any game that he's in.  He'll still have the same two special moves in Street Fighter 10!

Van Cruncheon

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Re: Super Street Fighter IV
« Reply #251 on: March 10, 2010, 08:29:03 PM »
what the fuck's fadc, anyhow
duc

originalz

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Re: Super Street Fighter IV
« Reply #252 on: March 10, 2010, 08:31:16 PM »
Focus Attack Dash Cancel

iconoclast

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Re: Super Street Fighter IV
« Reply #253 on: March 10, 2010, 08:34:00 PM »
what the fuck's fadc, anyhow

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.
BiSH

Beezy

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Re: Super Street Fighter IV
« Reply #254 on: March 10, 2010, 10:36:57 PM »
Wtf is Bison U2?

bork

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Re: Super Street Fighter IV
« Reply #255 on: March 10, 2010, 10:45:22 PM »
LOL, you can actually do FADC moves like Ryu's on the iPhone SF4. 

Wtf is Bison U2?

M. Bison's second ultra.
ど助平

iconoclast

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Re: Super Street Fighter IV
« Reply #256 on: March 10, 2010, 10:46:09 PM »
Wtf is Bison U2?

Bison's second Ultra. Looks like Fuerte's.

[youtube=560,345][/youtube]

Gotta be more useful than his current one!
BiSH

Vizzys

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Re: Super Street Fighter IV
« Reply #257 on: March 10, 2010, 10:48:47 PM »
dat sum wakamoto
萌え~

Beezy

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Re: Super Street Fighter IV
« Reply #258 on: March 10, 2010, 10:52:22 PM »
Gotta be more useful than his current one!
:drool

Robo

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Re: Super Street Fighter IV
« Reply #259 on: March 10, 2010, 10:59:26 PM »
Not to mention it's not a charge ultra; the motion is qcf, qcf 3k !

Also, I just randomly ran into drohne in G1 Championship.  Barely managed to edge out a win against his Guile with some goofy shit.  I bet he wasn't happy!
obo

bork

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Re: Super Street Fighter IV
« Reply #260 on: March 10, 2010, 11:22:11 PM »
 :lol I always get so excited when I run into someone I know in championship!  Haven't played G1 in a few days; switched over to the PS3 version for a bit doing championship there (where I'm still under 7000 CP) and player matches.
ど助平

magus

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<----

Beezy

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Re: Super Street Fighter IV
« Reply #262 on: March 11, 2010, 08:51:58 AM »
Deejay :lol

Raban

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Re: Super Street Fighter IV
« Reply #263 on: March 12, 2010, 04:50:56 AM »
what in the fuck is going on in that comic?

Capcom has truly outdone themselves

Saint Cornelius

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Re: Super Street Fighter IV
« Reply #264 on: March 12, 2010, 12:40:00 PM »
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.


 ???

This is why I don't play fighting games anymore.
dap

Robo

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Re: Super Street Fighter IV
« Reply #265 on: March 12, 2010, 01:03:06 PM »
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.
obo

bork

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Re: Super Street Fighter IV
« Reply #266 on: March 12, 2010, 10:55:09 PM »
Played some vanilla SF4 againt Drohne!  Good games mayne!

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.

In my humble opinion, and based on hundreds of hours of game play and tourney videos I have watched...it really depends on the character.  I don't use Ryu, for example, but if I did I would have his FADC down pat.  With Chun-Li it doesn't feel as important to get it down.  I don't even tend to focus attack as much when I use her.

While there's a lot of complex stuff needed for high-level play, you can still pick up the game and play it exactly like Street Fighter II with your buddies.  They basically made a fighting game that's accessible for multiple skill levels.  Certainly more so than the last few Street Fighters.  It's a less complex game than SF3, I think.  It has less systems and moves to memorize than Alpha 3.  No CCs.  No parrying.  Focus attacks are done by hitting just two buttons.  But at the same time, I still agree with you that it's more complicated than it needs to be.   :lol

Can't remember if I have said this here before or not, but I would love it if SF4 had the ultras removed.  With EX attacks I wonder if super moves are even needed.
« Last Edit: March 12, 2010, 10:57:59 PM by Good Day Sir »
ど助平

bork

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Re: Super Street Fighter IV
« Reply #267 on: March 22, 2010, 10:58:37 PM »
[youtube=560,345][/youtube]
ど助平

iconoclast

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Re: Super Street Fighter IV
« Reply #268 on: March 22, 2010, 11:04:36 PM »
Where the FUCK is "Indestructible"?!

Capcom, I am disappoint.
BiSH

Himu

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Re: Super Street Fighter IV
« Reply #269 on: March 22, 2010, 11:22:48 PM »
IYKYK

archie4208

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Re: Super Street Fighter IV
« Reply #270 on: March 22, 2010, 11:27:26 PM »
No Dudley/Balrog fight?  smh

Beezy

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Re: Super Street Fighter IV
« Reply #271 on: March 22, 2010, 11:32:53 PM »
Where the FUCK is "Indestructible"?!

Capcom, I am disappoint.

:(
No Dudley/Balrog fight?  smh
No Makoto either? COME ON SON

Robo

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Re: Super Street Fighter IV
« Reply #272 on: March 22, 2010, 11:42:00 PM »
"Indestructible" was horrible.  Good riddance!
obo

Robo

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Re: Super Street Fighter IV
« Reply #273 on: March 23, 2010, 01:17:58 AM »
[youtube=560,345]wowG-pr71y8[/youtube]

Is this... real?  smh
obo

bork

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Re: Super Street Fighter IV
« Reply #274 on: March 23, 2010, 01:30:28 AM »
[youtube=560,345]wowG-pr71y8[/youtube]

Is this... real?  smh

***Cancels Gamestop pre-order***
ど助平

Beezy

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Re: Super Street Fighter IV
« Reply #275 on: March 23, 2010, 02:20:38 AM »
pinwheel kick :rofl

Raban

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Re: Super Street Fighter IV
« Reply #276 on: March 23, 2010, 06:22:32 AM »
Damn that intro is fucking great. The music is so much more Street Fighter (probably because it's remixes) than that fucking trash Indestructible. The fact that some GAF members thing that song is good is proof positive that most folks on GAF have no musical taste whatsoever.

iconoclast

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Re: Super Street Fighter IV
« Reply #277 on: March 23, 2010, 08:22:40 AM »
Indestructible was the only original song in SF4 that was memorable. It needs to be included.
BiSH

Raban

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Re: Super Street Fighter IV
« Reply #278 on: March 23, 2010, 08:31:57 AM »
Indestructible was the only original song in SF4 that was memorable. It needs to be included.

Yeah, it was memorable because it was so ear-rapingly bad it gets burned into the section of your memory called "Things Satan Will Use To Torture You In Hell".

iconoclast

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Re: Super Street Fighter IV
« Reply #279 on: March 23, 2010, 09:46:18 AM »
Another list of changes in SSF4: http://www.eventhubs.com/news/2010/mar/22/gigantic-list-ssf4-changes-and-notes/

Lots of it sounds good. Honda's LP headbutt having invincibility on startup is the best solution I think. Having it tear through fireballs completely in HD Remix was too good, so I'm glad they didn't go with that. Looks like he won't have to blow his meter on EX headbutts for anti-air now, so that's good. Dee Jay sounds pretty bad though... I really hope they didn't blow it with him. He should be able to translate to the SF4 systems so well with very few changes. I mean jeez, his bread and butter ultra combo could have been similar to Rog's. I would have done something like: j.MK, cr.lp x2, cr.lk xx HP Machine Gun Upper (or LK/MK Up Kicks) xx Ultra. Eh, whatever. Juri sounds so awesome - very interested in learning her. Glad to see Sakura has some nice Ultra 2 setups as well, I'll definitely be using her more often. Input shortcuts suck; should have cut them. Faster crumples off of a focus is a pretty unexpected change too...

I wish he would have listed Viper's challenges though. I was stuck on her Hard 3 trial for days, I really don't want to do that again. Hardest one in the game imo (Gen's Hard 5 is a close second).
BiSH

Robo

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Re: Super Street Fighter IV
« Reply #280 on: March 23, 2010, 11:51:57 AM »
Another list of changes in SSF4: http://www.eventhubs.com/news/2010/mar/22/gigantic-list-ssf4-changes-and-notes/

 :bow CODY :bow2

Quote
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.

WOW.  That's a serious reduction.
obo

The Fake Shemp

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Re: Super Street Fighter IV
« Reply #281 on: March 23, 2010, 12:23:22 PM »
Great, just when I was getting to mediocre with Sagat.
PSP

Robo

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Re: Super Street Fighter IV
« Reply #282 on: March 23, 2010, 12:35:59 PM »
He'll still be really good because he's still has everything he had before (except standing lk cancel and ultra off trade DPs), just no more free wins due to his distinguished mentally-challenged fellow strength.
obo

bork

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Re: Super Street Fighter IV
« Reply #283 on: March 23, 2010, 03:49:58 PM »
YES NERF THAT BALD ONE-EYED FUCK
ど助平

Raban

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Re: Super Street Fighter IV
« Reply #284 on: March 23, 2010, 04:12:50 PM »
YES NERF THAT BALD ONE-EYED FUCK

NERF NERF NERF

spoiler (click to show/hide)
CanNOT wait to play Hakan and Ibuki in this game. Ibuki's combos look so fun
[close]

iconoclast

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Re: Super Street Fighter IV
« Reply #285 on: March 27, 2010, 06:19:29 PM »
Already some game-breaking bugs in SSF4...
http://www.shoryuken.com/showthread.php?t=230088

[youtube=560,345][/youtube]

 :lol Unblockable Ultras :lol

This better be patchable.

edit: WAIT A MINUTE, I thought I was in the SSF4 forum. This is for SF4

I wonder if it's been fixed?
« Last Edit: March 27, 2010, 06:21:39 PM by iconoclast »
BiSH

Robo

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Re: Super Street Fighter IV
« Reply #286 on: March 31, 2010, 06:03:21 PM »
[youtube=560,345]G3AnluFpbkE[/youtube]

Quote
Expect a lot of air activated ultras, i.e; Gief's ****ing air 720. Yes, you read that correctly.

CAPCOM WHAT ARE YOU DOING

Called it.
obo

iconoclast

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Re: Super Street Fighter IV
« Reply #287 on: March 31, 2010, 08:14:18 PM »
Gief's U2 looks pretty beastly, but he's already getting hit pretty hard with the nerf bat (as far as I know - I'm not a Gief player) so I guess it's some minor compensation. I figured a backdash would beat it, but someone said the ultra still wins (against some characters).  :-X
BiSH

Robo

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Re: Super Street Fighter IV
« Reply #288 on: March 31, 2010, 09:56:36 PM »
If I've got this right (super theory fighter 4 :derp), the mix-up from that thing is SERIOUSLY nasty any way you look at it.  Consider Ryu's options after Zangief scores a knockdown and jumps on him during wake-up: Ryu can either a) shoryuken, his best anti-air option because it can't be safe-jumped and it potentially leads to Ultra, b) backdash to avoid incoming attack/empty jump SPD, c) assume empty jump SPD and jump out, or d) do nothing and get ready to block incoming attack.

A, B and C can all be air-to-air ultra'd.  D is what happens after you've been conditioned NOT to do A, B or C, and then you're gonna get empty jump-in -> SPD or j.FP into tick-SPD guessing games OR, on connect, BnB into EX green hand knockdown and you go into the vortex.  That's a ridiculous 50/50 to have to deal with on a pretty common situation.

SSF4 Ryu might be able to use Ultra2 as anti-anti-anti-air, but I dunno how fast it comes out.  That'd probably work so long as it does the "catch" and doesn't immediately go airborne.
« Last Edit: March 31, 2010, 10:09:04 PM by RoboJ »
obo

brob

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Re: Super Street Fighter IV
« Reply #289 on: April 01, 2010, 01:58:35 AM »
doubt you'll be able to counter Gief's air ultra with another ultra as it has invincibility and hits on frame 1.  :-\

Raban

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Re: Super Street Fighter IV
« Reply #290 on: April 01, 2010, 02:11:41 AM »
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.

bork

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Re: Super Street Fighter IV
« Reply #291 on: April 01, 2010, 02:13:01 AM »
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.
ど助平

brob

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Re: Super Street Fighter IV
« Reply #292 on: April 01, 2010, 02:50:51 AM »
Cross your fingers for the arcade launch!  :D


Also the balance in 4 was good. Quit fronting like you know.

bork

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Re: Super Street Fighter IV
« Reply #293 on: April 01, 2010, 03:18:29 AM »
Cross your fingers for the arcade launch!  :D

I may have to haul a PS3 or 360 over there with me.   :lol  Looks like we may be leaving a few days later though, so if that happens I can get the game and play it for a few days to get it out of my system.  But I KNOW I'm going to be sitting at my in-laws' house...I KNOW IT.


Quote
Also the balance in 4 was good. Quit fronting like you know.

Right...I'm agreeing with you.   :lol
ど助平

brob

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Re: Super Street Fighter IV
« Reply #294 on: April 01, 2010, 03:27:41 AM »
I was talking to the fool above you, like I'm going to bother quoting shit... :|

My ps3 is broken so I have socialize with aspie nerds if I want to play it on launch :'(
maybe I should just buy a 360 and toss the old shit.

Raban

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Re: Super Street Fighter IV
« Reply #295 on: April 01, 2010, 05:28:58 AM »
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.

brob

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Re: Super Street Fighter IV
« Reply #296 on: April 01, 2010, 05:41:50 AM »
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.

Raban

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Re: Super Street Fighter IV
« Reply #297 on: April 01, 2010, 06:54:49 AM »
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.

This is the thing that astounds me, there is one I've played like that and Capcom made it. It's called Super Street Fighter II Turbo.

AFAIK that game has no balance issues.

brob

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Re: Super Street Fighter IV
« Reply #298 on: April 01, 2010, 07:03:41 AM »
The game where Akuma against anyone is a 9.5-0.5 match-up? Oh yea that's swell.

Robo

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Re: Super Street Fighter IV
« Reply #299 on: April 01, 2010, 12:43:25 PM »
Zangief was nerfed enough to justify his new tricks --health reduction, lariat and green hand were both nerfed, most of his better normals do less damage.  If there's cause for concern re: balance in SSF4, it's probably going to be more to do with Dudley and possibly T.Hawk and Cody, but I don't think it's likely that they'll have favorable match-ups almost entirely across the board (like Sagat and Ryu did in SF4).

« Last Edit: April 01, 2010, 12:45:49 PM by RoboJ »
obo