Author Topic: Super Street Fighter IV Arcade Edition 2012 Update Now Up!  (Read 137263 times)

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bork

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Re: Super Street Fighter IV
« Reply #300 on: April 01, 2010, 01:04:50 PM »
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.

I disagree.  Yes, it's obvious that the likes of Sagat and Ryu are the best in the game, but they can be taken out with anyone.  I have played plenty of awesome Vega and Guile players before. 

can you name one fighting game that has "good balance" by those standards? AIN'T NONE SON!

Virtua Fighter.  :P  Maybe Tekken 6 too. 

The game where Akuma against anyone is a 9.5-0.5 match-up? Oh yea that's swell.

LOL yeah, although Akuma is a banned character.  But IIRC characters like O. Sagat and 'Rog dominate.
ど助平

brob

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Re: Super Street Fighter IV
« Reply #301 on: April 01, 2010, 02:27:42 PM »
No one plays VF because Sega doesn't let us  :'(

And ST is not only dominated by the regular old posse, but T.hawk and Blanka are basically shit-tier. I think Cammy was kinda fucked in most match-ups too.

Robo

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Re: Super Street Fighter IV
« Reply #302 on: April 02, 2010, 04:14:23 PM »
Stolen from GAF:

Quote
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.

I'm in full blown hype mode. :hyper. :hyper. :hyper. :hyper. :hyper. :hyper
obo

brob

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Re: Super Street Fighter IV
« Reply #303 on: April 02, 2010, 04:35:58 PM »
Quote
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.

This is offensive. Adon is supposed to be newcomer friendly so they give him less tools? What? He has shit for combo, he has shit priority and his specials are all a special kind of shit. The only thing he has at the moment seems to be pokes.

Juri is newcomer friendly - fuckton of tools that are easy and good and a simple playstyle. Adon is not. Adon is basically on the same level as Guile, both in tools and in how much you have to give to gleam something out of it all.


 :maf :maf :maf :maf

Robo

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Re: Super Street Fighter IV
« Reply #304 on: April 02, 2010, 04:57:58 PM »
Do you know what 50/50s they're talking about?  Options after (presumably air-based) jaguar kick?  Options after EX jaguar tooth (or whatever that half circle off-the-wall thing is called)?
obo

brob

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Re: Super Street Fighter IV
« Reply #305 on: April 02, 2010, 05:00:13 PM »
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.


;_;

iconoclast

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Re: Super Street Fighter IV
« Reply #306 on: April 02, 2010, 05:00:43 PM »
No notes about Sakura :(

She looks pretty solid this time around. Can't wait to learn and relearn all the new characters.

:bow Super Street Fighter IV - GotY, GotG, GotD, GotF :bow2
BiSH

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Re: Super Street Fighter IV
« Reply #307 on: April 02, 2010, 05:02:12 PM »
what
うぐう

CurseoftheGods

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Re: Super Street Fighter IV
« Reply #308 on: April 02, 2010, 05:05:59 PM »
Can guarantee that there will be no better fighting game this year. SSFIV seems like the ultimate fan service/love project for SSIV fans.

Day 0 at $40.

Robo

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Re: Super Street Fighter IV
« Reply #309 on: April 02, 2010, 05:07:17 PM »
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.
obo

Robo

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Re: Super Street Fighter IV
« Reply #310 on: April 02, 2010, 05:10:01 PM »
The rest:

Quote
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.
obo

brob

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Re: Super Street Fighter IV
« Reply #311 on: April 02, 2010, 05:14:25 PM »
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.
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.

Robo

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Re: Super Street Fighter IV
« Reply #312 on: April 02, 2010, 09:12:07 PM »
[youtube=560,345]kPK_wh7llTw[/youtube]

[youtube=560,345]nMBhGNr4AiU[/youtube]

[youtube=560,345]oVEbs_0og0s[/youtube]

He looks like low mid-tier.  The Cody video is particularly depressing.

Grounded jaguar kick appears to be totally useless, unfortunately, so it looks like his only decent way of ending a combo is rising jaguar and you're gonna need to be on top of your hit verification (and spacing too) or you're gonna get fucked.  "For newcomers" my ass --comboing DP motion moves from crouching lights is not the easiest shit in the world.  Hopefully he's got some better ground strings than just cr.short short short.

On the other hand, he's pretty damn quick, his crouching short seems fast as shit, gotta good cross-up, quick overhead, can land an ultra in full off a FADC rising jaguar from anywhere (although I read somewhere that the timing for this is very strict), he's got a sexcellent focus attack and jaguar tooth seems to be pretty safe so long as you hit them around the waist/legs.  Gonna need some better high pokes than standing roundhouse and a WAY better way to punish for big damage if those 50/50s are gonna work, though.
« Last Edit: April 02, 2010, 09:15:58 PM by RoboJ »
obo

CurseoftheGods

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Re: Super Street Fighter IV
« Reply #313 on: April 02, 2010, 10:24:03 PM »
Cody looks insane. :o

Wasn't he low mid-tier in Alpha 3?

brob

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Re: Super Street Fighter IV
« Reply #314 on: April 03, 2010, 04:48:47 AM »
Cody is (supposedly) real good and in that fucking annoying Ken kind of way too. :'(

I be laffing my balls off at the people arguing tiers over on gaffe.   :rofl

originalz

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Re: Super Street Fighter IV
« Reply #315 on: April 04, 2010, 01:22:56 AM »
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.

Robo

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Re: Super Street Fighter IV
« Reply #316 on: April 04, 2010, 02:29:15 AM »
Fuck that shit.

[youtube=560,345]sGh4ZU4H5Hk[/youtube]
obo

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Re: Super Street Fighter IV
« Reply #317 on: April 04, 2010, 02:42:23 AM »
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.

My friend plays Vega and he whoops some serious ass on PSN. I always give him props.

I don't pay attention to tiers or any of that bullshit, I just go with my gut on how a game is balanced.

Playing SF4 again, I take back what I said. I think I just read too much into what is said about the game's balance and I kind of forgot my own opinion. SF4 is alright, it's a really fun game, and fuck I'm thankful we even got another Street Fighter after the horrendous sales of the 3 series.

Good or bad balance, I don't care anymore. Capcom is really stellar this gen, and SF4 is easily in the top 10 favorite games of the gen for me.
« Last Edit: April 04, 2010, 02:44:14 AM by startselect »

demi

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Re: Super Street Fighter IV
« Reply #318 on: April 04, 2010, 03:13:20 AM »
fat

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Re: Super Street Fighter IV
« Reply #319 on: April 04, 2010, 03:18:48 AM »
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?

demi

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Re: Super Street Fighter IV
« Reply #320 on: April 04, 2010, 03:25:36 AM »
Download saves from the internet? Not really. Saves are tied to Gamertags
fat

bork

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Re: Super Street Fighter IV
« Reply #321 on: April 04, 2010, 05:10:16 AM »
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.
« Last Edit: April 04, 2010, 05:12:41 AM by Good Day Sir »
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brob

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Re: Super Street Fighter IV
« Reply #322 on: April 04, 2010, 08:11:54 AM »
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.
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).

Like, playing Abel in Sf4 is fun. I love the sagat match-up with Abel because I have very many different ways to go about it and sagat has a lot of tools too so that's an exciting match. But Gief?! The Gief match is not only insanely difficult, it's also not fun in the least cus I have to play keep-away with Abel, which is shit.

And it's in that way that I'm annoyed by what I've seen of Adon. I really dig Adon and he's been increasingly worse in every game he's been in, like capcom hates the little fucker.

cool breeze

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Re: Super Street Fighter IV
« Reply #323 on: April 04, 2010, 11:56:54 AM »
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.

yeah, I don't know why I was thinking you needed a completion save.

CurseoftheGods

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Re: Super Street Fighter IV
« Reply #324 on: April 04, 2010, 12:18:09 PM »
What are you gonna use as a controller, swaggaz?

I want to make the jump to the 360 version as well, but I love my USB Saturn pad too much. The MadCatz controller is too big for my small girlish hands.

cool breeze

  • Senior Member
Re: Super Street Fighter IV
« Reply #325 on: April 04, 2010, 12:31:33 PM »
The mad catz one  :-\

I used a saturn controller on the PS3 too, but when playing at a friends house or just when I was lazy I'd use the PS3 mad catz pad because it was wireless.  It gets the job done.  I only really have problems doing charge moves with it so it's no big deal.

Raban

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Re: Super Street Fighter IV
« Reply #326 on: April 04, 2010, 01:36:52 PM »
so many pad warriors on EB. had no idea

CurseoftheGods

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Re: Super Street Fighter IV
« Reply #327 on: April 04, 2010, 01:54:50 PM »
You kind of have to be one with SSFIV.

cool breeze

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Re: Super Street Fighter IV
« Reply #328 on: April 04, 2010, 02:14:09 PM »
playing 2D fighters with a pad feel good man

 

OptimoPeach

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Re: Super Street Fighter IV
« Reply #329 on: April 04, 2010, 02:38:19 PM »
Fuck that shit.

[youtube=560,345]sGh4ZU4H5Hk[/youtube]
I love these incognito nerds that look and sound like normal people :heart The internet should be taking notes
hi5

Beezy

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Re: Super Street Fighter IV
« Reply #330 on: April 04, 2010, 04:30:19 PM »
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.

bork

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Re: Super Street Fighter IV
« Reply #331 on: April 04, 2010, 04:32:20 PM »
Super IS getting an arcade release!
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cool breeze

  • Senior Member
Re: Super Street Fighter IV
« Reply #332 on: April 04, 2010, 05:37:08 PM »
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.

have you used a saturn dpad before? I have problems playing with charge characters on most dpad except that one, and the Genesis six button controller.  Sega just knew how to make a good dpad, at least between the Genesis and Saturn.  Master System and Dreamcast dpads were trash.

iconoclast

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Re: Super Street Fighter IV
« Reply #333 on: April 04, 2010, 06:27:03 PM »
My main problem with charge characters on a pad is that it kills my thumb after a while (since you're holding down-back so much). My favorite characters are charge characters so after playing for several hours my thumb would start to ache. When HD Remix came out, I'm pretty sure I had a constant indentation on my thumb from the dpad :lol

When I used a pad with SF4, I had a lot of issues doing Bison's ultra consistently because of the shortcut motion for his teleport. Wish they would have gotten rid of shortcuts entirely in SSF4.

Super IS getting an arcade release!

I always thought it was strange that Capcom never updated the arcade version with the console characters. Then they announced SSF4, so I figured that's what they were waiting for. Good news though, maybe some day I'll get to play it in a real arcade...
BiSH

Raban

  • Senior Member
Re: Super Street Fighter IV
« Reply #334 on: April 05, 2010, 03:53:34 AM »
I dunno, I don't hate pads, but after long play, they wear on your thumbs quite a bit. With a stick you use your whole hand, so stress isn't ever really an issue.

Also, imo, you can't beat the buttons on an arcade stick. To go from a light to hard on a pad requires a lot of travelling, whereas with a stick it requires your hand be on the surface.

EDIT: I will admit, however, that I can't execute a dp worth shit on a stick. Not yet at least 8)

Robo

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Re: Super Street Fighter IV
« Reply #335 on: April 05, 2010, 12:04:00 PM »
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 at some point during your input or some loose variation of the actual 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 is a DP motion.  The collective Dictator community cries a thousand times every time you j.mp, j.mp -> teleport and lose the round.
obo

Raban

  • Senior Member
Re: Super Street Fighter IV
« Reply #336 on: April 05, 2010, 12:51:00 PM »
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 (Image removed from quote.) (Image removed from quote.) at some point during your input or some loose variation of the actual (Image removed from quote.) 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 (Image removed from quote.) (Image removed from quote.) (Image removed from quote.) (Image removed from quote.) is a DP motion.  The collective Dictator community cries a thousand times every time you j.mp, j.mp -> teleport and lose the round.

this never works for me for some reason

Robo

  • Senior Member
Re: Super Street Fighter IV
« Reply #337 on: April 05, 2010, 12:58:44 PM »
Go into training and turn on INPUT DISPLAY, try to figure out what you're doing wrong specifically and work on correcting your muscle memory.  You'll probably see that you're doing something silly that you wouldn't have noticed otherwise.
obo

Beezy

  • Senior Member
Re: Super Street Fighter IV
« Reply #338 on: April 05, 2010, 01:03:46 PM »
As all Dictator players have learned the hard way, apparently (Image removed from quote.) (Image removed from quote.) (Image removed from quote.) (Image removed from quote.) 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. :'(

I'll never stop using Bison though. The only character in SSF4 who I think might have a similar play style is Makoto and people are already saying that she's just okay. I'm still gonna try her out though.

CurseoftheGods

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Re: Super Street Fighter IV
« Reply #339 on: April 05, 2010, 04:51:43 PM »
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.

http://boards.ign.com/street_fighter/b6376/176601426/p1/?4

Robo

  • Senior Member
Re: Super Street Fighter IV
« Reply #340 on: April 05, 2010, 05:03:05 PM »
Those are kinda skimpy explanations and since I already wrote this, I'm gonna post it.

A cross-up is a jump-in that hits on the OPPOSITE side of the direction your opponent is facing and thus needs to be blocked in the opposite direction.  It's accomplished with attacks that have a big enough hitbox to allow you to jump OVER your opponent and still connect with the hit as you pass over behind them.  Ken's jumping medium kick is a good one.  Note that not every character has one.

The benefit is that it keeps your opponent on his toes and can be used in a manner where the side you're going to be hitting on can appear to be completely ambiguous.  Against charge characters, it ruins whatever charge they were building.

Here's a good example:



Mix-up is anything that forces your opponent defend in a different manner.  For instance, a crouching light kick (which must be blocked low), followed by an overhead (which must be blocked high) is high/low mix-up.  A series of crouching light punches followed by a slight pause and throw during your opponent's hesitation is throw mix-up.

Meaty is kinda weird and I might not be explaining this very well, but it's when you time an attack so that it only hits during the last couple active frames, giving you the benefit of more block/hit stun because you're hitting your opponent later than you normally would.  Probably most frequently used when you're attacking someone as they're waking up where you can stick out a poke so that they wake-up into the last few active frames.

As for the abbreviations:

LK/light kick/short
MK/medium kick/forward
FK or HK/hard kick/roundhouse
LP/light punch/jab
MP/medium punch/strong
FP or HP/hard punch/fierce

Crouching attacks usually have a prefix of “cr.”, jumping “jp.” and close attacks can be either “(cl)” or “cl.”  If it lacks a prefix, you can assume its a standing far attack.

« Last Edit: April 05, 2010, 05:30:03 PM by RoboJ »
obo

bork

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Re: Super Street Fighter IV
« Reply #341 on: April 05, 2010, 05:31:40 PM »
Jinfash, you got a 360 now, right?  You gonna get Super on that?  And did you get Bayonetta yet?  :hyper
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bork

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Re: Super Street Fighter IV
« Reply #342 on: April 05, 2010, 05:42:55 PM »
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 :-\

You can't order directly from the Mad Catz store or from Amazon US?
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bork

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Re: Super Street Fighter IV
« Reply #343 on: April 05, 2010, 06:45:33 PM »
I am still double-dipping, but 360 will once again be where it's at, especially with rooms being in Super. 

Think I am gonna haul my 360 over to the Nippon to get my SSF4 fix.  I can just hook it up to the PC monitor I left at my in-laws' and use their internet connection conveniently in the same room.  Plus if the 360 breaks or is damaged it will be a hell of a lot easier to replace than an old 20GB PS3.
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cool breeze

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Re: Super Street Fighter IV
« Reply #344 on: April 06, 2010, 09:21:46 AM »
« Last Edit: April 06, 2010, 09:23:34 AM by swaggaz »

The Fake Shemp

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Re: Super Street Fighter IV
« Reply #345 on: April 06, 2010, 11:37:19 AM »
Sweet. I was already using my exist $20 credit from Bad Company 2 on Super Street Fighter IV (so it shipped at $19.99), this is just gravy. I found out you can trade in stuff to Amazon last week and I paid off my pre-order of Splinter Cell. GameStop has been replaced!
PSP

bork

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Re: Super Street Fighter IV
« Reply #346 on: April 06, 2010, 07:27:16 PM »
JUST BLAZE

:hyper :hyper :hyper :hyper
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brob

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Re: Super Street Fighter IV
« Reply #347 on: April 06, 2010, 09:19:04 PM »
KNOCK EM OUT THE BUILDING

 :punch :punch :punch :punch :punch :punch
































 :tophat

Re: Super Street Fighter IV
« Reply #348 on: April 09, 2010, 05:38:44 AM »
Hey Lyte, I saw this outside Wan Zhu Ji in Kamakura yesterday and thought you'd get a kick out of it.

野球

iconoclast

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Re: Super Street Fighter IV
« Reply #349 on: April 09, 2010, 05:43:46 AM »
Amazon now has release-date delivery available (along with the $10 GC of course) if anyone is interested. Just pre-ordered this myself. :D
BiSH

bork

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Re: Super Street Fighter IV
« Reply #350 on: April 09, 2010, 05:45:40 AM »
Mr. Gundam, heard about that, but haven't seen that poster.  That is awesome!   :lol  I love the artwork they used for the characters and haven't found all the character art yet...

Amazon now has release-date delivery available (along with the $10 GC of course) if anyone is interested. Just pre-ordered this myself. :D

Nice, if I was going to be here on release day I'd still get it at Gamestop though, for no other reason than that I could go there at 10am and pick it up.
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The Fake Shemp

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Re: Super Street Fighter IV
« Reply #351 on: April 09, 2010, 08:18:42 AM »
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
PSP

bork

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Re: Super Street Fighter IV
« Reply #352 on: April 09, 2010, 02:05:58 PM »
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

Fuck that, this is SSF4.  I was about to cancel my mall pre-order and go to a store doing a midnight release!
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The Fake Shemp

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Re: Super Street Fighter IV
« Reply #353 on: April 09, 2010, 02:16:39 PM »
Forget that. With my pre-existing credit, I'm only paying twenty-something bucks via Amazon and I'm getting another $10 to spend on whatever I want.
PSP

bork

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Re: Super Street Fighter IV
« Reply #354 on: April 09, 2010, 02:46:05 PM »
Dude, if I could get the game a day or two early, I'd drop $100 on it, no problem.  This.  Is.  SSF4.
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MoxManiac

  • Member
Re: Super Street Fighter IV
« Reply #355 on: April 11, 2010, 12:35:18 PM »
I hope Lyte is getting the PS3 version :hyper

The announcer in the SSF4 commercial reminds me of Yipes
no

cool breeze

  • Senior Member
Re: Super Street Fighter IV
« Reply #356 on: April 11, 2010, 12:50:08 PM »
what is the bonus for having an SF4 save again?

Rman

  • Senior Member
Re: Super Street Fighter IV
« Reply #357 on: April 11, 2010, 01:38:33 PM »
I hope Lyte is getting the PS3 version :hyper

The announcer in the SSF4 commercial reminds me of Yipes
Lyte always double dips on fighters, sometimes triple dips if they get a PSP release.

Beezy

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Re: Super Street Fighter IV
« Reply #358 on: April 11, 2010, 02:51:12 PM »
360
Hori EX2 stick

bork

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Re: Super Street Fighter IV
« Reply #359 on: April 11, 2010, 02:55:22 PM »
I hope Lyte is getting the PS3 version :hyper

The announcer in the SSF4 commercial reminds me of Yipes
Lyte always double dips on fighters, sometimes triple dips if they get a PSP release.

I have SF4 on four different platforms!   :lol  I will get Super on 360, PS3, and PC for sure.
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