Author Topic: Super Street Fighter IV Arcade Edition 2012 Update Now Up!  (Read 137301 times)

0 Members and 1 Guest are viewing this topic.

Enl

  • Senior Member
Re: Super Street Fighter IV
« Reply #900 on: May 30, 2010, 09:52:36 PM »
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.

I gravitated heavily towards Adon recently. He's kinda sucky in many ways, like the priority in his specials is pretty lame, his inputs are annoyingly loose for a stick, and his ultras are useless without knowing how to set up the links. But yet for some reason I love playing with the cocky bastard. I've actually been doing really good with him lately in the rank matches now that I've learned some more B&B combos and effectively learning the range of his crescent jaguar kick.
mmm

bork

  • おっぱいは命、尻は故郷
  • Global Moderator
Re: Super Street Fighter IV
« Reply #901 on: May 31, 2010, 01:09:39 AM »
I just got done playing 60+ matches with RoboJ and a couple of others...spent hours and HOURS playing SSF4 on both systems today, holy crap!  I meant to eat dinner at like 8:00, and now it's 1AM.   :o

Robo's got a buddy who is fucking amazing with Sakura.  I've never seen someone play her that well before.
ど助平

Robo

  • Senior Member
Re: Super Street Fighter IV
« Reply #902 on: May 31, 2010, 01:16:51 AM »
Good stuff, lyte.  :bow
obo

Robo

  • Senior Member
Re: Super Street Fighter IV
« Reply #903 on: May 31, 2010, 11:15:52 PM »
Played a couple 10,000+ Ryu's today in Ranked and did pretty well against them.  Lost both matches, but it was damn close.  I tried to play one of them a second time and he booted me out of the lobby.  u scared?
obo

Raban

  • Senior Member
Re: Super Street Fighter IV
« Reply #904 on: June 01, 2010, 12:34:10 AM »
I just hopped in to play some Ranked games and lost all of my PP. I fucking suck at this game now, even worse than I did before. Wow.

Raban

  • Senior Member
Re: Super Street Fighter IV
« Reply #905 on: June 01, 2010, 06:26:36 PM »
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!

bork

  • おっぱいは命、尻は故郷
  • Global Moderator
Re: Super Street Fighter IV
« Reply #906 on: June 01, 2010, 06:32:05 PM »
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!

GG mayne, sorry but I gotta go pick up the wife now or we'd still be playing!  I didn't use a mic because I'm coughing like fucking crazy.  I think you did the best with Cody.  That was the first time I've ever used Honda against him and you really started to get a good offensive game mounted after a couple of matches.

I hear you on the PP thing.  Due to trying out various characters in ranked, I've had shitloads of PP go down.  I'm like 1600 on XBL, and that's only because I just used Chun to gain a bunch back, lol.  Although on PSN I'm still in the 2200 range and have only recently started playing ranked on there.

BTW, your XBL status is set to offline I think...it's hidden and you don't show up on my friends list.
« Last Edit: June 01, 2010, 06:34:19 PM by Good Day Sir »
ど助平

Raban

  • Senior Member
Re: Super Street Fighter IV
« Reply #907 on: June 01, 2010, 06:33:14 PM »
Oop, lemme fix that

EDIT: Yeah Cody's a pretty fun character. I like Juri but her wake-up is kind of meh (so is Cody's) and a lot of her moves trade against her. I JUST picked Cody up, so I'm gonna hop in the lab with him and practice his combos and links.
« Last Edit: June 01, 2010, 06:36:45 PM by startselect »

Robo

  • Senior Member
Re: Super Street Fighter IV
« Reply #908 on: June 01, 2010, 07:18:25 PM »
Cody has no wake-up outside of random wake-up ultra.  EX zonk knuckle is a crap shoot; big start-up, fails against cross-ups and is very punishable on block (but FADCable if you've got three stocks of meter to burn).

Learning to wait it out (and HOW to wait it out) will improve your overall defense game drastically.
« Last Edit: June 01, 2010, 07:20:18 PM by RoboJ »
obo

Smooth Groove

  • Both teams played hard, my man
  • Senior Member
Re: Super Street Fighter IV
« Reply #909 on: June 04, 2010, 02:36:00 AM »
So I finally got a Hori EX 2 pad. 



The d-pad is excellent.  It's even more responsive than the Madcatz pad.  I played a bit with Guile, Ken, Blanka, E. Honda and had no problems pulling off any of their moves. 

Buttons are pretty small though and sometimes I had to look down to make sure I was pressing the right button.  Also, the extra two buttons are RB + LB which means that the triggers have to be used for 3 kicks or 3 punches simultaneously.  Using the triggers to pull off Ultras is very awkward.  The timing was always a bit off so I had to press 3 face buttons with my fingers instead.  Finger style doesn't work that great either because the buttons are too small, like I mentioned earlier.

So, all in all, I prefer the Madcatz because it's more comfortable and the 3 fingers on buttons style works better.  The Hori does come with rumble but I doubt any serious player would use rumble in a fighter.   Also, forget using the Hori in anything other than fighters.  The sticks, shoulder buttons and triggers are pretty much junk, which is why I'm returning the pad. 



bork

  • おっぱいは命、尻は故郷
  • Global Moderator
Re: Super Street Fighter IV
« Reply #910 on: June 05, 2010, 06:12:57 PM »
The PS3 Hori FC3 Pad has the same issue with the triggers.  Unlike the Mad Catz Pads, you have to use the left button and trigger for 3P/3K.  The pad's button layout doesn't allow for the right button and right trigger to be used.  Throws me off completely.

I just uploaded my first SSF4 match video.  Nothing special; I play a complete scrub Honda.  This video was just a test to see what the quality would look using a digital camera.  The fun part of the match is during the last round, when the guy decides to taunt me, eats a wake-up EX headbutt, and then I am able to get in and finish him with a flurry of butt-stomps.  My guess is he was panicking and ate every one at the end.   He kicked me after the match.   :lol

[youtube=560,345][/youtube]

For whatever reason, Youtube shows the video with a 4:3 aspect ratio.
ど助平

Beezy

  • Senior Member
Re: Super Street Fighter IV
« Reply #911 on: June 06, 2010, 12:37:48 AM »
Makoto vs. good footsie games = :fbm

bork

  • おっぱいは命、尻は故郷
  • Global Moderator
Re: Super Street Fighter IV
« Reply #912 on: June 06, 2010, 12:41:39 AM »
I don't know what happened tonight, but I went to play some endless battle on PS3 and ended up BEASTING.  O_o

ど助平

Robo

  • Senior Member
Re: Super Street Fighter IV
« Reply #913 on: June 06, 2010, 12:59:52 AM »
Makoto vs. good footsie games = :fbm

I kinda disagree with this.  Her normals offer the opportunity from some odd frame traps that are pretty tricky to deal with. 

...not that I can tell you what they are, exactly.  :P
« Last Edit: June 06, 2010, 01:01:51 AM by RoboJ »
obo

Beezy

  • Senior Member
Re: Super Street Fighter IV
« Reply #914 on: June 06, 2010, 01:02:47 AM »
 :gloomy

iconoclast

  • レーダーマン
  • Senior Member
Re: Super Street Fighter IV
« Reply #915 on: June 06, 2010, 01:23:38 AM »
BiSH

Robo

  • Senior Member
Re: Super Street Fighter IV
« Reply #916 on: June 06, 2010, 02:20:10 AM »
SF4's footsies are kinda diminished from other fighting games for a variety of reasons, but the idea is still the same.  Other than the characters that have very fast walk speeds or dive kicks (where you can mix up footsies with quick off-the-ground dive kicks), I don't particularly think they're as useful as they are in other games, but, of course, they're still a viable mind game.

The easiest thing to try in SF4 is to take advantage of people's tendency to mash jab or throw tech (crouching throw tech always results in a crouching LK) during block strings by spacing your attacks slightly as you get pushed just outside their attack range.  For instance, you can cross-up MK with Ryu, and on block, do something like cr.LK, cr.LP, cr.LP, pause for a split second to allow your opponents jab to come out and punish the whiff with cr.MK, wherein you can then score some damage on them where previously you were getting pushed out of range in a pure block string.  If you're too close (or you try this on someone stupid like Balrog with his insane jab speed and priority), you're gonna get stuffed by whatever move they were trying to counter with, so the idea only works when you know your opponent's attack range in and out.

This also works to counter people who love to mash dragon punches during block strings (which is like, my most favorite thing ever).

A bit more difficult is to remain in attack range and take advantage of positive frames on your normals to space your attacks so that you allow time for the opponent's attack to come out, but not enter active frames before your counterattack does.  You can punish crouching throw tech misfires very easily this way too.  Same scenario: cross-up MK, cr.LK, cr.LP, pause for a split second, cr.LP, cr.MK.  Ideally, what will happen is that between your first cr.LP and second cr.LP, your opponent will try to jab or tech a throw attempt and your slight hesitation allowed just enough time for the attack to start, but not hit -- you then counter their action and can then hit verify the cr.LP, cr.MK, and do something like EX fireball -> FADC -> Ultra1 for good damage. 

This one is beaten by reversal dragon punches and the like, however, and you don't ever want to try this against a character with a command grab unless you've first trained them to expect a jump after the hesitation.  Even then, probably not worth the risk.

If you're playing a character with a fast walk, it's much easier to do the first element in Iconoclast's link: stepping in and out of attack range to bait pokes and punish.  I don't think this is very effective for most characters.  That detail seems to make it even more effective for the characters it does work for, though.
« Last Edit: June 06, 2010, 05:31:32 AM by RoboJ »
obo

Himu

  • Senior Member
Re: Super Street Fighter IV
« Reply #917 on: June 13, 2010, 03:30:13 PM »
Help against Zangief players plz :(
IYKYK

Himu

  • Senior Member
Re: Super Street Fighter IV
« Reply #918 on: June 13, 2010, 03:38:59 PM »
Just bought this. I've never gone through training mode at friend's house but the training in this is awful. Especially the command list. Having to go to the menu to see the command, and not having the command list appear in training mode and not being allowed to move on to the next move unless you pull the move off in DOA or VF fashion is inexcusable in the year 2010.
IYKYK

iconoclast

  • レーダーマン
  • Senior Member
Re: Super Street Fighter IV
« Reply #919 on: June 13, 2010, 03:46:24 PM »
I'm pretty sure you can choose to do any trial you want, there's no need to clear one to do the next. Most of the later trials are worthless though. They're hard for the sake of being hard and not practical in a real match. It's more like the game is saying "okay, now let's see you do THIS!" instead of teaching you the bread and butter combos for everyone.
BiSH

Robo

  • Senior Member
Re: Super Street Fighter IV
« Reply #920 on: June 13, 2010, 03:56:03 PM »
Yeah, don't confuse Trials for a training mode.  Far from it.  Sadly, SF4 lacks a proper training, so you'll need to do your own research. 

Check out the character forums at shoryuken.com and read through the first couple posts on some of the stickied threads:  http://shoryuken.com/forumdisplay.php?f=270
obo

Himu

  • Senior Member
Re: Super Street Fighter IV
« Reply #921 on: June 13, 2010, 04:04:49 PM »
I'm in training mode vanilla.

I'm at the point now where VF has ruined every fighting game series for me.

THanks for the advice!
IYKYK

Himu

  • Senior Member
Re: Super Street Fighter IV
« Reply #922 on: June 13, 2010, 04:10:31 PM »
:lol Challenge mode

"show input" :lol
IYKYK

bork

  • おっぱいは命、尻は故郷
  • Global Moderator
Re: Super Street Fighter IV
« Reply #923 on: June 13, 2010, 04:59:36 PM »
It's Himuro, don't try to understand. 
ど助平

Himu

  • Senior Member
Re: Super Street Fighter IV
« Reply #924 on: June 13, 2010, 05:09:42 PM »
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?
IYKYK

Himu

  • Senior Member
Re: Super Street Fighter IV
« Reply #925 on: June 13, 2010, 05:13:34 PM »
:bow Juri :bow2
IYKYK

Beezy

  • Senior Member
Re: Super Street Fighter IV
« Reply #926 on: June 13, 2010, 05:17:27 PM »
I hate her. With Makoto I can beat my friends when they use Ibuki, but I get caught by a lot of Juri's bullshit.

Himu

  • Senior Member
Re: Super Street Fighter IV
« Reply #927 on: June 13, 2010, 05:21:27 PM »
I am having quite a hard time activating makoto's power up move

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
IYKYK

bork

  • おっぱいは命、尻は故郷
  • Global Moderator
Re: Super Street Fighter IV
« Reply #928 on: June 13, 2010, 05:25:27 PM »
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,

They do.  :smug

Seriously, you'll get used to it.  2D fighters aren't like 3D fighters in that all normals are counted as being "moves."  There's not much to memorize as far as move lists go. 

When I start out playing a 3D fighter, I need to have a move list out and in front of me like all the time.  Not so with 2D fighters; it's just so much easier to get the moves down and start experimenting with strategies/combos, IMO.

Quote
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?

They changed this from SF4.  In SSF4, you have to essentially pause the challenge mode to see the commands and then go back again.  In SF4, you just hit select and hit would flip from the move names to the inputs.  Odd thing to change around.

Listen to Iconoclast.  Unless you are just going for the icons/tags/trophies, you're not going to get much stuff that's going to be useful in matches.  Use the practice mode to get the moves down and try out some combos, then get your ass online/in offline multi and start playing human opponents.
« Last Edit: June 13, 2010, 05:29:53 PM by Good Day Sir »
ど助平

Don Flamenco

  • FootDiFootDiFootDive
  • Senior Member
Re: Super Street Fighter IV
« Reply #929 on: June 13, 2010, 05:28:34 PM »
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.

bork

  • おっぱいは命、尻は故郷
  • Global Moderator
Re: Super Street Fighter IV
« Reply #930 on: June 13, 2010, 05:31:51 PM »
There's really no reason for the game to intentionally opaque on something like that.

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.

Personally I barely ever touch the challenge mode.  I'm just glad that with SSF4, Capcom ditched having to go through separate types of challenge/survival modes to unlock basic stuff for the characters. 
ど助平

Himu

  • Senior Member
Re: Super Street Fighter IV
« Reply #931 on: June 13, 2010, 05:32:39 PM »
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
IYKYK

Don Flamenco

  • FootDiFootDiFootDive
  • Senior Member
Re: Super Street Fighter IV
« Reply #932 on: June 13, 2010, 05:35:02 PM »
FORGET ABOUT HIMU! TURTLING GUILE TIPS, NOW!

bait flash kicks and sonic booms > punish.  You can do this by walking up after knocking him down and hitting buttons like you're trying to pressure him on wake up, but stop hitting them as soon as he's beginning to get up.  or doing a dry jump next to him right when he's about to get up.  The key is to make it look like you'll be vulnerable to a flash kick, when you'll really recover a second before he gets up.   Weak versions of special moves from across the screen can also be good for baiting.  

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 ;)

bork

  • おっぱいは命、尻は故郷
  • Global Moderator
Re: Super Street Fighter IV
« Reply #933 on: June 13, 2010, 05:35:16 PM »
^^^
Ha ha, same answer...bait n' punish!

FORGET ABOUT HIMU! TURTLING GUILE TIPS, NOW!

I don't play Ken or Dudley, so I dunno.  At a basic level, I'd just say to bait n' punish-- make the Guile player be more careful about spamming Sonic Booms and Flash Kicks, then go to town.  Be patient, get the life lead, and let him come to you-- You should be able to keep his Sonic Booms at bay with Ken's fireballs, and doesn't Dudley have a move that goes through them?

If you're really good, learn to interrupt his ducking FK (the two spinning kicks) after the first kick.

In other words, focus attack!

Quote
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 ;)

Also one thing to keep in mind against charge characters is that if you are able to make them start coming to you (moving forward), they can't charge their specials.

It's a basic tactic, but a lot of people don't tend to do this because they just don't think about it or think it's "dishonorable" or some stupid shit-- if you have the life lead, you don't have to always keep the pressure on.  You can back away or even run to avoid whatever they are trying to hit you with.  I'm not saying you should become a turtle master either, just that you don't always need to be right up on them if you are winning.  It depends on the character/player.
« Last Edit: June 13, 2010, 05:40:17 PM by Good Day Sir »
ど助平

bork

  • おっぱいは命、尻は故郷
  • Global Moderator
Re: Super Street Fighter IV
« Reply #934 on: June 13, 2010, 05:41:22 PM »
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.

Dudley doesn't have any cross-ups?  What about that charge move he has?  Maybe you can bait and punish sonic booms with that if you're in range.  Again, I'm not a Dudley player so I really don't know.
ど助平

bork

  • おっぱいは命、尻は故郷
  • Global Moderator
Re: Super Street Fighter IV
« Reply #935 on: June 13, 2010, 05:46:26 PM »
Quote
-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
ど助平

Beezy

  • Senior Member
Re: Super Street Fighter IV
« Reply #936 on: June 13, 2010, 07:14:56 PM »
I am having quite a hard time activating makoto's power up move

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
I've lost so many matches because of this. I think most Makoto players have this problem in SF4. :(

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.

« Last Edit: June 13, 2010, 07:16:33 PM by Beezy »

iconoclast

  • レーダーマン
  • Senior Member
Re: Super Street Fighter IV
« Reply #937 on: June 13, 2010, 07:19:40 PM »
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.
BiSH

Raban

  • Senior Member
Re: Super Street Fighter IV
« Reply #938 on: June 13, 2010, 08:24:43 PM »
Himu, the strategy against Geif is just stick and move. When you get in don't stay there, and do NOT let him jump in, ever. Shut down that shit as much as you can because noob Geifs know jump-in = free SPD. Dont't turtle against Geif either. You pretty much need to stay at a distance to chip him away without being vulnerable to his pokes and grabs. Also be careful if you're block stringing him, since he can pop out an EX bear and fuck you RIGHT IN THE ASS.

Himu

  • Senior Member
Re: Super Street Fighter IV
« Reply #939 on: June 13, 2010, 08:26:36 PM »

If it's anything like her ground combos, then you have to input the hayate immediately after you press MK.



I do! :lol
IYKYK

Himu

  • Senior Member
Re: Super Street Fighter IV
« Reply #940 on: June 13, 2010, 08:27:27 PM »
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.

you have to CANCEL the move? :lol The input thing doesn't say this at all.
IYKYK

bork

  • おっぱいは命、尻は故郷
  • Global Moderator
Re: Super Street Fighter IV
« Reply #941 on: June 13, 2010, 08:56:59 PM »
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.

.
ど助平

Himu

  • Senior Member
Re: Super Street Fighter IV
« Reply #942 on: June 13, 2010, 10:04:59 PM »
Sorry Makoto but Cammy's still my girl.
IYKYK

Himu

  • Senior Member
Re: Super Street Fighter IV
« Reply #943 on: June 13, 2010, 10:26:21 PM »
How do I unlock costumes in this, mayne? :(
IYKYK

Beezy

  • Senior Member
Re: Super Street Fighter IV
« Reply #944 on: June 13, 2010, 10:27:29 PM »
How do I unlock costumes in this, mayne? :(
play online

Himu

  • Senior Member
Re: Super Street Fighter IV
« Reply #945 on: June 13, 2010, 10:28:09 PM »
Cool, thanks! I haven't really played online yet.
IYKYK

iconoclast

  • レーダーマン
  • Senior Member
Re: Super Street Fighter IV
« Reply #946 on: June 13, 2010, 10:31:11 PM »
Alternate costumes = buy with real money

Additional colors for your default costume you unlock by choosing that character x number of times.
BiSH

Himu

  • Senior Member
Re: Super Street Fighter IV
« Reply #947 on: June 13, 2010, 10:40:44 PM »
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.
IYKYK

Himu

  • Senior Member
Re: Super Street Fighter IV
« Reply #948 on: June 13, 2010, 10:46:20 PM »
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.
IYKYK

bork

  • おっぱいは命、尻は故郷
  • Global Moderator
Re: Super Street Fighter IV
« Reply #949 on: June 13, 2010, 10:55:48 PM »
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.

Nope.  Just colors.  All alternate costumes cost money.
ど助平

Robo

  • Senior Member
Re: Super Street Fighter IV
« Reply #950 on: June 13, 2010, 11:05:01 PM »
I just got annihilated by some guy that kept picking random.  It's like he played every character perfectly; every action I'd make, no matter how random, he had a counter for, for every single character.  I don't even see how that's possible.  Shit like that just makes you wanna quit playing.  :(

The weird thing is that I'd beat him when he'd pick the characters he actually used, but he'd beat me with almost every 0 BP character.  He perfected me twice in the same match with his 0 BP Rufus, but didn't win a round with his 4,000+ BP Ibuki.
« Last Edit: June 13, 2010, 11:08:04 PM by RoboJ »
obo

Himu

  • Senior Member
Re: Super Street Fighter IV
« Reply #951 on: June 13, 2010, 11:08:29 PM »
:lol
IYKYK

Beezy

  • Senior Member
Re: Super Street Fighter IV
« Reply #952 on: June 13, 2010, 11:28:46 PM »
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

Himu

  • Senior Member
Re: Super Street Fighter IV
« Reply #953 on: June 13, 2010, 11:46:08 PM »
I did
IYKYK

bork

  • おっぱいは命、尻は故郷
  • Global Moderator
Re: Super Street Fighter IV
« Reply #954 on: June 13, 2010, 11:55:10 PM »
Damn you got shitty internet Himu  :lol
ど助平

chronovore

  • relapsed dev
  • Senior Member
Re: Super Street Fighter IV
« Reply #955 on: June 14, 2010, 12:04:16 AM »
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.

Nope.  Just colors.  All alternate costumes cost money.
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. :notsureifilikeit

iconoclast

  • レーダーマン
  • Senior Member
Re: Super Street Fighter IV
« Reply #956 on: June 14, 2010, 12:39:26 AM »
yep, $40-$50 worth of unlock keys if you want all the costumes.
BiSH

chronovore

  • relapsed dev
  • Senior Member
Re: Super Street Fighter IV
« Reply #957 on: June 14, 2010, 12:57:26 AM »
Passssssssssssssssssssssssssss, thanks. Wow. Um, no. :walletcry

bork

  • おっぱいは命、尻は故郷
  • Global Moderator
Re: Super Street Fighter IV
« Reply #958 on: June 14, 2010, 01:23:16 AM »
Passssssssssssssssssssssssssss, thanks. Wow. Um, no. :walletcry

Yeah it's pretty crazy.  It's really twenty-something bucks for SF4 and twenty-something bucks for SSF4's outfits, but you have to buy the SF4 ones to use them in SSF4.  I have and will buy them all, but that's only because I play this game so damn much...I want to have everything available for it.  If I played it casually there's no way I would bother buying them.

I don't see why they couldn't have released more outfits as REAL DLC and simply add them to the game with an update...those who don't want to buy them don't have to and it wouldn't be separated.  Can't take up that much space...can it?
ど助平

Himu

  • Senior Member
Re: Super Street Fighter IV
« Reply #959 on: June 14, 2010, 01:33:04 AM »
Lyte Edge has beaten me 30 games. I have won none. I suck.
IYKYK