Fighting Game Thread V : Addiction > FADC > Recovery

[quote name='PhrostByte']I think his Super nerfs will make the fight a bit more fair. You know.. Zangief was one of the characters I didn't have too much trouble with as Blanka... unless they were exceptionally good. A lot of Blanka's stuff gets around his lariat, and if you play turtle style (which I don't), you pretty much force him to come to you which is difficult for him to do safely.

Oh, and by the way... which one's Pink?[/QUOTE]

My main problem is that his jab stuffs lariat but there is no stun or anything from the jab, so he is free to start up whatever he wants again with little to no damage taken. Then if my timing is slightly off, I am eating a lariat which does decent damage. It's just a really tough fight for me. It actually has me weaning off of Balrog and towards Ryu (a sin, I know.)

I don't get the last part though.. which one's Pink????
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Anyone wanna play some SF4 360 / UMK 360 / MvC 360 or PSN right now? Or even Tekken 6 PS3. It is 4:37 PM EST and I am bored.
 
[quote name='asianxcore']Uraizen's post......but smaller.

http://www.youtube.com/user/RajmanGamingHD#p/u/2/oKlJlJdjhT8[/QUOTE]

And less awesome.
j/k
I excluded the claw, seth and ken ones. The Ryu vs. Ken one mainly because Ken is just the CPU, lol.

EDIT: The link axc posted now has more vids, the 60fps versions are in the ruliweb link I posted.

EDIT #2: Here's our shitty CE (Dojo Edition) with a slightly better but still shitty boxart.

http://shop.capcom.com/store/capcomus/en_US/DisplayProductDetailsPage/productID.181158900
 
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[quote name='Jimbo Slice']Only thing I know of w/ Balrog is his jab, but I always get caught by the person just starting another one up right away (or SPD.) I am SOOO bad at fighting him that it is outrageous.

I just don't understand how it is done without a projectile character. 'Gief is just able to cover so much ground in 4 with his Palm and Lariat. Ugh.[/QUOTE]
I haaaaaaate the Balrog/Gief matchup. Basically you have to play runaway the entire time because most of Balrog's tricks don't work. I think moving the hitbox up in SSF4 on the lariat is going to make that match a lot easier for most characters (not just 'Rog). It may knock him down a couple of notches but he's still going to be scary in the right hands.
 
PhrostyB from Mexico City reporting. Hit up an arcade today, quite the experience. Half of the machines had mismatched art but they had a lot decent games: SF2, SF2CE, SF3:TS, MvC1, CvS1, MvC2, a couple other VS games, Michael Jackson's Moonwalker, NBA Jam, Tekken 3, Tekken Tag, some Puzzle games, and of course a bunch of different KOF games. I think they had 97, 98, 99, and one of the slightly newer ones. The games were dirt cheap so I spent about an hour there. You guys told me that people would be playing cross-handed but I never actually saw that. All the machines had American sticks and American buttons.. except some were concave and some were convex.. on the same machine. I played my favorite games: SF and Tekken. To my surprise, I actually dominated in Tekken 3 and was annihilated in SF2. I went 50/50 in Third Strike. This is a surprise to me because the games I'm most proficient at are SF2 Remix and SF4... although I'm not terrible at Tekken 3 and 5. I couldn't get any wins on either of the two SF2 machines, and I'm not really sure why. I mean yeah the competition was strong, but I think my discomfort with the controls had something to do with it it too. I'm so used to the Sanwa stick that I found myself in neutral crouch instead of blocking crouch a lot of the times. Also... my charge motion special frequency was like 10%, it was really pathetic... :(

For some reason.. in Tekken 3 I only lost like 3 matches out of about 20.

[quote name='Jimbo Slice']I still don't get the relationship... lol[/QUOTE]

Sorry to disappoint Jim, there is no connection. I just love classic rock and some random ass cover band here played their terribly mixed version of "Have a Cigar", which is my favorite Floyd tune... just wanted to see if anyone got the reference. :]
 
[quote name='Jimbo Slice']Does this really come out on March 30th? Is there ANY hype at all from ANYONE?

http://www.amazon.com/Samurai-Shodo..._1?ie=UTF8&s=videogames&qid=1269142962&sr=8-1[/QUOTE]

fuck no, good god.

I'm convinced that there are certain series that will never, ever be good in 3d. Samurai Shodown is probably the oldest of them but off the top of my head, I'd include Last Blade and probably Guilty Gear.

There is a certain heaviness to weapon strikes in Samurai Shodown that won't (as far as I've seen) come across properly in 3d. I love Soul Calibur but how many times do you impale you opponent in a single fight? It doesn't pack the same punch.
 
Already got burned by SNK once recently... I probably wouldn't even get it for $20.

I think a more interesting question is: Who's getting Super SF4 Dojo Edition?
 
Makoto's dash is ridiculously fast. I wonder how Makoto was able to land a post hayate kara. Maybe because she was in the corner. Like her so far though.
 
[quote name='option.iv']Makoto's dash is ridiculously fast. I wonder how Makoto was able to land a post hayate kara. Maybe because she was in the corner. Like her so far though.[/QUOTE]

FA armor + DC = rape against shotos ... hopefully

[quote name='Jimbo Slice']I am getting the regular edition of SSF4. What the hell would I do with the gym bag? lol[/QUOTE]

Hey, thanks to the shitty CE, I can get both versions of SSFIV now.
 
[quote name='PatFortenbaugh']Makotos throw looks so broken. I predict a SSFIV.1 in the near future[/QUOTE]

Your calling shit broken before you have even gotten you hands on it? On top of calling a patch for a game where patches are now common place. You must be the next coming of Nostradamus.

Good to hear about you getting the 360 as well Dizzy.
 
[quote name='LostRoad']Your calling shit broken before you have even gotten you hands on it? On top of calling a patch for a game where patches are now common place. You must be the next coming of Nostradamus.

Good to hear about you getting the 360 as well Dizzy.[/QUOTE]




LOL. I have been trolled!
 
anyway this one for you rero

Picture_010_243w.jpg

that shit made me laugh for like 10 mins
 
That Rufus/Dee Jay match posted has me really excited to play Dee Jay. I'm curious if Machine Gun Upper -> Ultra I will work and get the full juggle....

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Oh by the way, who's down for an HD Remix night this Tuesday? I'll send out invites to anyone who is on the CAG Fighter IV tag on the 360. We'll prolly get started around 9PM EST.
 
[quote name='hankmecrankme']I heard Markman plays a mean ass Lucario.[/QUOTE]nah bro, I hear he uses metagay, LOL TIERS SON

[quote name='motorkill']I don't plan on picking up the SSF4 CE, but i really do want that Dudley shirt.[/QUOTE]
I bet you could probably buy the normal version of Super, then get the t-shirt on ebay, and it would still cost less then buying the Special Edition.
 
Yeah, I already pre-ordered it through my amazon gold box deal a few months ago, and I have no intention of cancelling that order, so yeah I may have to try ebay once the game is out.
 
I bet you can find the Dudley shirt online or at Hot Topic. I wish Hot Topic would sell bad ass Street Fighter shirts for women, I'd totally rock a C. Viper one.
 
My brother has this friend who plays SF4 Ken. And his Ken is ridiculously good. There aren't really any tricks either, it's just a really really solid Ken. He really knows his stuff too, knows how to safe-jump, knows his crossup options, can kara-throw 9 times out of 10.

It's the strangest thing ever.
 
[quote name='PatFortenbaugh']anyway this one for you rero

Picture_010_243w.jpg

that shit made me laugh for like 10 mins[/QUOTE]


lol fuck yeah!

on that note anyone in Miami area (ie nobody) can come out and see my show on april 10th... live pugs in the show ^_^

[quote name='MarkMan']RR, don't duck me.

I'll be in Florida.

MLG Orlando, lets go![/QUOTE]

oh shit! when?

Uraizen now has no excuse to not see you.



i need a new fighter to play. Strangely I downloaded Bloody Roar last week. Its still pretty damn fun if not broken, but its fun the same way the newer MK games are fun for being broken.
 
[quote name='RelentlessRolento']lUraizen now has no excuse to not see you.[/QUOTE]

When did this become about me? You're the one he wants to nail.

[quote name='SmallWind']http://www.shoryuken.com/content.php?r=434-New-Video-Showing-A-Few-SSF4-Alt-Outfits-In-Action[/QUOTE]

Mmm... Juri, you so fine, that alt is all mine.

[quote name='Paco']Anyone notice how Hakan makes women submit to his desires?

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[/QUOTE]

It's in his Turkish blood and chicks dig guys who own oil companies.
 
I doubt I'll get the shitty CE as well... but there are a few things in it I wouldn't mind copping: the shirt and the gym bag. The gym bag would make a nice container for bank robberies.

Also, @ MtlTom: I'm down for some SF2 Remix but I get off work at midnight. If you wanna play after that, hollaratchaboy.

Also, @ Paco: I think you and I are the only ones here excited about Hakan. :D
 
[quote name='Mr. Beef']You're talking about yourself, aren't you?[/QUOTE]
I wish I was.

If I had a Ken like that, I'd be confident in entering tournaments.

All I have is a bag of tricks with Sakura.
 
^Lol at that Hakan shot.

I hope the release of SSFIV isn't as crazy as the release of the original. I remember Gamestop being insane that day since they did not have a midnight release.
 
[quote name='kainzero']I wish I was.

If I had a Ken like that, I'd be confident in entering tournaments.

All I have is a bag of tricks with Sakura.[/QUOTE]


Does that include constant raisings of her skirt? If so, I want a piece.
 
Special thanks to one of the guys at Neogaf for translating part of a french player's impressions of SSFIV.

t hawk:
-tick throw game is amazing, can do three different types of SPD that leave at different distance and do different damage, HP furthest distance. EX does MP's distance and HP's damage, letting you mix up.
-hurts with ex meter
-condor spire is hard to do on reaction with walk, due to RDP motion? blows through fireballs (Ex only) and is apparently good for option select?
-has NO short jump like gief does
-dp sucks on block? cant get this one
-excellent normals

deejay
-cant land ultra juggle outside of corner
-fireball SUCKS compared to guile, and has worse aa to boot, but his combos are a little better
-stand HP still has same startup anim as max out
-can do two maximum jacknife juggle but its hard
-u1 cant go through fireballs
-u2 cant anti-air, isnt too good.

boxer
-u2 sucks, can be jumped on reaction

chun
-unchanged
-u2 doesnt juggle well mid screen? but has high juggle potential, worked off stuff like (some combo) -> ex legs, u2

sakura
-new ultra is nice
-j.HP HP qcb+kk, u2 (450 dmg)
- j.HP, HP, qcb+LK, LK, qcb+kk, dp+lp, U2 (kKK version) works

honda
-headbutt buffed lp and ex have more invincible startup, ex cant beat fireballs? (cant tell).
-u1 MIGHT have more fireball invincibility, he isnt sure though.
-buttslam now punishable by srk (he thinks this was possible in 4, but it actually isnt), cant understand rest

rufus
-ex snake strike does less damage
-u2 isnt very good at juggling (didnt get full hits off stand HK juggle).

akuma
-HK loop gone
-HK still combos into LP, but not vice-versa
-divekick still beats reversal? (not sure on this one)
-u1 does 510 damage
-u2 useless, only setup found was EX air fireball, land, teleport into U2. u2 doesnt work as anti-air at all.

ken
-new u2 vast improvement over old one
-u2 combos off of crossup air ex tatsu and can actually be confirmed (instead of just a blind setup)
-ex hadou fadc u2 works (? cant tl rest)
-hp shoryu completely invincible now? (guessing on the version, seeing as the others were decent aa...)

cody
-slide kicks are armor break and are pretty safe. lk is low, mk is safe and goes long distance, HK is great anti air
-rock toss is good, expect to hear lots of "HAHA!", can do rocks into U2 in corner (woah?)
-knife does chip damage, seems harder without knife
-j.MK crosses up? (dunno)
-his combos are simple and effective

ibuki
-didn't play much, she looks strong, has a mixup for every direction (? unsure about last part)
-she has a high jump cancel like viper
-combo info from challenge mode (not gonna tl the combos...)

CLAW :
- 3MK overhead, leaves claw at -1/-2 frames. Good pressure tool, but not the best overall in the game.
- No more wall whiffs: claw always grab the walls
- His U1 became "ULTIMATE". Like his EX flying barcelon his U1 now acts as a launcher at the beginning of the move (when grabbing the wall): if the opponent is not guarding, he takes the ultra. Goes through fireballs. Every fireball. Very good AA, and fastest than his vanilla version. One of the best ultra in the game now.
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Here's the full list (I think? I forgot if there are any characters left out) translated.

RYU:
-His HP Dragon punch hits twice (100-50; 1rst hit-2nd hit) It seems to have lost significant priority as an anti-air and if it does connect it’ll only deal 50dmg ^^ (last hit).
-Trade DP to Ultra doesn’t work anymore, though it could probably work in the corner (not tested)
-Trade DP to Super does work though.
-You cannot cancel the hadouken’s recovery frames with a Super anymore. NO MORE! You can only cancel the startup frames thus resulting in an instant super cancel. Hence no more Super traps (e.g. baiting a neutral jump from your opponent to catch him with super)
-Otherwise, EVERYTHING that worked in SF4 works in SSF4, combo wise, so not much has changed though I did not have access to frame data so there might be subtle changes.
-His Ultra2 isn’t really stellar. It doesn’t connect fully off a DP-FADC and only deals partial damage just like Gouken and Ken’s whiff Ultras. However, there is one set up that worked in the corner for the full 3 hits:
>>> J.HP, c.MP, c.MP, c.MK, HP hadouken, FADC, U2

KEN:
-His HP Shoryuken is invincible on start-up so it actually functions as a real anti air now.
-You can do HP Shoryu, FADC, HP Shoryu, FADC HP Shoryu (though you could do that in SF4 as well iirc)
-His Ultra2 is also lackluster though it can be combo’d into with set ups similar to U1:
1) Jump ex.tatsu, U2 (you can hit confirm the ex tatsu)
2) Ex Hadouken, FADC, U2 (Ultra connects fully)

SAGAT :
- 1000HP
- Tigger Uppercut does 100 damage. Ridiculous.
- U1 full does 510 damage. When comboed, does about 450. Ridiculous.
- stand LK became 2 hits, yadi yada what we all already knew.
- U2 juggles well, but does little damage. Maybe usefull against fireballs?
- Very hard to put a f.HK on a double touch now. Still possible, but harder.
- No more double touch to ultra or tiger knee, or maybe just in the corners
- Scar makes the next TU does 170 damage

GUILE:
-Regarding the character itself without taking into account the Ultras, it seems nothing has changed… No crossup flash kick, he still has the very same tools. His HP Sonic boom might travel faster but that’s not guaranteed (didn’t spam enough of them to make a clear judgment ^^)
-U1 changed somewhat; the majority of its damage now comes from the final hit “STRIKE~!” which allows it to be much more reliable as an anti-air or as a juggle after an AA Flash kick.
Here are some of the Guile challenges:
1) FA, c.lp, c.lp, sonic boom, super, U2
2) J.HP, c.MP, Flash kick, Super, U2
3) J.HP, c.MP, EX Sonic boom, FA, U2
4) J.HP, c.MP, Sonic boom, c.lp, c.mp, LK Flash Kick
5) c.lp, c.lk, c.lp, Super, U1

BOXER/BALROG:
-Nothing really changed with Balrog. YOU CAN STILL THROW ALL OF HIS DASH PUNCHES, even Exes, just like in SF4. U1 still juggles after an headbutt. LP->HK still works… just like everything we’ve been accustomed to in vanilla.
-His U2 isn’t that good as you can jump out of it after the flash (just like any counter/grab ultra) USELESS! [Though it does deal 700 stun iirc!]

AKUMA/GOUKI:
-Aside from the missing loop, all the combos that worked in SF4 are back.
-You can link a jab after HK but it doesn’t work the other way (jab -> HK is gone)
-You can still beat DPs with Demon flip dive kicks and follow-up with a nice BnB combo… just like in SF4.
-U1 deals 510hp at most now.
-His spinarooni U2 is useless… Doesn’t even work as an anti-air. Only one known set-up has been found thus far:
J. ex hadou (2hits), PPP/KKK teleport, U2 (actually you can cancel the demon slide with U2… Though I don’t really see how this could possibly work, seeing as getting both ex FB hits to connect is hard enough as is) [hopefully this makes more sense to you than it does to me..]

HONDA:
-The startup frames on LP and EX headbutt are invincible. He doesn’t quite have enough inv. Frames to travel through an entire fireball but it can be useful to escape meaty fireballs on wakeup.
-His two headbutts are thus even better as anti-airs.
-His Buttslams can be DP’d on block (don’t know if that was the case in SF4). Anyhow, you cannot block the incoming DP so that changes a lot of things.
-U1 seems to have a bigger window allowing it to travel through fireballs though we might need an actual Honda player to confirm this statement and not a scrub like me
icon_razz.gif


CHUN-LI:
-No notable changes.
-You can juggle her U2 practically anywhere on the stage but it’s not that strong. For example she can do:
HK hazanshu, c.lk, EX legs, U2

VIPER:
-I felt like her walking speed was noticeably faster, but I could be wrong.
-I really liked her U2, comboing into it was a breeze anywhere midscreen… even easier than U1!
-Notable combos:
1) EX seismic hammer, Super jump cancel, U2! Totally free in mid-screen, and U2 also fully connects
2) HP, Super jump cancel, U2! No skill required! Connects fully anywhere on screen~
No need to dash cancel the SJC anymore or falling back on obscure motions to land the Ultra.
3) c.HP, HP thunder knuckle, cancel, U2. Totally free! Why not?!
4) J.HK, c.HP, HP thunder knuckle, FADC, U2
5) EX Thunder knuckle, LP seismic hammer, SJC, U2
-There’s a lot to be celebrating about with Crimson~ Her U2 doesn’t connect after a burning kick like her U1, but its far easier to combo into, no more worrying about whiffing due to miscalculated juggle heights and whatnot. Ezpz macaroni.

RUFUS:
-His EX Snake Strike deals less (read: scaled) damage. That’s it ^^
-Ahh about his U2... It’s useless. He does have dubious set-ups like Far HK -> U2, which does not connect fully… Trash.

SAKURA:
-Her U2 is really neat. PPP version for the regular shinku hadouken and KKK for the anti air (45 degree) version.
-She can combo into it in such ways:
1) J.HK, c.HP, EX Tatsu, U2 (450 dmg)
2) J.HP, HP, lk tatsu, lk, EX tatsu, lp shoryu, U2 (KKK)

ZANGIEF :
-His U1 deals 510 dmg.
-His lariat doesn’t hit low after start-up. Believe me, the difference is quite noticeable and it feels good. Even if the real giefs don’t spam lariats continuously, random strolls on xbl should be fairly more bearable now.

ROSE:
-Her U2 can actually be used as a reversal, it deals 240 damage and you can juggle from it (like Rufus’ HK). A good tool that will make her even harder to approach.
-She has a few interesting set ups for her U2:
1) J. HP, U2, HP, soul spiral, Super
2) FA, U2, HK, HK, soul spiral (you can juggle a HK after each of the Ultra’s balls connects)
3) J.HP, HP, EX Soul spark, FADC, HP reflect, U2, Ex soul throw (470 dmg, requires full super bar)

CLAW :
- 3MK overhead, leaves claw at -1/-2 frames. Good pressure tool, but not the best overall in the game.
- No more wall whiffs: claw always grab the walls
- His U1 became "ULTIMATE". Like his EX flying barcelon his U1 now acts as a launcher at the beginning of the move (when grabbing the wall): if the opponent is not guarding, he takes the ultra. Goes through fireballs. Every fireball. Very good AA, and fastest than his vanilla version. One of the best ultra in the game now. *The Ultra does not function as a reversal though and you can safely waste it with a meaty on wakeup.*

T.HAWK:
-This is the character I’ve played the most so I’ll have a lot to say.
-New move: Condor Spire [reverse DP + P]
Probably his best move, EX goes through fireballs and you can juggle after it if you use it as an anti-air (good for option selects). Its motion is a big handicap though as it is quite a challenge to pull it out while walking forward which will often register as a THbuster (DP+P). Hurray, shortcuts! Gotta be really precise with the inputs if you don’t want to get screwed over…
-He has 1200 hp, he’s the character with the most HP In the game.
-His tick throws are monstrous. With three 360 command grab variations, the stronger the punch the farther your opponent his sent and the harder it is to mix him up afterwards on wake up. His EX 360 has the same properties as HP 360 while sending your opponent at the MP 360 distance. Insane range on those grabs is expected, and just like Giefs, he can also grab limbs.
-He does not have a short jump.
-He has good normals, he can zone well.
-His Dragon Punch isn’t really that good though, it doesn’t reach as far as you’d expect it to.
-His U2 is too good as an anti-air. Reallllyyy efficient, and totally scares your opponents into jumping on you (not as bad as Hakan though
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)
-I honestly really like T.Hawk though I do envision some bad Match-ups. He builds up super really fast, hurts like a truck and takes hits like a tank. Definitely a solid pick.

DEEJAY:
-Life ain’t easy for our poor DJ. Even if he has a couple of combos that work well, he can’t really zone as well as Guile. He recovers a lot more slowly on just about everything, his anti-airs aren’t as good, his normal AAs are even less spectacular.
-He almost doesn’t have any good confirms into Ultra other than in the corner, and even then, he doesn’t have many tools to actually pressure his opponents into such a precarious position.
-His s.HP moves you forward so you can sort of mask his Air slasher with this.
-You can juggle two jack knives but the conditions are hard to come by.
-His U1 doesn’t have a lot of range, not enough to be a good option against pointblank fireballs at least.
-U2 can’t be used as an anti-air and it also deals mediocre damage. That being said, his Super is really strong.

GUY:
-I wouldn’t be surprised if Guy ended up being really good.
-He has a good vortex against opponent’s wakeups, a cross between Akuma and Fuerte with run cancels, run overhead, run slide, bushin flip grab, etc.
-His Ex Tatu is GODLIKE. It’s the new ex messiah, which also works against cross ups. The destroyer of all or almost all pressure (Akuma might be able to find a way through it
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)
-Only his U1 can be hit confirmed from a combo, and they’re quite beastly in the corner.
-His Houzanto (dashing elbow) is really good, especially the EX version which is a launcher.
-He has amazing priority in the air with his air grabs. Izuna drop beats EVERYTHING, like guile’s current air throw. His flip grab is just the icing on the cake, with a monstrous range; even if he’s already passed above you in the air. It’s really strong!
-His jump goes really far and it’s quite hard to gauge. He has a good cross up with MK.

CODY:
-THE new character most newbs will flock to for sure. Say good bye shotos and hello pebbles!
-His slide kicks (QCF+K) all do break armor and they’re pretty much safe from the right distance. The MK variation travels realllllly far. HK is the ultimate anti-air and LK hits low.
-His rocks are too good. His annoying laugh (AHAH!) as he throws them will make you cringe throughout the entirety of the game. He can even combo his U2 from it in the corner…
-His knife does chip damage on block but Cody seems stronger without it.
-His J.MK crosses up.
-You will understand by seeing his combos, really simply and efficient.

IBUKI:
-Don’t really have much to say about her since I didn’t get to play her much. But from what I’ve seen, she seems really strong. She has so many target combos its ridiculous.
-She can Super Jump Cancel just like Viper.

MAKOTO
-What can I say, the 3rd strike players weren’t really taken aback by the new Makoto. Only the tick karakusa after hayate did not work, but you could Hayate FADC Hayate instead.
-Her instant air tsurugi (Jump QCB+K) is not an overhead, but it opens up combo possibilities. The EX is an overhead but it knocks down.
-The biggest new tool is the possibility to cancel Hayate to link. I don’t know how many options that opens up but just know for now that HP, Hayate cancel, c.lp is effectively a 2 hit combo.
-To perform the cancel you do not even need to piano, you can simply press P+K almost simultaneously (like plinking) and it cancels automatically. In other words, QCB+LP+LK results in a hayate cancel. A lot easier to perform than Viper’s.
-You can juggle your opponent after her U2. U2 also has two effective ranges, short and long.

DUDLEY:
-Not much to say about him, all that is known has been said already (via Jwong’s walkthroughs and whatnot). This character is just too good. I think the challenges really display his strengths and versatility.
-You can link a HK from his overhead f+MK. Its brutal, but you need to be quite close to your opponent and standing. Reversals will beat it so it’s still quite risky to go for.
-His super is REALLY useful like in 3rd strike. You can even land it from an overhead.

HAKAN :
- Gosh this character! Pure grappler with a slide.
- The follow-up of his slide doesn't require any particular timing: only need to mash P
- No interest in not being oiled-up. When oiled up he can move during his FA, he has more links, and his throws get way more reach (like a kara-TU).
- f.HP is godlike. Kinda like Honda's neutral j.HP, but on the ground. Best zoning move of the game.
- Very short jump, seems like a short hop from KOF. When putting T.Hawk and Hakan next to each other, and make them jump at the same time, T.Hawk goes entirely above Hakan.
- U2 is ULTIMATE. The perfect AA. When Hakan has it, it's over, you stay on the ground. Nothing to do agains it: blanka's rolling, honda's dosukoi, Hawk's condor spire and the likes all lose to it. Stays active for long time: can punish a missed shoryu with it. Can't see anyone playing with his U1.
- Hard to play when not oiled up.

JURI :
- What a pest. Rufus, only more annoying but with less HP.
- 950HP
- hcf.K is really good. EX version is safe, AA, true reversal, anti-cross up and so on and so on: it does the coffee and takes care of the kids. When she has an EX bar you leave her alone when she wakes-up.
- U2 juggles anywhere from un simple dive kick. Not that easy, there's a timing that needs to be found and practiced.
- hcf.P is strong. You can store the fireball by letting P pressed, and launch it by releasing the button. For example you can store an MP fireball and release it after a c.MK, for 2-hits combo. Not only that, but the block stun of the ball allows you to link another normal after that. It's also possible to store the 3 fireballs (LP, MP and HP) at the same time. Juri's players will need 3 or 4 brains to play her well: KOF players are going to love her.
- Her dive kick is really not safe, though it can surprise people.
- Didn't find any setup to combo her U1.
 
[quote name='Mr. Beef']Nothing wrong with tricking out Sakura.[/QUOTE]
Once you figure it out, she ain't that good and it's hard to land one combo. I think she's an excellent character to learn how to play against since you quickly learn to not jump (C.HP), you learn about frames with tatsu, you learn about footsies against c.MK xx sho-oh-ken, and you learn about resets.
 
[quote name='Mr. Beef']Here's the full list (I think? I forgot if there are any characters left out) translated.

RYU:
-His HP Dragon punch hits twice (100-50; 1rst hit-2nd hit) It seems to have lost significant priority as an anti-air and if it does connect it’ll only deal 50dmg ^^ (last hit).
-Trade DP to Ultra doesn’t work anymore, though it could probably work in the corner (not tested)
-Trade DP to Super does work though.
-You cannot cancel the hadouken’s recovery frames with a Super anymore. NO MORE! You can only cancel the startup frames thus resulting in an instant super cancel. Hence no more Super traps (e.g. baiting a neutral jump from your opponent to catch him with super)
-Otherwise, EVERYTHING that worked in SF4 works in SSF4, combo wise, so not much has changed though I did not have access to frame data so there might be subtle changes.
-His Ultra2 isn’t really stellar. It doesn’t connect fully off a DP-FADC and only deals partial damage just like Gouken and Ken’s whiff Ultras. However, there is one set up that worked in the corner for the full 3 hits:
>>> J.HP, c.MP, c.MP, c.MK, HP hadouken, FADC, U2

KEN:
-His HP Shoryuken is invincible on start-up so it actually functions as a real anti air now.
-You can do HP Shoryu, FADC, HP Shoryu, FADC HP Shoryu (though you could do that in SF4 as well iirc)
-His Ultra2 is also lackluster though it can be combo’d into with set ups similar to U1:
1) Jump ex.tatsu, U2 (you can hit confirm the ex tatsu)
2) Ex Hadouken, FADC, U2 (Ultra connects fully)

SAGAT :
- 1000HP
- Tigger Uppercut does 100 damage. Ridiculous.
- U1 full does 510 damage. When comboed, does about 450. Ridiculous.
- stand LK became 2 hits, yadi yada what we all already knew.
- U2 juggles well, but does little damage. Maybe usefull against fireballs?
- Very hard to put a f.HK on a double touch now. Still possible, but harder.
- No more double touch to ultra or tiger knee, or maybe just in the corners
- Scar makes the next TU does 170 damage

GUILE:
-Regarding the character itself without taking into account the Ultras, it seems nothing has changed… No crossup flash kick, he still has the very same tools. His HP Sonic boom might travel faster but that’s not guaranteed (didn’t spam enough of them to make a clear judgment ^^)
-U1 changed somewhat; the majority of its damage now comes from the final hit “STRIKE~!” which allows it to be much more reliable as an anti-air or as a juggle after an AA Flash kick.
Here are some of the Guile challenges:
1) FA, c.lp, c.lp, sonic boom, super, U2
2) J.HP, c.MP, Flash kick, Super, U2
3) J.HP, c.MP, EX Sonic boom, FA, U2
4) J.HP, c.MP, Sonic boom, c.lp, c.mp, LK Flash Kick
5) c.lp, c.lk, c.lp, Super, U1

BOXER/BALROG:
-Nothing really changed with Balrog. YOU CAN STILL THROW ALL OF HIS DASH PUNCHES, even Exes, just like in SF4. U1 still juggles after an headbutt. LP->HK still works… just like everything we’ve been accustomed to in vanilla.
-His U2 isn’t that good as you can jump out of it after the flash (just like any counter/grab ultra) USELESS! [Though it does deal 700 stun iirc!]

AKUMA/GOUKI:
-Aside from the missing loop, all the combos that worked in SF4 are back.
-You can link a jab after HK but it doesn’t work the other way (jab -> HK is gone)
-You can still beat DPs with Demon flip dive kicks and follow-up with a nice BnB combo… just like in SF4.
-U1 deals 510hp at most now.
-His spinarooni U2 is useless… Doesn’t even work as an anti-air. Only one known set-up has been found thus far:
J. ex hadou (2hits), PPP/KKK teleport, U2 (actually you can cancel the demon slide with U2… Though I don’t really see how this could possibly work, seeing as getting both ex FB hits to connect is hard enough as is) [hopefully this makes more sense to you than it does to me..]

HONDA:
-The startup frames on LP and EX headbutt are invincible. He doesn’t quite have enough inv. Frames to travel through an entire fireball but it can be useful to escape meaty fireballs on wakeup.
-His two headbutts are thus even better as anti-airs.
-His Buttslams can be DP’d on block (don’t know if that was the case in SF4). Anyhow, you cannot block the incoming DP so that changes a lot of things.
-U1 seems to have a bigger window allowing it to travel through fireballs though we might need an actual Honda player to confirm this statement and not a scrub like me
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CHUN-LI:
-No notable changes.
-You can juggle her U2 practically anywhere on the stage but it’s not that strong. For example she can do:
HK hazanshu, c.lk, EX legs, U2

VIPER:
-I felt like her walking speed was noticeably faster, but I could be wrong.
-I really liked her U2, comboing into it was a breeze anywhere midscreen… even easier than U1!
-Notable combos:
1) EX seismic hammer, Super jump cancel, U2! Totally free in mid-screen, and U2 also fully connects
2) HP, Super jump cancel, U2! No skill required! Connects fully anywhere on screen~
No need to dash cancel the SJC anymore or falling back on obscure motions to land the Ultra.
3) c.HP, HP thunder knuckle, cancel, U2. Totally free! Why not?!
4) J.HK, c.HP, HP thunder knuckle, FADC, U2
5) EX Thunder knuckle, LP seismic hammer, SJC, U2
-There’s a lot to be celebrating about with Crimson~ Her U2 doesn’t connect after a burning kick like her U1, but its far easier to combo into, no more worrying about whiffing due to miscalculated juggle heights and whatnot. Ezpz macaroni.

RUFUS:
-His EX Snake Strike deals less (read: scaled) damage. That’s it ^^
-Ahh about his U2... It’s useless. He does have dubious set-ups like Far HK -> U2, which does not connect fully… Trash.

SAKURA:
-Her U2 is really neat. PPP version for the regular shinku hadouken and KKK for the anti air (45 degree) version.
-She can combo into it in such ways:
1) J.HK, c.HP, EX Tatsu, U2 (450 dmg)
2) J.HP, HP, lk tatsu, lk, EX tatsu, lp shoryu, U2 (KKK)

ZANGIEF :
-His U1 deals 510 dmg.
-His lariat doesn’t hit low after start-up. Believe me, the difference is quite noticeable and it feels good. Even if the real giefs don’t spam lariats continuously, random strolls on xbl should be fairly more bearable now.

ROSE:
-Her U2 can actually be used as a reversal, it deals 240 damage and you can juggle from it (like Rufus’ HK). A good tool that will make her even harder to approach.
-She has a few interesting set ups for her U2:
1) J. HP, U2, HP, soul spiral, Super
2) FA, U2, HK, HK, soul spiral (you can juggle a HK after each of the Ultra’s balls connects)
3) J.HP, HP, EX Soul spark, FADC, HP reflect, U2, Ex soul throw (470 dmg, requires full super bar)

CLAW :
- 3MK overhead, leaves claw at -1/-2 frames. Good pressure tool, but not the best overall in the game.
- No more wall whiffs: claw always grab the walls
- His U1 became "ULTIMATE". Like his EX flying barcelon his U1 now acts as a launcher at the beginning of the move (when grabbing the wall): if the opponent is not guarding, he takes the ultra. Goes through fireballs. Every fireball. Very good AA, and fastest than his vanilla version. One of the best ultra in the game now. *The Ultra does not function as a reversal though and you can safely waste it with a meaty on wakeup.*

T.HAWK:
-This is the character I’ve played the most so I’ll have a lot to say.
-New move: Condor Spire [reverse DP + P]
Probably his best move, EX goes through fireballs and you can juggle after it if you use it as an anti-air (good for option selects). Its motion is a big handicap though as it is quite a challenge to pull it out while walking forward which will often register as a THbuster (DP+P). Hurray, shortcuts! Gotta be really precise with the inputs if you don’t want to get screwed over…
-He has 1200 hp, he’s the character with the most HP In the game.
-His tick throws are monstrous. With three 360 command grab variations, the stronger the punch the farther your opponent his sent and the harder it is to mix him up afterwards on wake up. His EX 360 has the same properties as HP 360 while sending your opponent at the MP 360 distance. Insane range on those grabs is expected, and just like Giefs, he can also grab limbs.
-He does not have a short jump.
-He has good normals, he can zone well.
-His Dragon Punch isn’t really that good though, it doesn’t reach as far as you’d expect it to.
-His U2 is too good as an anti-air. Reallllyyy efficient, and totally scares your opponents into jumping on you (not as bad as Hakan though
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)
-I honestly really like T.Hawk though I do envision some bad Match-ups. He builds up super really fast, hurts like a truck and takes hits like a tank. Definitely a solid pick.

DEEJAY:
-Life ain’t easy for our poor DJ. Even if he has a couple of combos that work well, he can’t really zone as well as Guile. He recovers a lot more slowly on just about everything, his anti-airs aren’t as good, his normal AAs are even less spectacular.
-He almost doesn’t have any good confirms into Ultra other than in the corner, and even then, he doesn’t have many tools to actually pressure his opponents into such a precarious position.
-His s.HP moves you forward so you can sort of mask his Air slasher with this.
-You can juggle two jack knives but the conditions are hard to come by.
-His U1 doesn’t have a lot of range, not enough to be a good option against pointblank fireballs at least.
-U2 can’t be used as an anti-air and it also deals mediocre damage. That being said, his Super is really strong.

GUY:
-I wouldn’t be surprised if Guy ended up being really good.
-He has a good vortex against opponent’s wakeups, a cross between Akuma and Fuerte with run cancels, run overhead, run slide, bushin flip grab, etc.
-His Ex Tatu is GODLIKE. It’s the new ex messiah, which also works against cross ups. The destroyer of all or almost all pressure (Akuma might be able to find a way through it
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)
-Only his U1 can be hit confirmed from a combo, and they’re quite beastly in the corner.
-His Houzanto (dashing elbow) is really good, especially the EX version which is a launcher.
-He has amazing priority in the air with his air grabs. Izuna drop beats EVERYTHING, like guile’s current air throw. His flip grab is just the icing on the cake, with a monstrous range; even if he’s already passed above you in the air. It’s really strong!
-His jump goes really far and it’s quite hard to gauge. He has a good cross up with MK.

CODY:
-THE new character most newbs will flock to for sure. Say good bye shotos and hello pebbles!
-His slide kicks (QCF+K) all do break armor and they’re pretty much safe from the right distance. The MK variation travels realllllly far. HK is the ultimate anti-air and LK hits low.
-His rocks are too good. His annoying laugh (AHAH!) as he throws them will make you cringe throughout the entirety of the game. He can even combo his U2 from it in the corner…
-His knife does chip damage on block but Cody seems stronger without it.
-His J.MK crosses up.
-You will understand by seeing his combos, really simply and efficient.

IBUKI:
-Don’t really have much to say about her since I didn’t get to play her much. But from what I’ve seen, she seems really strong. She has so many target combos its ridiculous.
-She can Super Jump Cancel just like Viper.

MAKOTO
-What can I say, the 3rd strike players weren’t really taken aback by the new Makoto. Only the tick karakusa after hayate did not work, but you could Hayate FADC Hayate instead.
-Her instant air tsurugi (Jump QCB+K) is not an overhead, but it opens up combo possibilities. The EX is an overhead but it knocks down.
-The biggest new tool is the possibility to cancel Hayate to link. I don’t know how many options that opens up but just know for now that HP, Hayate cancel, c.lp is effectively a 2 hit combo.
-To perform the cancel you do not even need to piano, you can simply press P+K almost simultaneously (like plinking) and it cancels automatically. In other words, QCB+LP+LK results in a hayate cancel. A lot easier to perform than Viper’s.
-You can juggle your opponent after her U2. U2 also has two effective ranges, short and long.

DUDLEY:
-Not much to say about him, all that is known has been said already (via Jwong’s walkthroughs and whatnot). This character is just too good. I think the challenges really display his strengths and versatility.
-You can link a HK from his overhead f+MK. Its brutal, but you need to be quite close to your opponent and standing. Reversals will beat it so it’s still quite risky to go for.
-His super is REALLY useful like in 3rd strike. You can even land it from an overhead.

HAKAN :
- Gosh this character! Pure grappler with a slide.
- The follow-up of his slide doesn't require any particular timing: only need to mash P
- No interest in not being oiled-up. When oiled up he can move during his FA, he has more links, and his throws get way more reach (like a kara-TU).
- f.HP is godlike. Kinda like Honda's neutral j.HP, but on the ground. Best zoning move of the game.
- Very short jump, seems like a short hop from KOF. When putting T.Hawk and Hakan next to each other, and make them jump at the same time, T.Hawk goes entirely above Hakan.
- U2 is ULTIMATE. The perfect AA. When Hakan has it, it's over, you stay on the ground. Nothing to do agains it: blanka's rolling, honda's dosukoi, Hawk's condor spire and the likes all lose to it. Stays active for long time: can punish a missed shoryu with it. Can't see anyone playing with his U1.
- Hard to play when not oiled up.

JURI :
- What a pest. Rufus, only more annoying but with less HP.
- 950HP
- hcf.K is really good. EX version is safe, AA, true reversal, anti-cross up and so on and so on: it does the coffee and takes care of the kids. When she has an EX bar you leave her alone when she wakes-up.
- U2 juggles anywhere from un simple dive kick. Not that easy, there's a timing that needs to be found and practiced.
- hcf.P is strong. You can store the fireball by letting P pressed, and launch it by releasing the button. For example you can store an MP fireball and release it after a c.MK, for 2-hits combo. Not only that, but the block stun of the ball allows you to link another normal after that. It's also possible to store the 3 fireballs (LP, MP and HP) at the same time. Juri's players will need 3 or 4 brains to play her well: KOF players are going to love her.
- Her dive kick is really not safe, though it can surprise people.
- Didn't find any setup to combo her U1.
[/QUOTE]

Hmm... I'm not sure whether or not to believe these impressions, so many of them have been off/wrong. However if what they said about Vega's U1 is true, badass, he fucking deserved it.
 
[quote name='distgfx']Hmm... I'm not sure whether or not to believe these impressions, so many of them have been off/wrong. However if what they said about Vega's U1 is true, badass, he fucking deserved it.[/QUOTE]From SRK, regarding the credibility...
He may not be the best player ever, but he knows the game very well and is well know in france for commentating almost all the important events (he was invited to the world cup to comment the matches between daigo and fuudo). Plus he mains claw, and officialy announced it on his site (http://kenbogard.fr/),
Unless it is a really bad joke I think we can believe him
I'm not saying this guy's word is gospel here, but it's still good information.
 
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