Street Fighter IV - Gen Discussion & Info

[quote name='lolwut?']In honor of Street Fighter IV's release, I hooked my Dreamcast up to my HDTV and played some Third Strike.

All I have to say is WHERE THE fuck ARE THE CHARACTERS FROM III? They threw in fucking Dan, but didn't put people like Alex in? Don't get me wrong, I love Dan and I never used Alex much, but surely some of the people from III would been a great addition to the game.

I'm primarily pissed off about not having Dudley. He is my favorite characters to use that isn't a Shoto, and I wanted to throw roses on gutter-trash in HD.

Other note-worthy points:

  • This new parry system blows ass compared to the old one
  • Playing with the Dreamcast stick makes going back to a 360 pad tear-inducing
  • Seth and unlocking characters is ridiculously easy on the "Easiest" setting
  • Akuma is still a beast
[/quote]

Street Fighter IV takes place chronologically after Street Fighter III
 
People were so pissed about the SFIII characters that Capcom probably didn't want to deal with it all over again. It wasn't that the characters looked or played bad but there weren't many old chars from SFII for the old schoolers.
 
[quote name='depascal22']What's all this bullshit about Capcom's DLC on the front page? You'd think people were holding babies hostage or something.[/quote]

To be honest the DLC packs arent that bad. Sure they should have came with the game, but then again they might have been hard to unlock like icons are. Id rather pay for them, then them to come with the game for free and be unable to unlock them because im not an expert fighter.
 
[quote name='depascal22']What's all this bullshit about Capcom's DLC on the front page? You'd think people were holding babies hostage or something.[/QUOTE]

People feel entitled to costumes, and other people are willing to do nothing but suck dicks.

That's about the only two dynamics present with this entire thing.

It's costumes, people. Entirely optional. Yeah I think paying for codes to unlock stuff on the disc is lame too, but this is the epitomee of mountains out of mole hills. It's actually mountain ranges out of anthills, really.

"I wants digital clothing for free!" Goodness. How do you feel when you have to wait in line at the grocery store?
 
[quote name='depascal22']What's all this bullshit about Capcom's DLC on the front page? You'd think people were holding babies hostage or something.[/quote]

I probably should have called the police. Last night a Capcom rep put a gun to my head and made me buy the Femme Fatale costume pack.

I tried to tell the rep how I used to get colors for free and he reminded me that there are more included colors for characters in IV than any Street Fighter. Then he reminded me that I paid $69.99 for Street Fighter II's massive 16Mb cartridge and I should quit my whining and just play the game.
 
[quote name='integralsmatic']

as far as i know why the Third Strike roster wasnt included is that the story of IV takes place inbetween II and III.

I[/quote]

The lead producer has stated that they specifically did not want to focus on anything related to SF3, that included the parry system or its characters. They did not want to alienate fans of the SF series that did not like SF3.
 
[quote name='TruVisionary']Street Fighter IV takes place chronologically after Street Fighter III[/QUOTE]

No, it happens before Street Fighter 3.
 
[quote name='mike.m']The lead producer has stated that they specifically did not want to focus on anything related to SF3, that included the parry system or its characters. They did not want to alienate fans of the SF series that did not like SF3.[/quote]

fuck the lead producer.
 
[quote name='lolwut?']fuck the lead producer.[/quote]

Nope, I completely agree with him. Focus on bringing EVERYONE back and incorporating new players. SF3 turned away old players and new players with the parry system and weird characters. I liked it, but I much preferred the Alpha series.
 
Gotta agree, SF4 is way better (and better for fighting games in general) than SF3.

Hey everybody, Sirlin (the SSF2THD producer) has written an article about SF4. He criticizes some fairly obvious things like the stupid matchmaking but goes into detail about why he dislikes focus cancels and the new throw inputs.
 
[quote name='eastx']Gotta agree, SF4 is way better (and better for fighting games in general) than SF3.

Hey everybody, Sirlin (the SSF2THD producer) has written an article about SF4. He criticizes some fairly obvious things like the stupid matchmaking but goes into detail about why he dislikes focus cancels and the new throw inputs.[/quote]


I'll check it out later, but I will say, I can deal with throw inputs. I still throw people just as easily now. Focus cancels, can't say one way or the other yet because I just haven't used them much yet.

Better matchmaking would be nice.
 
[quote name='eastx']No, it happens before Street Fighter 3.[/quote]

woah, my bad. I've been half asleep all day today. (Did anyone here know there's a 6 AM?!)
 
Well, one game killed the franchise and by extension the fighting genre off for several years, while the other reinvigorated them... That's my definition of better and worse. But I know 3 has its fans.
 
I am drinking by my self, girlfriend at work till like 3 am. So after this Pot Limit 5 Card Draw game I think I will be on.
 
[quote name='GenghisJohn']Just coming in to brag a bit. My current win streak is at 45. Anybody got a longer one?[/QUOTE]

Yeah this guy.

[quote name='Strell']People feel entitled to costumes, and other people are willing to do nothing but suck dicks.

That's about the only two dynamics present with this entire thing.

It's costumes, people. Entirely optional. Yeah I think paying for codes to unlock stuff on the disc is lame too, but this is the epitomee of mountains out of mole hills. It's actually mountain ranges out of anthills, really.

"I wants digital clothing for free!" Goodness. How do you feel when you have to wait in line at the grocery store?[/QUOTE]

I have to agree however I can see thier side also. It sucks they are doing this and I think the part that is pissing people off the most that it is so soon after the game came out. Maybe if next month or so they released the first or second one then I don't think people would bitch to much. I see this as Capcom trying to get people to pay for the same thing twice and don't like it because of that. I think they could have done better and just left it to be unlocked or not even put it on the disc. Then if they want to sell more costumes then sell them but not this close to the release.

[quote name='eastx']Gotta agree, SF4 is way better (and better for fighting games in general) than SF3.

Hey everybody, Sirlin (the SSF2THD producer) has written an article about SF4. He criticizes some fairly obvious things like the stupid matchmaking but goes into detail about why he dislikes focus cancels and the new throw inputs.[/QUOTE]

I almost posted this till I saw that you had already posted it. I just read it and have to agree however at times it just seems like he is bitching because he did not have anything to do with it. I think the online need fixed but don't like to be blind when I pick my fighter however I do think something should be done so that online is not all Ken and Ryus. Sure once you play them over and over you should get an idea as to how to play against them but I seem to just keep geting my ass kicked and would like to get it kicked by someone other then them 2. I don't like how I have 0 BP yet play people with 400+. I think that should be changed to a win loss record. Or atleast the percent. I should not have to fight someone that has one 80% of their games when I have only won 20%. Or if I have a win/loss of 100/35 I should not fight someone that has a win/loss of 35/100 even if I'm looking for the best connection. I'm sure that their has to be people with around the same BP or w/l as me that have a good connection or atleast one that does not have that bad of lag. The biggest issue is the match making in the online.

Just incase some of you don't want to check out the link

Street Fighter 4 is finally here, with several perfect 100/100 reviews. Here's a few things I noticed about the game.

In ranked matches, you can see the opponent's name before the match and kick them or reject the challenge. This allows you to cherry pick who you fight and negates the entire purpose of a ranked match.

In ranked matches (well, all matches) there is no double blind character select. This means the optimum strategy is often to wait until the opponent chooses first so you can counter-pick. This is a very annoying situation.

When lag inevitably happens in an online fighting game, there are different ways to handle it. Some SF4 matches I played had large input delay, maybe as high as 15 frames. This is the time between your button press and seeing the effect happen. Adding input delay is really the worst way to handle lag. GGPO's amazing netcode shows that avoiding input delay and hiding lag in other ways is the way to go. That technology has been readily available for years, so it's disappointing to feel input delay in an online match.

The button config screen is "the wrong way." The right way is for the screen to list functions, then you press the buttons you want to assign. The wrong way is to list buttons, then you scroll through lists of functions to assign. The reason that one way is right and the other way is wrong is pretty clear when you watch people try to configure buttons. I've had to watch what must be thousands of people do this over the years in all the tournaments I've helped run (not to mention local gatherings). When the config screen says "Jab" and requires you to press the button you want, you just press the upper left button on your stick (or whatever button on your gamepad). This is a one-step process. But if the screen lists "X" and then requires you to scroll through functions until you find jab, it requires a two step process. You have to know which button on your controller is labeled "X." When this screen is the right way, no one has to know if the upper left button happens to be X or A or B or whatever else.

If you think this is negligible, you have never seen people set buttons. The wrong way turns what should be a 3 second task into a fairly confusing affair. Yes I know the wrong way allows you to have lots of functions in your list, but this can be done the right way also.

On to gameplay issues. The jumps have strange acceleration to them. While that's subjective, look at Zangief's jump that seems to have the acceleration of a flea. (Incidentally, why does his splash not stay out the whole time in the air?). Also, getting hit out of the air is extremely floaty, which means it takes unusually long to get back to a state where you can actually move again. This "moving in jello" feel is reinforced by many throws that have dead time at the end when it seems like you should be able to move (see Vega's for example).

The size of the stages is extremely large relative to the size of the characters. This helps runaway tactics.

Optimizing for the 1% rather than the 99% case. There's two examples, the first is tech recover (quick get up from a knock down). 99% of the time, I want to get up fast, but this is the action that requires button presses. Why not admit that getting up fast is the intent and make it default, unless the player holds down some buttons to get up slow? That's how it works for Robo-Ky in Guilty Gear, by the way. Incidentally, don't the two kinds of get up timing only lessen the importance of knockdown by allowing you mess up the attacker's timing a bit? Like the decision to have large stages, this seems not to favor offense.

Next is the 2-button throw, a bad idea in fighting games with 2D gameplay. 3D Fighting games are different beasts, so they are excused here, but note that even Dead or Alive offers a macro to turn its 2 button throw into a 1 button throw...and maps that macro to a face button by default. Anyway, 2 button throws solve a non-problem that no one has ever actually had. That's the problem of accidentally throwing and being sad about it. Street Fighter 2, Guilty Gear series, and Street Fighter Alpha 2 all demonstrated that 1 button throws work just fine and don't actually create any problems. Adding a second button press just adds complexity where it's not necessary, and helps nothing. (Edit: it does add a throw whiff which could be a good thing, but simpler is still better...)

Other non-problems we might solve in 2D fighting games would be to make blocking 1 button and jumping 1 button (each are traditionally zero buttons). We certainly could add those button presses, but it would make more sense to reduce the button presses to as few as possible: zero to jump, zero to block, and one to throw.

It's especially unfortunate that Cammy's hooligan throw requires a 2-button throw in the middle to complete it. Why exactly is this necessary, rather than one button?

2 button throws actually introduce the problem of kara-throws, a bug from SF3 that we now have again in SF4. This is when you cancel a forward moving attack a frame or two into it with a throw command in order to greatly extend your throw range. Do the designers want a long throw range or do they not? If they don't kara throws shouldn't be in the game. If they do, then base throw ranges should be extended for all players, not just the ones who input a difficult command.

Another similar bug is the chain combo cancel bug. As an example, consider Sakura. Low short does cancel into special moves. But if you rapid fire the low short (do it 2 or 3 times quickly each one cancels the last) then you CANNOT cancel the last hit into a special. I'm not saying this is a problem at all, necessarily. This restriction is there for good reason: to prevent the game from degenerating into low short -> big damage stuff. It would make more sense to give players a reason to start combos with bigger moves sometimes. Guilty Gear does a great job of this by reducing your entire combo's damage by 20% for each low short. (Hey Guilty Gear players, I know I'm simplifying there.)

Ok so what's the problem, sounds good that you can't do low short, low short, special move, right? But you can do it. If you make the last short a link rather than a chain (do it slowly, but not so slow that it doesn't combo) then you can cancel it into a special move. So really, you can get around this restriction if only you have high dexterity skills. Now, this is also true in ST and SF HD Remix, but that's not so much intent as what we were stuck with. For an entirely new game, I'm surprised to see this still there. I'm even more surprised to see combos that use this in the challenge mode, meaning the developers know about it and accept that low short is really this powerful. SF4 Sakura, for example, can low short, (link), low short, ex shoryken, ultra. She can do a lot more than that, but you get the idea.

This issue of rapid fire moves using a bug to cancel into specials is actually minor compared to the next topic though, a topic that will dominate much of the game: link combos in general. The game is filled with difficult 1-frame links. These are moves that just barely combo into each other with 1/60th of a second timing. In high level play, players will master these and they become common. So Sakura doing low jab, (link), low fierce, short helicopter kick, (link) low short, ex shoryuken, ultra for 50% will be common. One friend of mine already does this combo in real matches after only 2 days of playing, as well as other scarily damaging combos off low short that involve hard links.

Other examples, Ryu can now link low short, low jab, low forward. He can also link low strong, low strong, low roundhouse. Linking is the name of the game, which actually makes the game closer to CvS2 than to 3s or ST. The effect of all these links is to hide the actual game behind an impenetrable wall of execution. If you practice (ie, develop 1p skills unrelated to strategy and unrelated to interaction with the opponent) then you gain access to the real game, a game of high damage off small hits, but only for the dexterous.

Of course some level of this is inherent in just about every fighting game. It's a question of how far to turn the knob towards 1p activities and away from strategy. Super Street Fighter 2 Turbo has dexterity requirements of course, but winning tournaments while using zero or very few link combos is entirely possible. That simply isn't the main focus of the game. The existence of many, many new links in SF4 shifts the focus toward that though.

Next up, we have ultras. All I'll really say here is that in real matches I find myself having to pump qcf x 2 over and over looking for the right moment to do the ultra. When I find that moment, I have to complete the qcf x 2 command with PPP. Let's hope I don't press PP in those moments, because that command gives me a super, which is an entirely different move. I'm not sure what qcf x 2 + PPP is doing in a "casual friendly game" in the first place.

Then there's focus canceling. The idea of paying half your meter to cancel a move is taken from Guilty Gear where it was called roman canceling. It's a wonderful mechanic in Guilty Gear, by the way. The command in that game is press any three buttons--I use PPP. This is actually pretty natural because when using a joystick, your right hand's natural resting position is on those PPP buttons usually. In SF4, the roman cancel command is medium punch + medium kick, then tap forward, forward. This is really awkward and a whole lot of inputs for one decision (the decision to roman cancel). I wish I could map this command to PPP or something, rather than having to do button presses AND double taps. There's many combos involving this that you'll need to be able to do to be competitive, so I'm not sure why this ended up requiring so many extraneous inputs.

When I read about the 100/100 scores, I see again and again how "simple and elegant" the game is. Two super meters, a 3-tier focus attack system, and all the complications above seem to fly in the face of that. Even more though, I hear how "casual friendly" it is. This is deeply mysterious and I'm not sure why this so often claimed. Not every game has to be casual friendly, so it would seem more honest to just explain how casual unfriendly all these things are. Qcf x 2 +PPP all the time, extra button presses to throw, extra button presses to roman cancel, and many, many extremely difficult link combos work in concert to create that impenetrable wall of execution between you and the actual game (the interaction between you and your opponent). I wish we could get rid of all this stuff and focus more on the gameplay itself.

Edit: I forgot to mention two more things. First, the unlocks. I'm very surprised to see basic functionality of the multiplayer game--the characters--locked behind tedious 1p tasks. I had to pay a tax of fighting the computer on easiest for long time just to get the core features of the game. (I did this picture-in-picture while watching episodes of Frasier.) I'm fully aware that casual players love unlocks, and that's why non-essential content like costumes, movies, icons, and titles are all perfectly fine to give as rewards for playing 1p content. But the *characters*? This steps on the toes of those wanting to play the multiplayer game by making our first experience with the game a very boring one. I wanted to hire a MMO gold farmer to do this for me.

And the last thing I should have mentioned here is that despite all these many problems, there is fun to be had in the game...

Also one thing I don't agree with is the unlocking of the characters. I tend to like that but don't think it should be a pain in the ass like it is in this game. I also think they should have cut the unlockable fighters in half and should have not made it such a pain to unlock Gouken. I don't think to unlock someone you need 1 perfect win 3 ultra finishes and 5 first strikes. The one pefect win was fine for Akuma. I also think Seth and Gouken are some what lacking for what it takes to unlock them and what it takes to unlock Akuma. More so Gouken. Seth really is not a pain to unlock other then having to unlock Gouken. Also I think if someone learns to play as Seth he can be really good. Gouken I'm sure can be also but for how you have to unlock him I expected more.

Now after all that I think now that I have unlocked Seth and Gouken I'm done for offline play. I'm thinking about playing online as Seth and Blanka. Any tips on using the two more so Blanka.
 
[quote name='eastx']Well, one game killed the franchise and by extension the fighting genre off for several years, while the other reinvigorated them... That's my definition of better and worse. But I know 3 has its fans.[/quote]

It doesn't matter what kind of game SFIII was, the genre was headed for dark times regardless. It wasn't the game's fault.

SFIV had great marketing plus what's old is new. It's been away for so long that a new SF is big news for any gamer. If they continued making true sequels to SF for the past decade this wouldn't be such a big deal.

I can't think of many fighters that I enjoy more than 3s. If anything because the game was so great it kept hardcore fighting fans satisified for years to come and in a sense did keep the genre alive. People will continue playing 3s for years to come.
 
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Rodimus I know the quality is there in 3, but some of the decisions they made just caused the rest of the world besides the hardcore to pass the game on by. Also, don't forget that there were 5 years between SF2 and 3, which is a pretty long length of time. But the factors you mentioned for SF4 succeeding (good marketting, timing) are certainly correct.
 
You know...I wonder what the next iteration(s) of IV will bring us. I think they should bring back the bonus stage thing where you beat up the car and shit. Or some bonus game in between the normal arcade bouts.

A few have mentioned how they long for characters from III. Seeing as how they have a track record of releasing and then rereleasing the same games with a nifty subtitle and added features/characters you're bound to get the characters people are most adamant about seeing in the IV. I'm kind of curious if we'll get a disc releases or will we get expansions via live?
 
[quote name='Rodimus']It doesn't matter what kind of game SFIII was, the genre was headed for dark times regardless. It wasn't the game's fault.

SFIV had great marketing plus what's old is new. It's been away for so long that a new SF is big news for any gamer. If they continued making true sequels to SF for the past decade this wouldn't be such a big deal.

I can't think of many fighters that I enjoy more than 3s. If anything because the game was so great it kept hardcore fighting fans satisified for years to come and in a sense did keep the genre alive. People will continue playing 3s for years to come.[/QUOTE]

I tend to agree more with rodimus because im more in to Third Strike. Dont get me wrong, I really really enjoy 4. Its new and fresh....but playing Third Strike so much, i miss the feel of it. The jumping wasn't so crazy, spamming fireballs wasn't your whole match(i know there are ways around it but parrying nullified that), The roster was new and fresh and different. I would love to see people like, Ibuki,Q,Makoto,Alex,Yang/Yun,Elena,Hugo,etc. I liked the fact that i didnt have to see the same rehashed roster or a couple new characters added. Third Strike's roster was so diverse compared to IV it kept me coming back.

I agree with Eastx also though, IV is good for the genre because its bringing new and old players in...and the crowd is much more diverse even though we dont see it in the characters they choose. Its fairly simple yet difficult. it has all the ingredients to become a great fighter and it is. Just to me personally, i still think Third Strike was done better as in terms of gameplay. remember, ITS TO ME PERSONALLY! so no convincing me or flaming me. Im not speaking for millions..just me.

I dont think Third Strike ever reached a high status of popularity because Capcom didnt make it multiplatform(release on teh ps2) like Street Fighter 4. It hit the DC exclusivley at first. Same with Double Impact. It didnt really have any time to garner a normal fan base since the DC had a quick death. It wasnt until Anniv came out years later that some gamers caught on to it. The game was barely marketed anyway. Tell me in 1998 that people knew there was a street fighter 3. I bet 90 percent of casual gamers wouldnt have known..but know 90% of casual gamers know that there is a street fighter IV thanks to Capcom's hard push. Hell you can see it in the arcade sticks. IF they made a third strike arcade stick....they would be gaining dust...but thanks to the genius marketing at Capcom...those sticks are flying off store shelves. Basically, popularity only has to do with marketing....not the game itself. I know most of you know. just felt like writing it.

have a nice day ;)
 
[quote name='RichMeisterMan']You know...I wonder what the next iteration(s) of IV will bring us. I think they should bring back the bonus stage thing where you beat up the car and shit. Or some bonus game in between the normal arcade bouts.

A few have mentioned how they long for characters from III. Seeing as how they have a track record of releasing and then rereleasing the same games with a nifty subtitle and added features/characters you're bound to get the characters people are most adamant about seeing in the IV. I'm kind of curious if we'll get a disc releases or will we get expansions via live?[/QUOTE]

sorry for the double. I duly apologize.

I actually think they third strike characters would get butchered to hell in IV. characters like yun who rely on Genei Jin and do a crazy half damage juggle....that wouldnt fly with IV's physics. also being limited to 1 super art sucks IMO. i like the freedom of choice.
 
[quote name='RichMeisterMan']

A few have mentioned how they long for characters from III. Seeing as how they have a track record of releasing and then rereleasing the same games with a nifty subtitle and added features/characters you're bound to get the characters people are most adamant about seeing in the IV. I'm kind of curious if we'll get a disc releases or will we get expansions via live?[/quote]

I'm not trying to jump your shit, so please don't take it that way. I don't understand why people keep talking about this. The producer has specifically stated they wanted this game to have nothing to do with SF3. Of course, they can change their mind, but seriously, I really doubt there'd ever be SF3 characters and I don't care for them anyway.
 
Integral you're right that SF4's marketing is 10 times better than SF3's was. But using the original SF2 characters certainly has something to do with its popularity too.

Mike I think if they do a champion edition-type update a few SF3 characters might squeeze in... But maybe the new ones (besides Dee Jay and T.Hawk) would just be Alpha characters.
 
So four play throughs on arcade with Akuma unlocked and have beaten arcade mode with him I can not unlock Goken and I'm about to throw a controller. All 4 times with C. Viper, all 4 times at least 5 first strikes, twice I had 2 perfects and several (about the rest of the fights) ultra combos, once with 2 perfects and 2 ultras (yea just testing), and the last time I did exactly what I was told 1 perfect, 3 ultras, 5 first strikes.

Every time I fight fuckin Akuma.

Every time I gotta play this damn game on easiest, one round, 99 GD seconds. How the hell is this helping my gameplay

fuckin unlockable chars.

5th time is a charm I guess ... went 1 per., 3 ult., 8 first strikes. I think the key is that Seth might not be able to be one of your perfects, ultras, or strikes. Every other time he was at least one of mine.
 
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Bah, what the fuck is up with these trails, christ. Anyone complete Blanka's? How the hell are you suppose to be charging and throwing out a ball within 1 second of 2 different attacks.

Everyone keeps telling me to watch these videos but those are kinda blah because they are not actually teaching how to do it.

Its like if someone asked, "How do I shoot perfect jumpshots like Ray Allen?" Then you just show them a video of him shooting. Yah we can see that he release the ball at the top of his jumps but that doesnt bring you any closer to knowing how to shoot a basketball.
 
Now i know why ken is such a hit on ranked matches, cos his fucking shoryuken cuts through everything. I can be going to hit him with any move and Shamwowryuken, im dead meat. And arent focus attacks supposed to withstand 2 hits before they are broken? I cant tell you how many times i was going to do a focus attack when i got hit once and it broke it. Oh well, i finally got my 3 ranked wins in a row achievement. hip hop hooray i suck. At least i beat this guy Assassin 5 finally with Zangief, usually he kicks my ass everytime. And i was able to beat some dude with like 5,000 BP. Amazing. My new overall record is 54 wins 126 losses.
 
Yeah, the Shoryuken is annoyingly overpowered. It always has been. You really have to try to trick Ken players into doing the move and missing or just attack only while they are not doing the move.
 
[quote name='The 7th Number']Now i know why ken is such a hit on ranked matches, cos his fucking shoryuken cuts through everything. I can be going to hit him with any move and Shamwowryuken, im dead meat. And arent focus attacks supposed to withstand 2 hits before they are broken? I cant tell you how many times i was going to do a focus attack when i got hit once and it broke it. Oh well, i finally got my 3 ranked wins in a row achievement. hip hop hooray i suck. At least i beat this guy Assassin 5 finally with Zangief, usually he kicks my ass everytime. And i was able to beat some dude with like 5,000 BP. Amazing. My new overall record is 54 wins 126 losses.[/QUOTE]

:lol: Shammwowryuken. I have to remember that one

Yeah as eastx says. just bait them in to using it. No focus attacks. just block. let them come down and punish them.
 
[quote name='integralsmatic']

Yeah as eastx says. just bait them in to using it. No focus attacks. just block. let them come down and punish them.[/quote]

yeah i just normal block & poke(c.lp x2>c.lk>SK) against a bad ryu/ken so they toss out a shoryuken. right when they land i grab them. no way to stop that and it should do 130 damage w/ fairly no hassle.
 
[quote name='strikeratt']So four play throughs on arcade with Akuma unlocked and have beaten arcade mode with him I can not unlock Goken and I'm about to throw a controller. All 4 times with C. Viper, all 4 times at least 5 first strikes, twice I had 2 perfects and several (about the rest of the fights) ultra combos, once with 2 perfects and 2 ultras (yea just testing), and the last time I did exactly what I was told 1 perfect, 3 ultras, 5 first strikes.

Every time I fight fuckin Akuma.

Every time I gotta play this damn game on easiest, one round, 99 GD seconds. How the hell is this helping my gameplay

fuckin unlockable chars.

5th time is a charm I guess ... went 1 per., 3 ult., 8 first strikes. I think the key is that Seth might not be able to be one of your perfects, ultras, or strikes. Every other time he was at least one of mine.[/quote]


You need two perfects and 3 ultra finishes to fight him. You also can not loose any match or use a continue. Not to bad really, set it to one round and go from there. Depending on your skill in the game you could lower it to normal/easy to help out.
 
[quote name='mike.m']I'm not trying to jump your shit, so please don't take it that way. I don't understand why people keep talking about this. The producer has specifically stated they wanted this game to have nothing to do with SF3. Of course, they can change their mind, but seriously, I really doubt there'd ever be SF3 characters and I don't care for them anyway.[/quote]

No offense taken, I was just using it as a for instance. I for one have no real preference when it comes to SFIII.
 
[quote name='naiku']yeah i just normal block & poke(c.lp x2>c.lk>SK) against a bad ryu/ken so they toss out a shoryuken. right when they land i grab them. no way to stop that and it should do 130 damage w/ fairly no hassle.[/quote]

You can do much more than grab them, you can ultra/super or just combo them, the recovery is so bad for most srks.

Fuerte can stuff shoryukens with his guacamole thing

Giefs lariat beats srks
 
Hell yeah about the Shorukens (man I spell that different every time) cant count the number of times I have Blanka balled into the SIDE of one that was thrown out a little to early and still somehow got hit.

I have been complaining about this from the get go. The instant is the devil.
 
OK, so I just started fooling around with the trials and I'm getting really frustrated. I'm on like trial 4 or 5 with Balrog & the last move calls for cr.MK -> Super. I seem to be pulling it off but it's not registering the super. When I go into the super Dan still appears to be hit by the cr.MK. WTF? Any suggestions?
 
[quote name='heavyd853']You can do much more than grab them, you can ultra/super or just combo them, the recovery is so bad for most srks.

Fuerte can stuff shoryukens with his guacamole thing

Giefs lariat beats srks[/QUOTE]
If you get a fireball spammer caught in the corner, you can usually hit them pretty easy with the ultra/super. There are definitely a lot more tools for dealing with it, especially some of the armored EX attacks. Balrog's Buffalo Headbutt into a TAP (both invulnerable @ startup) has been a nice way to get through.
 
[quote name='MtlTom']OK, so I just started fooling around with the trials and I'm getting really frustrated. I'm on like trial 4 or 5 with Balrog & the last move calls for cr.MK -> Super. I seem to be pulling it off but it's not registering the super. When I go into the super Dan still appears to be hit by the cr.MK. WTF? Any suggestions?[/quote]

I'm having a similar problem. it's telling me HK -> super, so I land the kick and right away use the super but he blocks it... anyone know how to get past it?
 
Your guys' timing is off or something. Try starting the motion as soon as you hit crouching MK and finishing with the super. You can try buffering the button presses, but I find that doesn't work quite as well on SF4 anymore. Buffering is when you hit a button to attack and hold it down while also starting your special or super move motion and letting the button go when you finish said motion.

Example:

Street Fighter Alpha series Akuma, Jump in with FP, start a half circle motion and hit FP again when you are at the *down* state of said motion and keep holding the button down. Once you get to the *back* part of the half circle you let go of FP and the combo should be, a jumping FP, crouching FP, two in one into his flaming fireball.

Otherwise, almost all the trials are on youtube, including Balrogs.
 
Guys be aware of mother fuckers trying to change the settings to 1 round after you join the match.

I guess I am just so happy to actually get into a match after 30 seconds each time I dont read everything but I do have it set to only search for 3 round matches. When you join they will try to switch to 1 round really quick and then spam the hell out of you hoping to nick a win.

Lame.
 
Found this on the Internets. So I'm not taking credit for it. Still funny


Street-Fighter-IV-Ken-Chart.png
 
[quote name='Soodmeg']Guys be aware of mother fuckers trying to change the settings to 1 round after you join the match.

I guess I am just so happy to actually get into a match after 30 seconds each time I dont read everything but I do have it set to only search for 3 round matches. When you join they will try to switch to 1 round really quick and then spam the hell out of you hoping to nick a win.

Lame.[/quote]

You're a Blanka player.. 30 second 1 round matches should your forte. Get in, do damage, mix it up, get out. This aint Zangief we're talking about.
 
[quote name='PhrostByte']You're a Blanka player.. 30 second 1 round matches should your forte. Get in, do damage, mix it up, get out. This aint Zangief we're talking about.[/quote]

One 30 second match I went into was a Blanka player who tried this exact thing. Then he disconnected when he was about to lose. :lol:

I was pretty pissed at the time, because I've only gotten one or two angry disconnects.
 
[quote name='PhrostByte']You're a Blanka player.. 30 second 1 round matches should your forte. Get in, do damage, mix it up, get out. This aint Zangief we're talking about.[/quote]

What are you talking about?

I didnt say anything about trying to win or lose I was just making people aware that this seems to be a new thing people online are trying. I actually won all of those matches.
 
[quote name='GuardianE']One 30 second match I went into was a Blanka player who tried this exact thing. Then he disconnected when he was about to lose. :lol:

I was pretty pissed at the time, because I've only gotten one or two angry disconnects.[/quote]

Yeah. That was me and I'll do it again if you keep playing cheap! :lol:
 
[quote name='Soodmeg']What are you talking about?

I didnt say anything about trying to win or lose I was just making people aware that this seems to be a new thing people online are trying. I actually won all of those matches.[/quote]

I figured that this would stop happening when newbies stopped trying to get the 10 wins in a row Achievement. I hope it does.

As for Abel... EX Command Throw.

[quote name='PhrostByte']Yeah. That was me and I'll do it again if you keep playing cheap! :lol:[/quote]

lol, it just made me mad at Blanka specifically because I've only played 30 second matches against Blankas.
 
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