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Ultra Street Fighter IV


JLM
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I fucking hate that thing. I tried for a good forty minutes last time I was in't lab and I got it one time. Once. My combophobia is clearly a hindrance to my execution.

The ultra freeze is such a massive tease as well; they're blatantly still in hit stun and recoiling from the mighty hadouken and then BAM, blocking.

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I think I have managed that Hadouken to Ultra 2 FADC combo twice in my life. The timing is soul crushingly tight. As for the s.LP to c.HK link. I think it's a 2 framer. I can hit it usually, which means it's not a 1 framer. Yeah.

Oh and Jonster, I definitely recommend staying away from Gief, as there is no other way to fight him other than run away. A head on confrontation will always result in a quick death. Playing Gief is the road to salty insanity. Well, unless you're a mindreading genius like Mestizo.

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I am still struggling with Ryu's 24th trial, which features that hadouken FADC Ultra 2. The Ultra's not the bit that I'm struggling with, it's linking cr.MK after j.HP, cr. LP x 2, cr.MP that I find impossible. I'm determined to do it properly as well and not sneak in any extra moves. God it's so hard, I'm sure it's like a 1/2 frame link :-P It's all good tho' cos I'm tightening up my execution along the way. Finally plinking makes sense to me - and works... I was hitting 1 frame links all over the place in training. Quick session of ranked soon brought me down to earth tho' cos all my new found skills fucked off.

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This is pretty much the most popular fighting game on rllmuk. It might be worth holding out for Marvel vs Capcom 3 next month as there will be loads of people starting on that pretty fresh, and it might even cause a temporary lack of rllmuk SSFIV lobbies. SSFIV is probably the friendliest title for newcomers though, yes.

Cheers, got this on the way now. Is there a good resource for beginners tips around?

Also, thanks to whoever mentioned this Run it Back series, it's excellent! (available here)

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From Air's blog:

IMG_0098.JPG

Flash Metroid. I just took a picture of him because i find his face really really funny.

It definitely helps. His bromance with Mike Ross makes him fit into the show's dynamic so nicely as well.

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Aye, literally as soon as the animation ends. If it doesn't come out you're pressing too soon, at any point within the LP animation, which registers as nothing.

If you're really keen, and I mean really, you can read this fantastic write-up of plinking which makes one-frame links easier. Literally twice as easy as it give you two attempts at hitting it. But this stuff doesn't matter beyond trials or very high level play so don't worry too much about it.

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Aye, literally as soon as the animation ends. If it doesn't come out you're pressing too soon, at any point within the LP animation, which registers as nothing.

If you're really keen, and I mean really, you can read this fantastic write-up of plinking which makes one-frame links easier. Literally twice as easy as it give you two attempts at hitting it. But this stuff doesn't matter beyond trials or very high level play so don't worry too much about it.

Not that I am at that level but why does he talk about double tapping the mk in the first bit when the combo doesn't have double mk in it? Or is that the ex link. Soo confusing.

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other way round - if you're after a HK you can plink with MK or LK.

i wouldn't bother with plinking until you've got your basic game down though. you should be able to hit that link once for the trial without it, anyhow.

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Also, do you mean to say that I can't press the HK button until after the LP animation has completely finished? Or in other words, it can't be buffered? Is this the diffence between cancelling and linking that I hear people talk about? Is cancelling essentially buffering (like lots of LPs) and linking is going to something else like the HK? Is there a set rule of what you need to wait for and what you don't? I understand that you can buffer a fireball whilst the LP animation is still playing out. Is that correct?

Sorry for all the questions. Any help is appreciated. I think I'm starting to understand what people are talking about but I just want to make sure that what I think they're saying is actually what I'm interpreting it as in my head. I've understood cancelling as essentially doing the next move before the current one has finished/played out and I assume linking would be performing the next one within the tight frame window of one move ending whilst ensuring you don't input it before it ends like you would with cancelling. Am I close?

three separate things.

cancelling - the second move interrupts the first. e.g. mash four crouching light punches in a row - you don't see the recovery frames.

linking - the second move can only start (and indeed the button presses can only be input) once the first has finished e.g. your link to HK you're trying get.

buffering - making the directional motions for a special move with the stick while something else is happening, so when that thing's finished happening all you have to do is press the relevant button(s) and the special is good to go e.g. jump in with zangief and buffer two 360 motions in a row while you're in the air so when you land you just press all three punches and get the ultra instantly, or do the solar plexus strike with ryu and buffer the dragon punch motion (forward, down, downforward) then press punch as soon as the animation for the strike is done. you can buffer stick movements, but not button presses.

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Not that I am at that level but why does he talk about double tapping the mk in the first bit when the combo doesn't have double mk in it? Or is that the ex link. Soo confusing.

He doesn't double tap the MK, but rather hits the MK first then LK fractions of a second later. The training mode input window will show MK for the first press, then MK AND LK for the second even though the MK was only pressed once.

In the wacky world of the SFIV engine this counts as MK having been pressed in both frames and when the game detects two buttons pressed at once it gives precedence to the more powerful attack, so it registers an MK press for two consecutive frames giving you double the chance of hitting the link.

This means you can't plink EX moves though. Or I think he goes on to explain how you maybe can but I got bored long before that point, fucked combos in the bin and went back to playing Dhalsim.

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it's just cancelling that I'm a bit confused with. Would it be horribly wrong for me to think of it in the same way as buffering except that instead of it playing out after something's finished it will potentially stop whatever's happening from actually happening and replace it?

That's it exactly. Get in someone's face with Ryu and hit FP then immediately do a shoryuken with FP again, he'll do the first attack as expected then stop that animation when the game registers the SRK input and go into that.

You get the full damage from both attacks but only certain moves cancel into one another, and you can only do one "cancel" in a single combo (unless you FADC things) so you can't repeatedly string cancellable moves together into some infinite combo of death.

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OMG, I just did a target combo of

Freshly chopped garlic -> Freshly chopped ginger -> Chopped chillies in white wine vinegar -> Fried tiger prawns.

And then did a Pak Choi x Mushroom x Onion x Red Bell Pepper Stir Fry follow up for the dizzy. Chipped it out with some nice Thai rice.

Fucking GDLK.

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Okay, thanks for that. I think I understand the principals for linking and buffering, it's just cancelling that I'm a bit confused with. Would it be horribly wrong for me to think of it in the same way as buffering except that instead of it playing out after something's finished it will potentially stop whatever's happening from actually happening and replace it?

Also, is there any way to understand what you can cancel and what you can't? am I right to assume that any special move can be buffered at anytime (sort of)?

Well buffering can be used in either instance. In Alistarr's examples, you can buffer in a 720 during a Zangief jump so that all you have to do when you land is hit the three punches to complete the ultra motion. Similarly, for Ryu's solar plexus strike into dragon punch link, buffering in the dragon punch motion means that all you have to do is press punch at the right time, rather than execute the whole move just as the initial hit is finishing.

You can also use buffering for cancels:

Ryu's crouching MK cancels into Hadouken. That is to say, you perform a hadouken during the animation of the crouching medium kick, and it will interrupt the kick to transition into a hadouken. If you wanted, you could be buffering in a quarter circle forward every time you do the medium kick. If it connects, you can then just tap punch to get a fireball. If not, you can leave it.

So in that example you'd be buffering so that your cancel into fireball is just one button tap away should you choose to use it, rather than doing the kick, waiting to see if it hits and then having to very quickly input the fireball.

A good example of this with Cammy is crouching medium kick cancelling into spiral arrow. Sticking out crouching medium kicks whilst constantly buffering spiral arrow is something I spend a lot of the round doing with Cammy. It allows you to stick the MK out there and fish for hits, then immediately spiral arrow if you see the kick land.

Oh, and for charging characters, you can buffer in a charge during other moves so that it's ready as soon as you need it. For instance, with Guile you can charge back and hit forward and punch for a Sonic Boom. As soon as he's fired it, while it's still on screen, you can already be charging your next one. You don't have to wait for animations to finish etc. Buffering in this manner is absolutely essential for charge characters.

It's worth noting that many cancels will only work if the initial move hits or is blocked. This isn't the case for *all* cancels, but most. So, for instance, you can't cancel crouching MK into fireball if the medium kick doesn't connect with anything. There are some nice tricky exceptions to this rule, but for the most part it holds.

So yeah, buffering has many many uses. You can charge during other moves, you can disguise difficult/awkward motions during other moves, you can pre-emptively input the motion for the last part of a combo and then just tap the button at the end if your first bit hits, and you can do things like charge/pre-emptively input a move whilst getting up.

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EDIT, Or is the FADC just necessary inbetween to keep me on the ground and get out the ultra whilst they're flying after being hit by the original SRK?

This.

I'm still shite at FADCing after two years but it's a handy thing to learn as plenty of the cast can land ultra or at least a good combo off it, and if nothing else it makes things safe eg. - I go to shoryuken you and you block it, but if I FADC out of it I actually recover a few frames before you come out of blockstun so I can still continue with pressure even though I didn't get the big combo I wanted. An FADC uses two stocks of your super meter though so you can't just throw it out all the time.

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EDIT, Or is the FADC just necessary inbetween to keep me on the ground and get out the ultra whilst they're flying after being hit by the original SRK?

Yeah, that's exactly it. You get all the launchy benefits of the SRK without having to go flying into the air yourself, which allows you to juggle.

Another Ryu example would be to Fireball - > FADC - > Sweep. The fireball hits them, Ryu dashes out of the animation and is able to land a sweep while they're still in hit stun from the fireball. Without the FADC Ryu wouldn't be able to follow up fast enough because he'd still be recovering from the fireball.

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if pockets sticks with this game then we'll overtake the console sales thread in no time.

(it's all love pockets, we have all been where you are now. sadly some of us were there before the internet existed so had to spend ten years working out how stuff worked. that's why some players get so grumpy about people who started playing fighting games with SF4 - the rest of us haven't eeaaarned it by doing their offline homework in dozens of rubbish games over the years).

speaking of jlm, where are those tournament video links you promised us earlier?

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Does Casino in london have AE now? I may have time to swing by this week.

Why yes it does. Apparently it was back in by sunday, but no-one knew so the place was empty! There are rumours of Trocadero having two setups. I am going to play AE this week. Oh yes.

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Does anyone know what Fei Long should do against Dictator and T.Hawk? Gief I can out poke and use focus, but an annoying hawk can fly all over the place with that fucking annoying armour breaking dive and punish some whiffed/blocked moves with goddamn 360s :hmm: Same with Dictators who fly all over the screen and do shit loads of scissors- they shutdown my rushdown as my pokes lose out to his stupid hard kick, scissors etc. Blipwoo was giving me grief with both of them (and then changing after a single win with them to someone else. I know you're being nice, but play them again! I need to learn the matchups! :eyebrows: )

I think more than anything I just need to play more of them. I found Akuma really hard with Fei until I kept playing a good one over and over.

Also I just found my headset doesn't work in my TE anymore. This means 2 things. Either I need to now buy a wireless headset. Or buy a new TE.

The latter is insanely tempting. Especially as I think my sanwa stick is completely fucked :lol:

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Does anyone know what Fei Long should do against Dictator and T.Hawk? Gief I can out poke and use focus, but an annoying hawk can fly all over the place with that fucking annoying armour breaking dive and punish some whiffed/blocked moves with goddamn 360s :hmm: Same with Dictators who fly all over the screen and do shit loads of scissors- they shutdown my rushdown as my pokes lose out to his stupid hard kick, scissors etc. Blipwoo was giving me grief with both of them (and then changing after a single win with them to someone else. I know you're being nice, but play them again! I need to learn the matchups! :eyebrows: )

I think more than anything I just need to play more of them. I found Akuma really hard with Fei until I kept playing a good one over and over.

Also I just found my headset doesn't work in my TE anymore. This means 2 things. Either I need to now buy a wireless headset. Or buy a new TE.

The latter is insanely tempting. Especially as I think my sanwa stick is completely fucked :lol:

I was working on my dudley during my session with uzi; I love the potential in him, practically anything can lead to a 200-odd damage punish. Unfortunately I possess flailing, panicky claws where my hands should be :( three times I managed to land a sweep on uzi's fei long with full super bar; in my mind it's a glorious sequence of a graceful duck, a powerful straight punch, cancelled into the beauty of

"one... two... THE END!!!"

I LOOOOOSST!!!

"is that truly all you're capable of?"

*shakes head in dissapointment*

But every time i did sweep > nothing :facepalm:

sterling games to uzi, who's developing a truly scary fei long (when not groaning under the dictators boot or been sat on by a large indian :eyebrows: ). Let the side down a little by making allusions to T Hawks hobbies via messenger, and the frankly disturbing sight of fei long's spinning blue spandex pants befouling my screen whenever I caught him in corkscrew cross. Put some clothes on, chap;)

post-6998-036563700 1296506776_thumb.jpg

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The first two matches are a great contrast. VIper vs Abel in VIper's favour,and then the absolute opposite. Ryder, Gustavo and the rest are generally better than KDZ, but KDZ plays Abel like Sakura and I love him for it.

Sanford vs Ryder:

RyRy vs KDZhttp://www.youtube.com/watch?v=pq-1CXnZh0k

Arturo vs Andre/TwistedJago/Best Bipson. I know FChamp's Dhalsim is more tricky and is winning a lot at the moment, but Arturo is still my favourite 'Sim. He is zen-like with the normals:

Marn vs Ryder:

Wolfkrone vs Arturo:

Wolfkrone vs Marn:

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