Jump to content
IGNORED

Ultra Street Fighter IV


JLM

Recommended Posts

Flash kick is 5 frames startup, though, so it's a tight punish. It will be even more punishable in USF4, though (much like the messiah kick enders). Fortunately for me, however, I intend to be better at the game in USF4 to compensate.*

Anyway, you know how you're looking for more high pressure practice with your Rose before Hypespotting? It's not the same as a real tournament but do you fancy coming over on the 15th and entering this online PC tournament?

http://forums.shoryuken.com/discussion/188378/ssf4ae-pc-tournament-maddogz-tournament-europe-1#latest

We have to play without stage backgrounds for the game to run perfectly on my machine (but it does run perfectly once the backgrounds are off!) but it might be a good time. Can do the usual jellistarr training/pressing buttons session while waiting our turns.

I was thinking about Leicester this weekend because I could go see my brother while I'm there but the travel is just a bit much, especially when we're off to Glasgow at the end of the month.

*Not a guarantee.

Link to comment
Share on other sites

Huh. Not sure why I think that, then!

Oh I know, because we were testing if Guile could punish blocked messiah kick FADC forward and couldn't get it, so we figured it was unsafe against DPs but safe against Guile. I guess it must be -3 and the it's just that it's really easy to mash reversal DP. Either that or we just suck at training mode.

Link to comment
Share on other sites

To be fair, I've heard a couple of commentators (inc. Chen) say it's 5 frames, but every frame data chart I've looked at says 4. Chen has also said Sagats dp is 5 frames as well, tho.

Just saying I did check before posting, but maybe my info is wrong.

Link to comment
Share on other sites

Forwards - backdashing is a lot less safe frame-wise but moves you far enough back that hardly anyone can punish it. Guile, however, can flash kick for miles (but seemingly can't punish a forward dash).



Sagat's DP is 5 frames - take it from someone who hasn't got their frame data wrong in at least an hour.

Link to comment
Share on other sites

Aha. I was wrong about Sagat, it seems. Mr Starr is completely correct about Sagats dp. Had checked Guiles, hadn't checked Sagats. His dp is 5 frames apparently.

I apologise.

That means all the other commentators I've heard say it's 4 are wrong, and Chen was right.

Fancy that.

Link to comment
Share on other sites

I played this game tonight. I am rubbish but it is step one to becoming the greatest Street Fighter person in the world.

Event Hubs for combos I guess? I did some bad ones by accident.

Link to comment
Share on other sites

I played this game tonight. I am rubbish but it is step one to becoming the greatest Street Fighter person in the world.

Event Hubs for combos I guess? I did some bad ones by accident.

You're honestly probably better just asking in here. Who you been usin'? We'll give the best advice we can before Jellum drops pure science.

Link to comment
Share on other sites

I know JLM plays him and has written loads of great stuff, no doubt, so I'll search the thread tomorrow. I used to play Fei but understand that's not done now. Deejay, Cody and Gouken also interest me.

Link to comment
Share on other sites

Learning to use Cr.lp linked into standing hk consistently (then cancelling in EX Machinegun Blow) is a pretty big deal for Dudley. Jellum has a lot of experience with him these days and I'm currently unsober so I'll let him type words when he exists.

EX Thunderbolt for chip win is glory.

Link to comment
Share on other sites

If you're going with Dudley, see if you can get a feeling for the following three link combos:

cr.lp, cr.lp, st.hk

f.hk, cr.lp, st.hk

cr.lk, cr.lp, st.hk

The first one is your basic hit confirm from a crouching jab, and the other two are the same combo but starting with an overhead and a low attack respectively. With all three you should be looking to then cancel the st.hk into ex machinegun blow whenever you have the meter for it, which you can follow with a ducking upper for an extra smidgeon of damage.

Dudley has loads of fun stuff and nice counterhit games too, and I'm sure JLM won't mind repeating his long list of real Dudley advice, but that high/low mixup into big damage, plus plenty of throwing when you sense your opponent just blocking, is a solid basic foundation for a Dudley.

Oh, and use st.mk as anti-air. Don't be letting dudes jump on you!

Cody and Deejay both have some nice easy combos which you can swap out for more difficult ones once you get better. With Dudley you kind of need that cr.lp into st.hk link or you're never getting any damage. If you can get a feel for it then it's such a satisfying thing to hit, though!

Link to comment
Share on other sites

Standing medium kick is the anti-air, not standing mp. Everything else Alistarr says is entirely correct though.

I am in no fit state to do the whole spiel now but I will knock something up soon as I have put a silly amount of time into researching Dudley and enjoy rambling on about it in here.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Use of this website is subject to our Privacy Policy, Terms of Use, and Guidelines.