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Ultra Street Fighter IV


JLM

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Just had a much more fun set of games against a friendly Dutch chap named gl0ckm0nkey, who has a relentlessly frame trappy Cody. I cycled through my usual cast of characters, playing five or six games each with Zangief, Rose, Cammy and Sakura. With them, Chun, Dee Jay and Blanka it has become apparent that I try to main most of the cast. I won't change though.

Abyway yeah, he was good. It kept happening that each time I'd change character I'd win two or three games in a row and then he adapted and we'd go back and forth with the wins. Sakura vs Cody is great fun because you just take it in turns to obnoxiously press buttons in each other's faces and get that precious counter hit, safe in the knowledge that neither of you have a useful get off me move without meter. I feel like I've neglected Sakura of late so it was fun to pick her up again and get all reset happy again. got a few dizzies with the dash jumping fierce reset and it's non cross up variant, and each time ended the second or third mix up with sweep so I could have a mid screen hard knockdown and go empty jump low and other fun vortexy stuff. Sakura is so much fun, particularly if they don't have an uppercut!

Cordial messages were exchanged afterwards in a gentlemanly fashion. Much better.

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I think when I was fully practised up with Chun she was the strongest character I've had in SFIV. I got over 3,000PP in Super thanks to her and everything. Soooo rusty now though.

Sky is consistently amazing to watch, and one of the few players on my list of essential Chun viewing who still actually plays her. What I love about his Chun play is that he has some really fancy shenanigans stuff on top of the general godlike fundamentals, and that's really not one of Chun's strengths at all.

I can see why she's fallen down the tier list as SF4 has evolved. The game has become a little more offense based for one, and aside from that I don't think she excels enough at anything to be a tournament winner. She has amazing footsies but I wouldn't trade all of Ryu's other attributes for the slight upgrade Chun offers in that one department. She has good zoning, but there are specialist characters who do that waay better. On the offense she can't create great pressure and has average damage, and on defense she gets absolutely blown up by dive kickers and is completely free against vortex characters like Seth, Viper and Akuma. She has bad match ups against most of the current SFIV top tier. On top of all of that, the fact that everyone dropped her means that there's no new tech or answers to the new AE/2012 problems for her, so the recurring problem of a supposedly weak character becoming an actual weak character because they were a supposedly weak character crops up.

It all makes me sad because I wub me some Chun.

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I played some tonight and it felt good not having to think about gems or tagging. First match I got ruined by a very very good Elf. Then had a series of games alternating between really good and really bad opponents. Oh I want to play more. Also, I've a new sanwa stick waiting at the post office for me to pick up on my way to work tomorrow - could be perfect opportunity to find out if anyone at work plays.

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GGs Donut and Jiro. Lots of games going down to pixels in the third round tonight, and the last match even ended on a time over. I wonder if SFXT has conditioned us towards longer and more carefully fought rounds.

I was in the mood for Dudley this evening, so thanks for putting up with that. I was practising his b'n'b in training earlier and wanted to see if I could get accustomed to doing it in matches. Got it a few times, though when I'm on player two side I tend to hit the link but miss the machine gun blow, which is annoying. Also went for Marn's corner reset of focus crumple, jump over, crouching light kick, dash under. Looks so slick.

Also standing MK is an absurdly good anti-air. I never knew this when I tried to pick up a bit of Dudders the first time and it makes so much difference. Crouching fierce is too slow in a lot of situations so it's great to have a button you can react with and that wins more often than not.

cr. jab - > cr. jab - > standing roundhouse - > EX MGB - > EX ducking straight - > fierce uppercut does niiiice damage on Seth. EX upper on its own clearly doesn't do enough chip damage though. Bloody Seth.

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Unfortunately not. Tournament mode only works for online play.

Could always use http://challonge.com/ to generate some brackets though; that's what a lot of the big American tournaments do.

And yes, I forgot about landing Dirty Bull. Makoto forward throw, wait, dash in, forward throw, wait dash in, GET DIRTY BULLED. Yeeeeah. Shame I didn't have the same presence of mind against your Dee Jay tick throw loops. It just switches my brain off when you start doing that and I completely freeze up in the no man's land between tech-ing and doing something else about it.

Jiro had far too much success with Vega's super by the way. I think it causes the same issue, where you see the Super flash and start processing what you should do about it for a couple of seconds, by which time you've been grabbed.

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Okay guys, need some help. I've been playing on and off for a few years, watch a lot of tournaments but I'm really not very good at all.

Last night I had a few games online and I played a guy who was relentlessly pressuring forcing me to always block. I just couldn't seem to get a move in. I think I was playing Cammy and he played a few different people (Akuma is the one I can remember). Generally I wasn't bad at the blocking and tech-ing throws but failed at punishing anything. Even his crossups were always hitting despite me knowing they were crossups and blocking (or attacking) accordingly.

So, what's best to do in that situation? Light normals, try and dash out or something else?

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Cammy has an OK back dash, so that is one option against someone who is pressuring with normals/tick throws. Look for any patterns in thei pressure strings too. There will always be gaps, not necessarily where you can punish but at the very least where you can sneak in a light attack, make him block and start your own pressure. Make him block a few rapid fire courching jabs or crouching light kicks and then back dash to get a bit of space. Cammy's jabs cause a lot of block stun for light attacks, so know that if you get a couple of those out you can actually take charge of the situation.

Make sure not to let them jump in for free too. Cannon Spike is an excellent uppercut and you should make your opponents respect it, but you can also use standing hard punch which will at least trade with most jump ins and quite often win. Trading with Akuma in a situation like that isn't often a bad thing because he has low health.

On the ground, your standing hard kick is a great poke against people who are trying to get in. Tag someone with that a few times and they'll want to jump, at which point you can cannon spike, standing hard punch or go up and meet them with an air throw.

If you have two bars then you always have the option to cannon spike FADC. Again, if the opponent is relentlessly pressing buttons in your face and not respecting you then you have to show that you're willing to do that and that he can't just do what he wants up close. If you have a good read (like you've identified a pattern or particular tick set up he likes to use) then do it without the bars and it should make him more cautious with his offense. If you're not sure then do it when you do have the bars. If it hits you can FADC forwards and do another cannon spike for good damage, or FADC backwards and juggle with ultra.

If I could see one of the replays or play against you I could try and give more specific pointers on what you could be doing, but I hope that general advice is a little bit useful.

Oh, and the Asura DLC is the other way around; it's cross over content of Ryu/Akuma/Evil Ryu for Asura's Wrath, not Asura in Streetfighter.

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JLM, thanks for taking the time to write that. Lot of really useful information. In fact I jumped online a bit charged and did pretty damn well.

One other question about Cammy... is her Ultra 2 more useful in specific matchups? I don't think I've ever used it!

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GGs folks, though it was unfortunately a bit laggy against Heggston, which is a shame as I haven't played you for a while. Yasawas I really do need to play against you more often. Another thread regular who I'm actually able to play against is a precious thing, plus I have a slightly perverse love of fighting against Dhalsims.

Alistarr is correct about Cammy's Ultra 2, and the same is true of Fei Long's. The only exception worth noting is against C. Viper, and this is just about the only time you'll see either of those ultras used in tournament. Viper's burn kicks and air burn kicks dont break armour and therefore get countered by it, which makes it a very potent threat against her. You won't necessarily see it connect very often, but just having the threat of it in that match up and potentially putting them off going nuts with the 50/50 burn kicks is useful. I know Fuudo uses Fei's counter ultra against Vipers and it definitely came in handy at Evo.

But yeah, aside from that it's not great, and Cammy's Ultra 1 is far too versatile (anti-fireball, Blanka ball punish, combo potential etc/) to give up in any other match up. Fei Long's ultra 1 isn't even very good and it's still very rare to see him with U2.

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Aye that was fun. I've been playing ranked so much recently I've forgotten how to deal with players who have combos and a mix up, it's a different world. Would love to play your T Hawk more, I'm terrible against grapplers. With Sim it's like a Dark Souls boss fight where you're stomping about the arena not giving a fraction of a fuck and I'm jabbing you with my halberd (LP yoga fire) and trying to stay away because that one time you get in and grab me I know it's over. Sweet.

Also I need to learn some Dee Jay, you and Donut both have strong ones and it was a lot of fun to watch. I played a lot of him in ST but for some reason have never used him much in Super.

Also I can't work out the times for Shadowloo Showdown. Is it midnight tonight it starts?

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Yup, sorry about the lag chaps. Was so excited about playing again and then boom, lag-town. Here's hoping I can get some time in at the weekend, lag-free. I miss this game.

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Is everyone back on this then? Will I have to dust off my raggedy Cody and beautiful Chun? (By which I mean come in a lobby, constantly try to use boost combos and get absolutely bodied)

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*gasp* Heggfest AE 2012!

Noticed last night that my HP button is playing up on my TE. I renewed the buttons only recently. They are a right pain to get in on the TE too compared to the TvC/brawlstick/SE sticks.

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