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Ultra Street Fighter IV


JLM

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Isn't this thread heart-warming? I want to help too!

Double-O, if you're trying to punish Ken after he has done a dragon punch, but keep finding yourself getting hit out of it - vary the timing and hit him earlier but not too early or you'll miss or "whiff" it.

Different moves take different amounts of time to start up before they hit, so if you let him land and then try and hit him with a move that takes longer to start up than whatever move he's trying to hit you with - you'll get hit. Ken's dragon punch takes only 3 or 4 frames (60ths of a second) to start up so if you try and hit him with something slow like Akuma's towards + medium punch, which takes 17 frames to start up, you'll get hit first. Akuma's close hard punch on the other hand is 4 frames and a much better punish.

You don't need to know the numbers, just get a feel for how fast your different moves come out. Another factor is how long a move stays active cos a move that stays active for longer has more opportunity to hit.

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Your mate sounds like my mate when I used to play SFII on the snes - this was when the internet was still in black and white and only on for 2 hours a day so it took me ages to figure out I needed to block jumping HK high rather than getting salty that crouching block didn't work.

Back then the moveset for shotos was whore you ken, whore you get, and perfection perfect

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I love this thread. Advice? We'll give you fucking advice!!!!

I think everyone has covered lots of basics, but I noticed this:

When I am grounded and he is standing on top of me. What is the best thing for me to do? Come up with a light/quick dragon punch? I have noticed trying to come up with a hard dragon punch often means there is a slight delay and he is able to hit me first.

It sounds like you're doing the dragon punch too late here. Dragon punch comes out very quickly, even the hard one, and the start is invincible, so he shouldn't really be able to hit you before it comes out.

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Lots of lovely posts in here today. Well done fellows.

Nate, I was hoping you'd post stuff about that Evil Roo vs Dudley set as it was excellent fun and I assumed that "just a few" turning into a dozen games was a sign that you were either enjoying it or developing a steely resolve to beat me before leaving (ideally both). The scoreline was definitely flattering, as some of those drops would not only have turned rounds in your favour but would actually have been for the kill. There was also the last game where I went for a suicidal EX uppercut with hardly any life left and you went for an emphatic ultra 2 punish and it started up too slow, but punishing with any normal into a special move would have killed me. So yeah, definitely escaped with a few.

If I'm going to persist with Dudley (I am) I need more long sets against characters with strong low pokes. Imp's Ryu blows up my Dudley with the aforementioned cr. MK into tatsu, and Ryu generally is a big problem for him. Against Evil Ryu the cr. MK isn't as good but it's still a massive pain. As you mentioned my response against Evil Ryu is to look for opportunities to jump, but this is more valid against Evil Ryu than regular Ryu because I know that I have waaaay more health than you do and can afford to take bigger risks as a result.

Lastly, I don't want to sound like a dick and give you advice because you didn't ask for any, but I also don't want to get fraudulent wins when I'm trying to improve with a character, so feel the need to mention that if I drop my combo into EX Machine gun blow and you block it, I'm at -8 and should be getting hit. I know it's an odd move to punish though, because it's not easy to tell exactly when you're able to respond and I know that a lot of Dudleys will be mashing EX DP/Ultra to catch a mistimed punish. I think doing anything slower than three frames online is probably risky unless you're feeling confident, and the players I've fought who know the match up will often just go for a reversal DP to be safe, as it's still a nice bit of free damage and stops me getting away with it. Standing jab into tatsu into uppercut is also an easy three frame punish if you get the timing down.

I felt like it was a bit unfair that you ate full punishes for any execution errors in that set and I got away with mine because I'm using an unpopular character.

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I'm excited cos there's going to be some after-hours Street Fighting at my work. And beer. Street Fighting on the big TV in the boardroom and beers. I've brought in two arcade sticks. I'm going to have to control my enthusiasm.

Also I think it'll be Super, not AE... Hmm.

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