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Ultra Street Fighter IV


JLM

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I'm still up for the eight, though I not sure I'm not sure if I will need to leave on the night of the Saturday or not but I will definitely be there for the Friday and saturday. Likely hood is that I will be there for the sunday but just not 100% yet.

Saw Nate was still playing so I had a few games in ranked and came across the most god awful Evil Roy I have ever met and nearly lost to him too due to being nearly as bad. I had a few other games with some different character and managed to win them all except when I played Elf :( I think I have gotten very bad with the Mexican cooking man now. He is still awesome but by god I manage to either completely own a round or get absolutely hammered.

At least he isn't as bottom tier as Sean.

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Lewis, 60 hours is nothing, trust me. I'm at 400+, joffo is somewhere in the thousands and jlm has actually been playing street fighter for longer than he has been alive. I'm still awful, too, so don't worry. Or maybe do worry, actually, I don't know.

Rose can be easy to pick up but on ranked you can run into trouble with her very quickly. You really have to be consistent with anti-airing people with cr.hp and you've got to do all you can to avoid hard knockdowns, because she's so free on wakeup.

I dunno how much you know about her, but a few useful tips from when I took her round the block on ranked:

If people are just constantly doing blockstrings and jumping to cross you up (an annoying staple of ranked) then simply do a slide after they have jumped, and Rose will slide to glorious freedom. Made my life so much easier.

Stop using soul throw to anti-air, unless it's ex. It's not invincible, so will often lose to ryu's jumping hk or whatever. cr.hp is godlike, use it often and use it well! Anti-air is a serious weakness in my game, and I've found the best way to improve it is to constantly be looking at whether or not the opponent is within jumping range. It makes it much easier to react to when you're already kind of on the lookout for it. It sounds brain dead, but it's something I really need to work at, and doing so has improved my game a fair bit.

Her close medium kick is throw invincible, and goes over low attacks. Abuse this when you're up close against zangief, T.Hawk or people who like to wakeup throw tech.

Oh, and if you want Ultra 2 mixups then looky here:

!

Though my favourite ultra 2 thing is just walk them into the corner and then start charging a focus attack. People panic so blndly when you do that.

Oh, and Joe, I think that ultra 2 is the right choice for Rose v cammy. You sometimes just need a move which buys rose time and space against rushdowny divekickers, and ultra 2 is that. I think cammy is a horrible match for rose. Once rose gets knocked down and cammy starts her crossup/not crossup divekick game, and gets in close with frame traps and tick throw pressure then rose is in serious trouble. I'm not sure, but I think ex soul throw beats some of those divekick shenanigans that I was doing against you.

EDIT: Just did some lab testing. Joe, you know how I kept crossing you up/not crossing you up with divekicks after a backthrow? Well, I think rose is totally fucked against cammy in that situation. Ultra 2 gets stuffed on startup, Ex soul throw and ex spiral both whiff and go the wrong way and cammy can punish with a spiral arrow or probably even an ultra. Focus forward dash/backdash always puts you next to cammy because the dash inputs somehow get screwed around, it's kinda wierd. And you can't do any crouching normals to make the dive kick miss either. So you've just got to guess 50/50 which way to block, when half the time I don't even know if I'm crossing you up or not. In the corner ex spiral and ex throw both win, because cammy crosses you up earlier so they come out on the correct side, so there's that at least. But ouch.

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Though my favourite ultra 2 thing is just walk them into the corner and then start charging a focus attack. People panic so blndly when you do that.

Oh, and Joe, I think that ultra 2 is the right choice for Rose v cammy. You sometimes just need a move which buys rose time and space against rushdowny divekickers, and ultra 2 is that. I think cammy is a horrible match for rose. Once rose gets knocked down and cammy starts her crossup/not crossup divekick game, and gets in close with frame traps and tick throw pressure then rose is in serious trouble. I'm not sure, but I think ex soul throw beats some of those divekick shenanigans that I was doing against you.

EDIT: Just did some lab testing. Joe, you know how I kept crossing you up/not crossing you up with divekicks after a backthrow? Well, I think rose is totally fucked against cammy in that situation. Ultra 2 gets stuffed on startup, Ex soul throw and ex spiral both whiff and go the wrong way and cammy can punish with a spiral arrow or probably even an ultra. Focus forward dash/backdash always puts you next to cammy because the dash inputs somehow get screwed around, it's kinda wierd. And you can't do any crouching normals to make the dive kick miss either. So you've just got to guess 50/50 which way to block, when half the time I don't even know if I'm crossing you up or not. In the corner ex spiral and ex throw both win, because cammy crosses you up earlier so they come out on the correct side, so there's that at least. But ouch.

Heh, well that makes me feel slightly better. Ouch is certainly how it felt. The worst thing is playing someone on ranked who knows exactly how to stuff wakeup EX spiral with a normal. Why do all the characters I enjoy playing have such limited wakeup options? Sigh.

Must try out that focus attack U2 mixup some. I do wish her focus didn't have such crap range. I played with a nice mixup in training where you cancel a close spark into L3 focus, but you have to be right in the corner so it's pretty much completely impractical.

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Good stuff Haggar, that U2-Focus does sound pretty workable. And by workable, I mean easy enough so I don't panic over it. The throws I keep trying to pull out using U2 don't even work half the time - if an orb hits them on crouch-block and you try the grab immediately during/after, it just misses completely. Which, as I found out the hard way, happens quite a lot.

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I sent an invitation to Plopboy for some endless fun last night - just after he'd logged out. Boo. Ended up just messing around in training.

I'm thinking of playing a bit of Ken now that eveyone else has played him to death - but I want to aim high and play a wild, super-styling Ken at the edge of my abilities so that I when I lose I can pretend it was because I was trying to land cool stuff. Can some of our Ken masters give me some homework?

I was trying his cr.MK xx fireball FADC U2 which isn't wild or super-styling but it was at the edge of my abilities. Any execution tips for that? Landing it straight eg. doing all the full execution, works but you have to be fast as fuck for the U2. Surely there's an easier way? I thought I'd try using a 2xQCF motion after the cr.MK and hit a fireball on the first QCF and the U2 on the second and then (going back in time) mash in FA in the middle in the hope that it'd dash-cancel and everything would work out - but while it worked sometimes, it seemed a bit hit and miss.

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I'm pretty sure Nate did that to me twice one night. It was beautiful.

My favourite waste of a combo with Ken the the Focus crumple, wait til they hit the floor, hp.dragon punch, FADC Ultra. It hits fully, rather than the usual juggle stuff. I think it's less damage than just focus > Ultra as well, so that's perfect. I also like focus crumple, wait, hp.srk, FADC mp.srk > EX SRK. Triple threat. 3 bars.

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I was torn between sign-posting it or just leaving it there to be discovered like a truffle in my loamy prose.

I love so much of the writing in this thread. Street Fighter + excellent words = :wub:

Carlito had gdlk excellent words. Who bumped him off?

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Other Rose cammy stuff. As soon as cammy has even 1 bar then just stop fireballing, hell it's not a great idea when she has no bar. I don't think rose should chuck that much plasma in this match.

With no bar at midscreen, cammy can jump over fireballs with j.hk or do a spin knuckle through them. Even if you block the spin kunckle cammy has frame advantage, so the fun begins. With no bar fullscreen fireballs are ok though.

Midscreen with 1 bar cammy can ex spiral arrow through due to projectile invulnerability. Or ultra if she's got it and is expecting a fireball. Fullscreen with 1 bar she can use ex hooligan to go over the fireball and get a backthrow, which puts Rose in that utterly hideous situation I outlined above.

And I think you got a win against me with chip ex fireball on wakeup, which was probably a bad idea since really I should have mashed out an ultra which would have gone right through it. chip fireball from that sort of range is something that gets me killed so often when the other person has ultra stocked. Bad habit of mine. Better to just back off to fullscreen and start chucking from there, or just downback at like half screen and just look to cancel a normal into the chip when I'm standing. No sense giving me a chance to reversal you.

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Jiro, that cancel into Ultra 2 is my favourite Ken thing to do and is also the only Ken thing i've practised to any degree.

How are you doing it at the moment?

I tend to go cr. MK - > fireball - > focus attack + simultaneously tap forward once to dash out of it - > Input two quarter circles as Ken's dashing - > tap the kicks as soon as I see the dash finish.

If you're double tapping forward to dash out of your focus attack then you're losing valuable ultra buffering time; you only need to press it once as the forward press from your fireball also counts as the first forward press in your dash. Other than that I don't have much advice on making it easier; you just have to do it as fast as you can.

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I like your new David Beckham avatar D'jay El-Ahm

If you'd read my message properly you'd know I was trying to get out two, evenly-timed, silky-smooth QCFs and sort of overlaying HP, MP+MK, LK+MK+HK on top of that - timed to perfection. It worked sometimes but I think that was an accident. Will try your method tonight! My wife's got a late meeting which means I will have early Street Fighting because I won't be a) making/eating dinner b) doing husbandly stuff.

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Ken:

f+MK is the best thing. Use it a lot, you can stuff fireballs with the very tip of it from 2/3 of a screen away.

His target combo (MP-HP) is the second best thing. It's actually bad for damage scaling - you should use sHK instead, but using target combo gives you a nice long window to hit confirm. Cancel into fireball if it's blocked, or into SRK/Tatsu on hit.

IIRC, HK Tatsu does more damage than HP SRK but the latter's better for positioning as Tatsu doesn't knock down. I do like the 50/50 after HK or EX Tatsu on hit, though - most people expect a throw followup.

My favourite Ken combo is j.HP, cr.LP cr.LP s.LP cr.MK x HK/EX Tatsu. It used to be (corner) LP SRK link Super link Ultra but they increased LP SRK recovery in AE and it's gone now. You can cancel SRK into Super but that's not as stylish.

To make the timing easier on Level 3 Focus - HP SRK FADC U1, hold up after you dash out of the level 3 focus then wildly mash SRK as you land. Works with an angled jump too, so if you're better at FADC Ultra on one side of the screen than the other then you can put yourself on your good side, which is nice. My favourite Ultra setup is still fullscreen fireball x2, FADC the second one then anti-air with the Ultra, but don't do what I do and persistently try to set it up against characters with anti-fireball Ultras. It doesn't tend to end well.

Joffo, I think it was Imp that did the EX Tatsu thing to you twice in an evening as I'm not sure I've landed it twice in my life.

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