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Ultra Street Fighter IV


JLM

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TBH since ponying up for Netflix I barely download anything at all but yeah, newsgroups. They download at your connection's max speed and there's no ratio to worry about and therefore no need to leave stuff running for uploading. Also with a bit of fiddling you can set it up to automatically download new episodes within minutes of them becoming available.

If you're on Virgin they have a free newsgroup service, but it's a bit limited - you can only get stuff for seven days after it's posted. Also if you're on virgin you definitely shouldn't be using torrents because their mad traffic management stuff means you get throttled heavily if you download during peak hours.

I will bring my laptop round and you will show me the way? Please?

That said, missus cale and I are so deep into West Wing right now that nothing else exists bar the odd episode of New Girl. And maybe a film on the weekend. The Guard was better than I expected.

E: Marmite in the fridge. For fucks sake.

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Standing MP is a tremendous anti-air normal.

Jumping fierce is an almost unbeatable air to air.

Wake up up kicks whiffs clean if they went for a meaty low attack, so it's not quite the all conquering wake up option it initially appears to be. You can delay your up kicks and EX up kicks to beat cross ups pretty easily though.

Crouching jabs into crouching MK, crouching jabs into crouching MP and crouching jabs into standing MK are his most useful links. The standing MK is an easier link than crouching MP.

If you anti-air with medium up kicks you can tag on an extra roundhouse upkicks for more damage.

EX Machine gun upper can be followed up with EX dread kicks at mid screen, and any of your up kicks in the corner.

EX dread kicks go through fireballs, but you need to leave it late-ish and do it just as the fireball is about to hit you. This is great against Chun or Guile if they're walking in behind their fireball.

Super cancels into ultra 1 for good damage or a frankly obscene amount of chip.

Neutral jump fierce slams the opponent to the ground as an air to air and is a good normal to have blocked and set up a tick through/counter hit set up.

Sliding sweep is safe at the right distance and is also a decent anti-air.

Against shotos and anyone else who likes to abuse low pokes, use LK dread kicks in the mid range. It goes over Ryu's crouching MK and gives you a knock down, plus it breaks armour if they're feeling focus-happy.

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Jellum you are a machine. Didn't know about st.mp anti-air, that's hella useful as I was eating some jump-ins. Also was puzzled about EX Sobat not going through fireballs sometimes, will have to work on the timing. And the lk one would have helped a lot against an Evil Ryu who pummeled me with endless cr.mk x Axe Kick.

I'm guessing st.mk is special-cancellable from what you wrote? I did try the cr.mp link a few times but dropped it.

Also cale, +1 for West Wing. Which season are you up to?

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Took Deejay into the wilds of ranked earlier. He is a lot of fun. Got humped repeatedly, but a few wins along the way. One against a Finnish 10,000 BP Yun which was nice (he ran it straight back and rectified the natural order, of course).

Anyone bored enough to share some science/fun gimmicks? I found that cr.mp x hk Sobat sometimes works twice in a row because it doesn't knock down and they press buttons. Also tried to bait anti-airs with that jumping d.lk. Didn't work.

Gimmicks:

Slide at your opponent from maximum sweep range and punish their whiff with Super x Ultra 1 (you can input the Ultra 1 during the Super whenever you like). I like to spam slide a bit before hand at closer range, just so that they can punish it. Jellum loves being on the receiving end of that one.

Combos:

EX dread kicks combo after an EX machine gun upper.

st.mp is a great anti air, both close and far away.

Tings:

Jump toward lk is the most infuriating thing ever.

lk upkicks is a great anti air. hk upkicks combo after mk upkicks if you're fast enough with your charging.

This thread has received 2 replies while I've been typing this out, probably with much better advice than I've just given you.

edit - yep.

Ooh, jump toward hk is also a very good air to air. Especially if you think you've conditioned your opponent into jumping over air slashes from full screen.

The 2nd hit of st.hk is Super cancellable from close range.

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Cr.mk x axe kick isn't a true blockstring, IIRC.

Cale: sure, happy to set it up for you. And three cheers for west wing. Missus and I rewatch it every couple of years, it never gets any less amazing (except for the handful of cheesy moments in S1, and a relatively saggy S5 where it all goes a bit Whedon).

Today I drank frozen margaritas in an outdoor jacuzzi.

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Yeah, crouching MK into axe kick isn't a real block string with Evil Roo but is something I see abused quite a lot, with the EX version mixed in occasionally for the overhead.. It's annoying for charge characters because if you're still in block stun when you take your shot at reversal-ing in between then you have to sit there and take the not very legit mix up, and if they use the EX one then you have to lose your down charge to block it

I thought I'd leave those ghetto post slide bait set ups to you Donut. The worst thing about that is that I go in this never ending cycle of getting hit by it, remembering it and having it not work for loads of games in a row, then forgetting and getting hit by it again. It's a curse.

And yes, Donut is correct about jump towards roundhouse (and jump towards fierce) as pre-emptive air to airs if you can condition the opponent to jump. Standing MP is great, but jumping on reaction to their jump and using one of his excellent air to airs is an equally good option in a lot of situations. You have to judge it based on the opponent's character and tendencies. Standing roundhouse and standing fierce are also decent situational anti-airs if you feel very confident that a jump is coming. They're both very much pre-emptive buttons, whereas standing MP is better when you have to react.

Oh, and be aware that Dee Jay is secretly the best character in the game, so people (imp) may (will) accuse you of tier whoring when you pick him.

I have a Goodfellas margherita in my frozen jacuzzi. I call my freezer a frozen jacuzzi.

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+1s all round here, thanks folks. I might play around with Ultra 1, it's crazy that it cancels from Super. Doesn't that break, like, all the rules?

(except for the handful of cheesy moments in S1, and a relatively saggy S5 where it all goes a bit Whedon).

I remember someone saying, on TWoP I think, that their gripe with Season 5 was it being really badly lit, as if the White House was trying to get a bit off on the electric bill. When I rewatched the whole thing, that was pretty much all I noticed. S6 is underrated, and S3 has some ludicrously bad bits that I didn't really notice the first time round, in my rush of infatuation.

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Ha, it is pretty silly, and nobody really knows why they gave him it aside from it being awesome. I mean that's reason enough, but still. It helps that he is a meter building machine as well, so it's quite a viable option for him when it wouldn't be for a lot of characters. I like to think it's an apology for how ludicrously difficult it is to land EX Machine gun upper - > dash forward - > ultra 2 consistently.

Dan's "Saikyo Crusher" (Gadouken xx Super taunt xx Ultra 1) is also a super cancelled into ultra combo, and Makoto can do Hayate - > super - > ultra if you want to play Makoto completely incorrectly and waste your meter on her super, but it is definitely a bit of an odd thing to be able to do in this game.

Dee Jay's still isn't nearly as good as Gen's Super juggled into ultra anyway, and for Dee Jay I think having the option to do a disgusting amount of inescapable chip with it to finish off a match is what makes it most useful/hilarious.

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Also cale, +1 for West Wing. Which season are you up to?

We started season 5 last night. It really is the best show. Even when it's not it is. Plus it's taken me about 7 or 8 years to convince the missus to watch it again so I'm relishing every second.

Dragon punch.

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Dee Jay's still isn't nearly as good as Gen's Super juggled into ultra anyway, and for Dee Jay I think having the option to do a disgusting amount of inescapable chip with it to finish off a match is what makes it most useful/hilarious.

It is possible to escape isn't it... :unsure:

I thought you could mash something out between super and ultra

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Hey! I got the beta for Sony Smash Bros and it's pretty awful! I think my favourite part of my first game was when I was frozen in place for a good two minutes allowing the Killzone guy to hit me with repeated laser shots from full screen until he had a level 3.

Early days, and it's a beta of course, but apparently there's no comboing into supers and that puts me off straight away.

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Oh, did you go online? I played a bit of an odd Hawk in endless. He started literally every round off with a spire, and didn't seem to be aware that it was horribly unsafe. Total ranked gimmick man. He never even tried to play footsies, and hawk is awesome at those! Don't think I saw a single st.hk or cr.mk.

Anyway I'm having an early one tonight. Tomorrow!

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