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Ultra Street Fighter IV


JLM

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Jlm, I just made a YouTube account purely to follow Dieminion.

Interestingly, I've been watching Dieminion for months now, pitting his name into YouTube searches every couple of days, and this vids have NEVER come up.

Also google couldn't find 'em if you threatened to decompile it.

Sodding internet.

:)

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I think absolutely new players are trickier than mediocre players, because mediocre players can hesitate and worry about stuff, and will try yet fail to do the correct thing. Some absolutely new players will just do anything and everything at all times. It's kerazy, mang.

I had a doughnut with a maple glaze topped with jalapenos and bacon yesterday.

I need to learn healthier option selects.

Rice 'n' Jaguar.

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Lol! Exactly! Us mediocre types appear to fall into set patterns quickly too. Which is good if you can pick up on that and take advantage.

In 3DS news, has anyone taken the plunge (tenuous punnage) on that Crash n' Smash "falling down a well" game? I'm tempted as in my head it seems a bit like pilotwings skydiving. Yeah?

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So right now on xbox live you can get VF5FS for 400 points, Jojo's for 800, VF2 and Fighting Vipers (both with lobbies apparently) for 160 each, or of course Sonic The Fighters for 160.

NiGHTS is also on sale but it's not a fighting game so for some reason when I consider buying that one it matters more to me that I won't ever play it.

I'm kind of tempted to get VF2! (and all the others as well).

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There was indeed a significant patch applied to the PS3 version which is still in limbo for the Xbox version. The PC version is supposedly coming at some point. I guess now they have a third of a million dollars from their kickstarter then they'll be able to move those things forward.

I find it hard to muster enthusiasm for going back to it while I know I'm on an outdated version, but I would like to give it another try.

Geldra, the game seemed good but it is Marvel 2 levels of impenetrable and features almost Marvel 3 length combos, which makes it daunting no matter how many tutorials about blocking high and low they choose to put in it. But like with both those games you can still play it without knowing anything if you can find an opponent with similar lack of knowledge. I'll be sitting here with my 20 minutes of playtime if you decide to buy it at any point!

Ok so, been having a bit of a read around and i think I'm going to buy it, even if its just to support it. I'm guessing you're on 360 Alistarr? Was pondering grabbing the PS3 version just because of the patch that was released but most folk in here are 360'd up right?

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Am I being a bit thick or can I not learn the moves of the new AE characters anywhere? I tried the trial and it automatically reverted me to vanilla SFIV and Jun and Yang etc weren't on the list...

Is it just a matter of checking the command list?

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It is indeed; there are no trials for the AE characters. Some of the trials for the other characters will be a little bit out of date due to changes that have been made since Super. T. Hawk has an EX dive, Dudley has EX duck, Gouken's parries work differently and have different inputs and his slidey palm strike move has been altered quite a bit. Afew characters' ultra inputs have been altered too. None of it will matter too much unless you're wanting to pick up a particular character who has been changed a lot though.

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Gotcha, cheers for the help and the link Lyrical Donut, I'll give it a look.

I tried to get back into a bit yesterday but there's still a fundamental problem I have with chained attacks (for want of a better word) as an example, I was doing Rufus' trial mode and only number 8 or something like that is stand H kick into his barrel super thing (spinning top-like punching attack jobby) and I can pull them both off no problem at all but I just simply don't get how to trigger the barrel move quickly enough to make it chain from the kick. I really don't think I can physically do it quick enough, immediately after I press hard kick, I'm doing my backwards fireball (or double hurricane kick if you'd rather) and he starts off the animation while Dan is still in the air from the kick and I even can occasionally connect with some hits but it doesn't register.

That's how crap I am at this game.

Still love it though.

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Dear Aunty Jellum,

have you got any kerr-nollidge you'd like to share re Dudley? Been seeing him for a couple of weeks now and I whilst the relationship has been going quite well I feel like we're getting stuck in a bit of a rut and need to shake things up a bit.

Have been following OneHandedTerror's Youtube channel and picked up a couple of average combos (cr lp, cr lp, st HK>Machine gun blow and cr lp, cr mp > machine gun blow being the main ones) but i need to learn some new stuff.

Hope you can help.

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Gotcha, cheers for the help and the link Lyrical Donut, I'll give it a look.

I tried to get back into a bit yesterday but there's still a fundamental problem I have with chained attacks (for want of a better word) as an example, I was doing Rufus' trial mode and only number 8 or something like that is stand H kick into his barrel super thing (spinning top-like punching attack jobby) and I can pull them both off no problem at all but I just simply don't get how to trigger the barrel move quickly enough to make it chain from the kick. I really don't think I can physically do it quick enough, immediately after I press hard kick, I'm doing my backwards fireball (or double hurricane kick if you'd rather) and he starts off the animation while Dan is still in the air from the kick and I even can occasionally connect with some hits but it doesn't register.

That's how crap I am at this game.

Still love it though.

Sounds like it's a juggle and you have to do the "far" version of his standing HK, which will launch them into the air. After that the timing is lenient. You can't cancel his "close" HK into super, so it's no surprise that you're struggling with that :-)

The game makes you work to understand what it wants you to do sometimes. El Fuerte's run-stop-fierce loop is notated in the challenge mode as just three fierce punches in a row. God knows how you'd work out what to do to make those work without internet assistance. You'd be trying stuff for years.

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Ok so, been having a bit of a read around and i think I'm going to buy it, even if its just to support it. I'm guessing you're on 360 Alistarr? Was pondering grabbing the PS3 version just because of the patch that was released but most folk in here are 360'd up right?

Yeah, we pretty much all bought the 360 fightsticks so despite a bunch of people having PS3s the fightings mostly happen on 360. If you get it and fancy some fights then I am usually around sometime between 6.30 and 9.30 on weeknights, and frequently on weekend daytimes.

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Dear Aunty Jellum,

have you got any kerr-nollidge you'd like to share re Dudley? Been seeing him for a couple of weeks now and I whilst the relationship has been going quite well I feel like we're getting stuck in a bit of a rut and need to shake things up a bit.

Have been following OneHandedTerror's Youtube channel and picked up a couple of average combos (cr lp, cr lp, st HK>Machine gun blow and cr lp, cr mp > machine gun blow being the main ones) but i need to learn some new stuff.

Hope you can help.

JLM wrote a massive Dudley post quite recently, I think. Seek it out because it will be better than what I'm saying! But the first thing to do is probably learn the links from overhead into cr.LP and from cr.LK into cr.LP, so that once you've knocked them down once you can mixup between throw or starting high into big damage with [overhead, cr.LP, st.HK xx EX machinegun (then duck punch or cr.HK into ultra in the corner)] or starting low into big damage with [cr.LK, cr.LP, st.HK xx that same stuff]. Plus that combo is the most fun to do, even if it hurts like heck when you miss the link.

Oh look, it's page 778 all over again.

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Cheers, i knew Jellum had done some anti Dudley tech but will have a look back.

I love his target combo (#8 or something, lk, mk, mp, hp) however it doesn't appear to link into anything but is satisfying & easy to get out. I have been messing with lp, mp, mk x duck/machine gun. Seems alright. Just need for my hands to not spaz out during a proper game.

Will def take you up on some Skullgirls.

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Cheers, i knew Jellum had done some anti Dudley tech but will have a look back.

I love his target combo (#8 or something, lk, mk, mp, hp) however it doesn't appear to link into anything but is satisfying & easy to get out. I have been messing with lp, mp, mk x duck/machine gun. Seems alright. Just need for my hands to not spaz out during a proper game.

Will def take you up on some Skullgirls.

I think that target combo only cancels into super, and I think it does less damage than a raw super if you do that.

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There a re a few close rivals, but I think Dudley is probably the character I have the most science for. I could probably write a book on Dudders at this point.

B'n'B combos:

In terms of b'n'bs, the three you absolutely need to have down are:

cr. jab - > cr. jab - > standing roundhouse - > EX MGB. Substitute other specials when you don't have meter. Uppercut is preferable as you get a knockdown, but I like to go into ducking upper because my muscle memory makes me do a half circle after standing roundhouse now and it's too ingrained.

cr. lk - > cr. jab - > standng roundhouse - > EX MGB. Same as above but, crucially, starts with a low attack. You have to be able to do damage off a low attack if you want opportunities to land your overhead/

Overhead - > cr. jab - > standing roundhouse - > EX MGB. Naturally, you also need to be able to threaten big damage off the overhead when you do land it.

The cr. MP into machine gun blow/ducking ender is also useful when you're too far away for standing roundhouse to connect properly on a crouching opponent.

After EX MGB lands you have a whole world of options open to you, limited only by screen positioning and meter. The standard follow up is LK ducking upper, and in the corner you want to do crouching roundhouse, juggling with ultra if it's worth it at the time. There are lots and lots of other options open to you depending on how confident/fancy you're feeling, but I'd make sure I have those two down first.

Pokes/mid range

Dudley's best weapon in the mid range game is his focus attack. Use it often and use it well. It has exception range and is absolutely vital to you getting in in many match ups.

Your best pokes are standing fierce and towards + fierce. These are Dudley's only genuinely good pokes but thankfully they're very good ones. Learn your ranges with these as they are your best friends.

His other decent poke is cr. MK, which gives you a knockdown and can be used to whiff punish.

Use his ducks to get in against projectile characters and to close distance after knockdowns etc. Try not to use the same strength one every time, and don't feel that you have to duck under every single fireball. If you get too predictable the opponent can start hitting you out of them.

Anti-airs:

Standing MK. Amazing anti-air button, can be done at the last second and still trade and often win.

Crouching fierce: Has to be done earlier than standing MK but also nets you more damage and stun.

Jab jet upper. Puts the opponent in a juggle state so you can tag on a ton of extra damage.

Standing jab, standing MP: These are quite effective against neutral jumps in particular, and they hit high enough that you can quickly dash under the opponent for a cheeky mix up after they hit.

Standing fierce: Again, good against neutral jumps and is also a solid and damaging answer to dive kicks if you place it properly.

EX ducking upper. Like jet upper, the benefit of this is that you can juggle extra stuff after it for more damage.

Ultra 2: If the jump is a very obvious one then you can just use raw corkscrew cross to anti-air for massive damage.

EX Cross counter: Again, good against obvious jumps and particularly against very telegraphed cross ups on your wake up. Use it very very sparingly, and ideally save it for when you have ultra 2 and you can juggle afterwards. Once EX Cross counter has connected in a set it's unlikely to work again against a good opponent, but if you save it for just the right moment it can work.

Sweep: Situational and has to be timed and spaced well, but it's yet another anti-air option that allows for juggles afterwards

You can also air to air with jumping fierce, jumping roundhouse, neutral jump fierce, neutral jump MP, jumping MK and jumping jab/lk. Which one to use depends on the situation and you'll have to learn this by testing them out as you go

Strategy

Your basic gameplan in almost every match up is to get yourself to point blank range and apply as much pressure as possible to try and score a dizzy. His range of pokes is extremely limited, but his close range normals are outstandingly good.

Once you get in close, you need to use combinations of jabs, lows, overheads, grabs, frame trap normals, ducks, MGBs, FADC'd uppercuts, short swing blows, target combos, sweeps and whatever else you can think of to stay in, bait mistakes, mix the opponent up and keep the momentum going for long enough to get a dizzy. It only takes a couple of combos and then one or two stray hits to land a dizzy with Dudley, but getting in and staying in can be difficult so you need to maximise your pressure and damage when you do.

Basic pressure tools:

Towards + MK (Kidney blow): This button is the greatest of buttons. It puts you at massive frame advantage on block, and you can link off it on hit. As soon as the opponent blocks this they're in a mix up. You can then throw out a jab, a cr. LK, an overhead, go for a grab, do an EX uppercut FADC, LK short swing blow, standing roundhouse into ducking, standing roundhouse into jab MGB, do nothing at all, back dash. Whatever you like. It gives you the initiative, and what you want to do is see what the opponent does after it. If they start mashing you've found something out about them, if they get counter hit it then they're pressing a lot of buttons, if they get thrown then they're not pressing buttons, if they backdash then they're looking to avoid dealing with it altogether, and there are solutions to cover that too.

Cr. jab: A three frame jab that also puts you at decent frame advantage. After a blocked jab you can throw out a towards + MP or standing roundhouse for look for a counter hit, you can try for an overhead, go low with cr. LK, throw another jab, look for a tick grab, chain a couple more jabs, do jab cancelled into jab MGB to stay in close, or do another normal cancelled into LK ducking to stay close. Again, once you've made the opponent block jabs the next exchange is on your terms, and it's up to you to either press your advantage or give the opponent a little window to do something stupid and hang themselves.

Cr. LK: Use ths in your strings to fish for that low hit, and if it does you need to confirm with jabs and go into a combo. You can also do the cr. LK - > MK target combo and cancel that into a machine gun blow to stay in close and maintain pressure.

Standing LK: This is in contrast with Dudley's other close range normals in that it causes hardly any block stun at all. The benefit of this is that it's excellent for setting up tick grabs as the tech timing will be completely different than if you'd have gone for the throw after a jab. You can also do Standing LK - > standing MK target combo for a similar low block stun string. Making the opponent block target combos is also a nice way to build meter.

Towards + MP: This is a button you want to throw out on a slight delay after they've blocked a jab or a kidney blow. If you land a towards + MP on counter hit you get massive frame advantage and link afterwards for big damage.

Jab Machine gun blow: When you've been pushed out or you want to end your string of normals with a special move for some chip and meter, use this because it's completely safe against everything but SPD and grab ultras.

Standing roundhouse: Very fast normal, again good at fishing for counter hits after blocked jabs/kidney blows. You can cancel into ducking to maintain pressure, and if the roundhouse hit you can press another button after the duck for more damage. It also gives you absolutely absurd frame advantage on counter hit, so much so that it breaks the rules of the game. It's possible to do Standing roundhouse (counter hit) - > LK duck - > Standing roundhouse - > EX MGB for mental damage.

EX upper: After a safe string of normals or a blocked jab MGB, if you have a gut feeling your opponent wants to press a button it can be worth throwing this out. I like to do this when I have three bars and I can smell that they're almost dizzied. Obviously you'll want to FADC this to be safe. If it hits you can do EX upper FADC - > crouching roundhouse - > Ultra anywhere on screen.

More later!

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Cheers alistarr, I actually often think that the close version is what it's after as I'm then 'closer' to connect with the follow up move... :facepalm:

I'll try that. Weirdly, I think El Fuerte is one of the few characters I've actually done quite a lot of the Trial on but that's because I sort of understood his running about lucha style, whereas Rufus is just a fat git.

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I bought 3 Krispy Kreme doughnuts at Oxford services yesterday. They had arcade games too. None of them were Street Fighter.

I got pulled over by the police today. 2nd time in as many weeks and for the same reason - lots of burglaries around here recently. I would make the shittest, most unsubtle burglar ever, surely?

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Oh man, my plan was to solicit answers from you (alistarr) and then delete my interjections, thereby lengthening your combo, but I see it's already broken now. S-s-s-s-sadness.

I bought 3 Krispy Kreme doughnuts at Oxford services yesterday. They had arcade games too. None of them were Street Fighter.

I got pulled over by the police today. 2nd time in as many weeks and for the same reason - lots of burglaries around here recently. I would make the shittest, most unsubtle burglar ever, surely?

I dunno, are you cosplaying as the world's tallest Cody?

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Cheers alistarr, I actually often think that the close version is what it's after as I'm then 'closer' to connect with the follow up move... :facepalm:

I'll try that. Weirdly, I think El Fuerte is one of the few characters I've actually done quite a lot of the Trial on but that's because I sort of understood his running about lucha style, whereas Rufus is just a fat git.

There are definitely two of El Fuerte's trials that I find really difficult; one is the RunStopFierce triple hard punch one Alistarr mentioned, the other is an odd focus crumple followed by his f+mk shower kick, and a link into lk, cr.mk xx Super. I hate it. Adon has one with similar horrorlinks.

I can't remember whose trials were easiest. Maybe T Hawk?

I got Fighting Vipers and Virtua Fighter 2. I already had NiGHTS and Jojo's. I didn't get Sonic the Fighters though, because it's left me with a clean 1200 points and I reckon that's what Darkstalkers will cost. I'll never play them.

Also! Adventure Time is coming to the US Netflix soon! Whee!

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Yeah, T Hawk's were the ones that were recommended to achievement hunters who just wanted to complete them for one character.

I'm glad you're here to buy all the sale games so I can vicariously enjoy buying them and never playing them without actually doing the buying part. I'll probably get at least one this week though, even though I just got MVC2 the other week and have played it for little more than the customary half hour.

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Sorry qazimod, someone just got home earlier than I expected so I'm off to make dinner. Will be back later!

No worries, I just throw invites at people when I see them. I'm around here and there if anyone wants to hit me. :)

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