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Ultra Street Fighter IV


JLM

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Apparently Street Fighter x All Capcom and Street Fighter Battle Combination have just been announced by capcom for iOS and Android. I assume they're both card collection type games?

QWEKfaE.jpg

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I don't have an iOS or Android device. :(

I've absolutely stolen those images from NeoGAF. If that SFxAllCapcom game is a Pocket Fighter style fighter I will be both sad and happy about it. It almost certainly isn't, right?

EDIT: It definitely isn't, of course: http://www.sf-ac.jp/pc/

Looks more like Shin Megami Tensei there, really. Shin* Okami Henshin**.

*Akuma **A-go-go, baby. Which would be a great title for a game on its own.

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Right, more Cody things:

Fame taps

Standing MP - > Any button. Towards + MP Standing fierce, cr. fierce, cr. lk, another MP, cr. mp, standing MK. Whatever you feel like. Mix it up and go for tick throws to establish it of course.

Cr. jab - > standing fierce, towards + MP, cr. lk etc.

Generally buttons on block into more buttons is a winner for Cody.

Buttons

Long range:

You're very limited here. Rocks, fake rocks and THE BOOT (standing roundhouse) are the best things he has at max range. You can also go for surprise MK Ruffian to break focus but it isn't safe, and EX to beat fireballs and for a very fast and surprising low attack that gives a hard knockdown. It's worth noting that Cody has a good forward dash and that jump roundhouse has a tremendous hitbox, so you can be quite aggressive in closing the space if you want to get in and start pressing all your lovely buttons.

Mid-range:

The money button at this range is towards + MP. On counter hit you can link ultra 2 and some of your more beefy normals for big damage. Even if it's not a counter hit you can link cr. lk xx special move for a decent chunk.

You'll also want to use crack kick (towards + roundhouse). It goes over low attacks, causes a knockdown and can be followed up with EX criminal upper or MK ruffian kick for decent damage. As well as having it hit, a key use of it is to go over their low attack and land right next to them, giving you an opportunity to go for a 50/50 throw/counter hit at point blank. You can also do an EX zonk in this situation for a gimmick that has a very high success rate.

Cody's Focus attack has deceptive range and has one of those nice wind up animations that makes him lean back quite a bit. Coupled with his speedy forward dash it's a useful tool at mid-range and for inching your way in.

You can also use cr. MK slide for harassment. His sweep isn't very good, but a lot of Cody's best pressure is against a standing opponent or after a soft knockdown where they have to make another fast decision, so don't fish for sweep too often. Your best hard knockdown situations are off back throw and EX ruffian, and if you play correctly you'll have opportunities for both of those more often than you'd land a sweep anyway. Standing MK is also decent for general poking annoyance. Also your overhead (towards + fierce) has excellent range and can break focus. If you push yourself quite far out with a block string but you've conditioned them to sit still then it's worth chucking one of these out every so often.

Close range:

Cody is an outright monster at this range. Buttons, more buttons, throws, zonks. Close standing jab, far standing jab, crouching jab, close standing medium punch and standing fierce all leave you at frame advantage on block. As above, close standing MP leaves you at +4 so you can really bully people once they've blocked it. Cody's cr.lk is 3 frames and has ridiculous range, so keep that in mind too to chase people who are trying to walk/back dash away once you get uncomfortably close for them.

Make sure to threaten with grabs, and go for the back throw as it gives you the aforementioned automatic safe jump. Once you've established immediate jump towards roundhouse you can start mixing up what you do here. You can do empty jump into your 3 frame cr. lk, empty jump grab, jumping MK to cross up (as opposed to the roundhouse that lands in front). Also if you do use the roundhouse and they block it, it hits so deep that you have a mix up after that as well. You can go right into another throw, use one of your big counter hit punches, tick into grab, tick into frame trap. It's a nasty situation to be in against Cody, so once you feel the opponent has been taught to block the roundhouse after the back throw you can get creative here and press the advantage.

Get used to looking for the "counter hit" pop up text when playing as Cody because you'll get it a lot and you get massive, massive damage output from counter hit combos. I personally use ultra 2 all the time with Cody because I like to look for towards + MP counter hit ultra 2 as it's a good test of reactions, but generally if one of his big punches is a counter hit then you can link another big punch after it and cancel into a special move for nasty damage and stun.

Anti-airs

Joffles and Imp have pretty much covered this. HK Ruffian if you see it coming and want nice juggle/bonus damage potential, back + MP for most other situations. Standing roundhouse is good at longer ranges and to pre-empt jumps before they leave the ground. You can also slide (cr. mk) to beat certain jump-ins and you can use it to get you out of the corner, much like you would with Dhalsim.

Oh, and crouching fierce with the knife might just be the best anti-air normal in the game. Absolutely insane hitbox.

Air normals

Jumping roundhouse has an amazing hitbox and is great for jumping in. Jumping fierce is extremely beefy as well, and can be used for filthy ambiguous cross ups like the one I did in that comeback video I posted. Jumping MK is your standard jumping MK with a good cross up hitbox.

Air-to airs are a bit odd for Cody as his jump fierce is a bit laggy on start up. Jump roundhouse, jumping MK and jump jab are all fine options though, and his forward dash is pretty good for quick cross unders if you win/trade.

Lastly, neutral jump fierce is a fantastic button. Tonnes of hit stun, good block stun, a great hitbox. Just a really great move. Use it, it's good.

Punishes

Cody's punishes are terrifying, and the reason he can go nuts with frame traps/grabs is that you can usually do such obscene damage off one baited reversal that many players will be convinced not to do it again.

The big money punish that Momochi and other pros use is one I rarely go for in matches, but I'll suggest it for you because I regard you as a much higher execution player than myself.

It goes: Towards + MP - > close standing MP - > cr. fierce xx fierce criminal upper. It does frankly absurd damage for no meters but does contain two rather tricky links. I can get it fairly consistently in training now but rarely get it in matches where I have less time to set myself for it.

The easier punish that I use is Standing fierce - > cr. MP xx criminal upper. Only one easy link and still a fine chunk of meterless damage.

If you're a bit further out and want a quick and easy punish with no risk of dropping it then cr. fierce xx criminal upper is absolutely fine and is plenty of damage with no hassle at all.

If you have even less time then use your 3 frame cr.lk xx special move. The massive range on this means that you can also use it to punish things that other characters can't or find very difficult, like Makoto's EX Hayate.

Hit confirms

As Imp says, cr. jab cr. jab cr. MP xx special move and cr. jab cr. jab cr. lk xx special move are what you want to be doing. Criminal upper to end generally, but MK ruffian kick if you want to carry yourself out of/the opponent into the corner. You can also use EX ruffian kick for a hard knockdown that leads to some dirty set ups.

From a beefy jump in it's worth trying to land a close standing MP or a towards + MP. They both have very good hit stun and give you time to link at least a cr. lk xx special move afterwards. If they're blocked then you still have frame advantage so it's win win.

Defense/wake up

As imp says, Cody reeeally struggles here, but as you said yourself he's a good character to learn if you want to get used to blocking. Chun only having back dash and an extremely suspect reversal has definitely made me better defensively and Cody has even fewer options. EX zonk does the job but is wildly unsafe and requires three bars to be done safely. On the plus side, if it hits you can spend bars/ultra for huge damage. At least you can make it count when it hits. Cody isn't obliged to spend meter on much else aside from adding extra damage, EX rocks when he's forced to zone and the occasional EX ruffian combo ender for set ups and such. Having three meters for EX zonk isn't unfeasible if you're careful with your bar, but honestly it should be a last resort panic button anyway.

Bad spray is good for occasional use after a soft knockdown. You can be punished huge if the opponent sees it coming, but I reckon it's good for at least one free "get off me" per set because eeeeverybody forgets that he has it until it hits them the first time.

EX criminal upper has some invincibility on start up and is invulnerable to throws. It's very unsafe on block though, and it doesn't have the big damage follow up options of EX zonk. The only benefits are that, unlike zonk, you can mash it and don't have to get that one perfectly timed command out and also that people tend to completely fail at punishing it on block because it's unclear exactly when you should press your button.

Your back dash is bad, use it very very sparingly.

Cr. lk is fast and rangey, so if the opponent's pressure isn't legit it's not a terrible idea to prod at them with it to make them stop.

Other than that, block. Block well and block often. You have decent health and stun and Cody can make a comeback and kill with two combos with the greatest of ease, so try not to panic.

Ultras

You can't go wrong with Cody's ultras. U1 has excellent combo potential, U2 has counter hit set ups, great range, loads of invincibility and lots and lots and lots of damage. Pick whichever one you fancy, though U2 is recommended for specific matches where it's too useful a punish to give up. For instance, any of Honda's non EX headbutts on block can be punished with full ultra 2 for massive, massive damage.

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Are there any [character] players out there that could give me some basics?

I can almost feel the happy hormones being released into my bloodstream when someone posts something like this now, in anticipation of the lengthy character breakdown I feel is almost certainly on its way in the following posts.

I'm going to try and get online for an hour or so at some point this afternoon, so if anyone has a preferred time at which they might care to join me then please do let me know. Leaving the house at 5.

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I am around. Earlier-ish if possible as I have housemates in at 4PM who do internet things. Simply because she is a lovely person and is a welcome antidote to a couple of folks who have recently moved out, I pointed one of my new housemates in the direction of homeplugs and will help her set them up and ensure that they are working when they arrive in the next couple of days. I have never before sabotaged my own Streetfighter career quite so brutally as I will this week.

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With regards to all this great information being posted, speaking generally, how much of an arsenal should you have with a character? UltraChen once said that the best players in the world could beat regular players with just jump hk and a sweep due to their knowledge of timing and spacing, but what would be a comprehensive list of tools to have?

Bread and butter high damage punish, good pokes, a decent wake up, anti air, a set up for an ultra...

What else? What would you guys personally make sure you had before you ventured online to earn rank B with a character?

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Here is a useful summary which JLM gave to someone else, which I'm linking to because I can't seem to find the original "what to learn first with a character" discussion:

The trials aren't a patch on match experience. You'll want to be able to SRK on command, so there's value in drilling that, but even that isn't as important as knowing when to do one.

It's better to be adept at using Ryu's crouching HP to anti-air in the right situations than it is to be able to SRK at will and then fire them out at random.

With Ryu in particular, his fundamentals are so strong that you could even practice rounds where you barely use his specials and just work on blocking, teching throws and looking for openings and chances to take control of the round.

Even simple goals, like "in the next match I'm not getting thrown" or "in this match I'm going to anti-air every jump in" can be really helpful. Replays of your own fights are handy as well. You'll see yourself falling into patterns that you didn't notice before, and you'll also spot things that hit you every single time. We all have them, and it's hard to think about how deal with them in the moment when you're frustrated and getting hit.

It's hard to explain, but getting a feel for the flow of the match, when you should be attacking, when you should be defending, when you have the initiative and when you don't... all of that stuff you can't learn in training is more important, in my view, than being able to do the hard trials.

Completing all the trials is an impressive feat, will teach you some tricks and stuff you didn't know and in some cases will improve your execution, but it's almost entirely separate from actually improving your game.

Also, yes, the Joffo/Imp/JLM strategy:

- Punish

- Anti-air

- Vs. Ryu

- Vs. Blanka

vs. Blanka is becoming less prevalent in my experience, but by god fighting a random Blanka and not knowing the match-up is still a crushing ordeal.

Reasons why it's good for ranked... People in ranked:

1) Are very random and will give you punish opportunities.

2) Like to jump.

3) Like to pick Ryu.

It's also a good strategy because understanding how to play and beat Ryu is understanding how to play Streetfighter. Every character has their own quirks and unique shenanigans and properties, but Ryu is just Mr. Streetfighter and is Streetfighter 101 in character form.

EDIT: oh, he just wrote it again anyway below.

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I'd say that's about it, maybe not even the setup for an ultra with some characters. Depends on how simple the character's general strategy is. There are plenty of match-ups where Guile, for example, will never have an opportunity or reason to use his ultra.

On top of an easy, reliable punish to punish a big mistake from the opponent, having something simple you can land if you get a free jump in is handy. Landing a jumping fierce or roundhouse is as big an opening as a whiffed DP, so getting reliable damage in that situation is hugely beneficial.

A good button on the ground, your most useful anti-air and a consistent and reliable punish are the three most important. Everything else is debatable but I'd say those are your top three. I thought this guy's video aimed at beginners was excellent and would like to see more of them done. The match at 10:47 in particular is a really good illustration of how important that stuff is. He cheats a little bit, but you can see that the Yun is doing a hundred different things and yet Ryu is able to win with barely anything beyond raw fundamentals:

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Basically, match experience is the most important thing once you have a basic punish and an anti-air to hand, so aiming to get a whole bunch of stuff sorted before venturing online is not necessarily the best approach.

I am around.

Yo aaaaaaAAaah.

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I like the rules that guy imposes on himself in particular.

Fireball, cr.mk, cr. fierce, DP if you feel confident in it, try not to jump forwards at all to practise discipline. I think that's a fantastic way to start and a lot of players handicap themselves by delving too deep into the science of the game or trying to do needlessly difficult stuff before they really understand how to play. I think the trials themselves are a big part of that problem.

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I always think a solid, easy punish for decent damage is good to have. Something you can fall back on without thinking.

It's also good to know something you can use for damage in those smaller windows when you know what your opponent has just done is unsafe; a combo from a fast normal or even just mashing out a dragon punch. You should let them know they can't get away with it.

A reliable, safe block string is definitely useful too; especially one which gives you time to react if your hits connect and switch your ender for real damage.

Knowing what your wakeup options are is important, as is knowing what your opponent believes your wakeup is likely to be. Blocking and being patient is more important than all those characters with invincible dragon punch FADC patter would have you believe.

A good anti-air is important. It's good to practice anti-airing with normal moves too so you can get a feel for their timing and the situations where they may be appropriate.

A couple of things worth knowing about opponents, especially if they appear in ranked, are: Dudley hates low attacks. You can fend off his approach with crouching medium kick type moves. If you have something like that and a special/super you can buffer into it you can make him scared to get in.

Similarly, cr.lks and similar low attacks totally infuriate Cody on his wakeup. And because it beats EX Zonk they'll have just released buttons, making it unlikely they'll tech the tick throw in time.

Ryu's cr.hk can be punished with a load of things if blocked, like your own sweep of a bunch of Ultra moves. Check your character's options there. If you have an ultra which goes throw fireballs and you find the Ryu player relies on his unsafe block string ending in cr.mk into fireball it's worth mashing your Ultra out through there.

Zangief can be thrown with a normal throw on his own wakeup. Loads of ranked Gief players do not know this and will get frustrated when you manage five or so in a row. It beats lariat and green hand and mashed regular SPD (I think?). they almost always get frustrated and use their Ultra as soon as they have it too, so walk up close and neutral jump at the last moment.

Blanka's rainbow ball, unless used as a reversal, can be Focus Attacked at full level 3 charge since he'll land right in front of you. A lot of his wakeups except Ultras and EX Upball are easily beaten by low attacks too, much like Cody. If you're a scientist you make be able to develop some strong option selects to properly shut him up.

When Dhalsim teleports just mash jabs.

What I do is rely solely on Focus attacks with absolutely every character without a care for variation.

Guh. Took ages to type stuff and Jellum has thoroughly beaten me with more accurate science.

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Thanks for the games, JLM and A*! Sorry I couldn't stick around for more, J, it's my gf's birthday so I'm off to Sen Nin for some Jp eatin'.

My sole game against A* (my Honda, his Sagat) was both epic and hilarious. Hooray Street Fighter.

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As is technically my last day of sick leave I'm planning a marathon session. Planning to be online from 2ish all afternoon, evening and into the night, with some breaks. So if anyone would like some matches then hit me up.

Also gonna be around all daytime tomo as my wonderful fiance is unusually out.

Hope some peeps are around. Looking forward to some fightings.

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In case anyone who's interested in Skullgirls is inexplicably not bothering to read the Skullgirls thread when it gets updated, I'm recruiting for at least one, possibly two more people to join me in buying a four pack of the game on Steam, which knocks it down from £11.99 to £7.50 each. The game releases on August 22nd but you get (I assume) immediate beta access. Post up in that thread or PM me if you want a copy.

EDIT: I've now found four people, but you should get the game yourself anyway if you don't already have it.

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