It's tool assisted. They're not meant to be practical in any way, just an exploration of the game's mechanics. There would be no point in continuing the combo.
No, it absolutely is an infinite. Since damage scaling doesn't go below one, its possible to continue that forever until she dies.
yeah it would have been possible, just incredibly time consuming
SF4 is pretty well-designed in terms of infinites; even the ones that exist are so hard to physically do that no one will ever really combo someone to death off a single chain of attacks.
Don't like damage scaling. Or the general trend that started at the turn of the century of overall damage output in fighting games dwindling. I like my rounds to be short and sweet, with a bit of tension near the end if it comes to that. But I've been an all-in rushdown bulldog player since Karate Champ, so it may be just me.
Don't like damage scaling. Or the general trend that started at the turn of the century of overall damage output in fighting games dwindling. I like my rounds to be short and sweet, with a bit of tension near the end if it comes to that. But I've been an all-in rushdown bulldog player since Karate Champ, so it may be just me.
I do miss the 90s and downtown damage.
There's still really damaging combos. It just prevents an overwhelming number of jab confirm combos into huge damage (there's still alot of those too).
It shows both variants of her Shinkuu Hadoken, but Rose's second ultra still looks underwhelming due to orbs dissipating when they hit something. If they're unblockable, or if they remain when blocked, eh, maybe.
Don't like damage scaling. Or the general trend that started at the turn of the century of overall damage output in fighting games dwindling. I like my rounds to be short and sweet, with a bit of tension near the end if it comes to that. But I've been an all-in rushdown bulldog player since Karate Champ, so it may be just me.
I do miss the 90s and downtown damage.
There's still really damaging combos. It just prevents an overwhelming number of jab confirm combos into huge damage (there's still alot of those too).
Most combos are hit confirm though right?
SF4 has also alot less hit confirm into super for big ass damage, but that's mostly because super isn't as easy to earn anymore.
edit: huh, seems like air shinku wouldn't be able to juggle after. Recovery too slow and knockback too far.
Pretty sure Dudley, Oro (with the right super), and Yun (or Yang, I always get them confused) could do similar nutsy high damage combos or corner juggles.
Don't like damage scaling. Or the general trend that started at the turn of the century of overall damage output in fighting games dwindling. I like my rounds to be short and sweet, with a bit of tension near the end if it comes to that. But I've been an all-in rushdown bulldog player since Karate Champ, so it may be just me.
I do miss the 90s and downtown damage.
There's still really damaging combos. It just prevents an overwhelming number of jab confirm combos into huge damage (there's still alot of those too).
They could just fix it so that retarded combos aren't possible in the first place. There are so many ways to get around damage scaling anyway that I don't see the point in most games. I was just as annoyed with the old Street Fighter standby of just making a combo miraculously stop hitting after a while. I'm used to SNK juggles, I guess.
But where damage scaling bugs me most is 3d fighters. I don't notice it as much in the 2d ones.
Still, downtown damage was fun. Made going to the arcades just that much more exciting.
I meant there aren't stupid stuff like that jab jab jab f. mK dash jab jab jab etc etc. I know SF3 has a lot of stupid damaging stuff, but for other reasons.
Yun has crazy combo and mixup potential with genai-jin, makoto could pretty much kill with one command throw with her crazy stun game, chun li and ken can easily hit confirm to easily gained supers for big damage, etc. etc.
Dunno about oro and dudley. I really don't think that they're damage heavy characters.
Hey, I think sakura got her run to skid intro back. Hopefully she'll get her dance plus kick out shoe win poses too.
I meant there aren't stupid stuff like that jab jab jab f. mK dash jab jab jab etc etc. I know SF3 has a lot of stupid damaging stuff, but for other reasons.
Yun has crazy combo and mixup potential with genai-jin, makoto could pretty much kill with one command throw with her crazy stun game, chun li and ken can easily hit confirm to easily gained supers for big damage, etc. etc.
Dunno about oro and dudley. I really don't think that they're damage heavy characters.
I see, misinterpreted what you were saying. Dudley could do some mean stuff in the corner with his crouching heavy kick if I recall, could do some mean juggles but the timing was rather strict. With Oro it was using that one super of his, the one with the floating stuff, to do some insane juggles.
I had that done to me in person many a time, and oh boy the first time it happened it was disheartening. My college actually had some pretty incredible SF3 players at our campus' arcade, though they have now abandoned it for the SF4 machine at a local arcade I believe. I should try to figure out how to get in contact with them again, I think one of the dudes was UltraDavid from the SRK forums but I'm not sure.
Don't like damage scaling. Or the general trend that started at the turn of the century of overall damage output in fighting games dwindling. I like my rounds to be short and sweet, with a bit of tension near the end if it comes to that. But I've been an all-in rushdown bulldog player since Karate Champ, so it may be just me.
I do miss the 90s and downtown damage.
9 or 10 heavy kicks will kill any character with standard health, usually.
I had that done to me in person many a time, and oh boy the first time it happened it was disheartening. My college actually had some pretty incredible SF3 players at our campus' arcade, though they have now abandoned it for the SF4 machine at a local arcade I believe. I should try to figure out how to get in contact with them again, I think one of the dudes was UltraDavid from the SRK forums but I'm not sure.
Don't like damage scaling. Or the general trend that started at the turn of the century of overall damage output in fighting games dwindling. I like my rounds to be short and sweet, with a bit of tension near the end if it comes to that. But I've been an all-in rushdown bulldog player since Karate Champ, so it may be just me.
I do miss the 90s and downtown damage.
9 or 10 heavy kicks will kill any character with standard health, usually.
that's pretty good damage output.
By todays standards maybe.
And what's with constantly nerfing throw damage? I remember back to even XvsSF, when throws were both useful and lethal. And ridiculously random; you could throw people out of supers if you timed it, and the timing wasn't even that hard.
In SF2 you could kill with 4 or 5 heavy kicks, and Ryu had that berserk axe kick. And throws were like 1/3 of a bar. That shit was beast.
Don't like damage scaling. Or the general trend that started at the turn of the century of overall damage output in fighting games dwindling. I like my rounds to be short and sweet, with a bit of tension near the end if it comes to that. But I've been an all-in rushdown bulldog player since Karate Champ, so it may be just me.
I do miss the 90s and downtown damage.
9 or 10 heavy kicks will kill any character with standard health, usually.
that's pretty good damage output.
By todays standards maybe.
And what's with constantly nerfing throw damage? I remember back to even XvsSF, when throws were both useful and lethal. And ridiculously random; you could throw people out of supers if you timed it, and the timing wasn't even that hard.
In SF2 you could kill with 4 or 5 heavy kicks, and Ryu had that berserk axe kick. And throws were like 1/3 of a bar. That shit was beast.
a round could be over in 5 or 6 seconds, too. that's too short. a street fighter 4 round will be 20 to 30 seconds, usually. i prefer that.
I'm all for <20 rounds. I've got places to go, things to do.
And I worry about the batteries in my camera at tourneys. Those best of 7 grand finals are killer! And then the guy from the loser's bracket wins the first set and they have to do it again? I'm the one who has to edit that for youtube. But nobody ever thinks about me.
I apparently have absolutely no idea how to deal with a Zangief who hops back and forth over you while you are knocked down and then throws you the second you wake up. It seemed to stuff everything I tried to counter it with...
...
Fuck I should have just been holding up to jump the second I woke up and then punished his throw whiff with some kind of jump in combo huh?
I'm all for <20 rounds. I've got places to go, things to do.
And I worry about the batteries in my camera at tourneys. Those best of 7 grand finals are killer! And then the guy from the loser's bracket wins the first set and they have to do it again? I'm the one who has to edit that for youtube. But nobody ever thinks about me.
...I remember going to a small mixed fighting game tournament a few months ago. It was pretty casual but a couple of decent people were around and it had a lot of games to choose from, something for everyone.
And I'm with you in that if a round goes longer than a minute it is taking too long.
But then I watched those Smash Bros. people play their little game...like 20 minute matches. I couldn't imagine having a round go that long at all.
But then I watched those Smash Bros. people play their little game...like 20 minute matches. I couldn't imagine having a round go that long at all.
20 minutes? Yikes. I've been to a Melee tournament before but I don't think any of the matches I had were longer than 8 minutes.
This was Brawl.
From what I understand they were playing with lives or whatever and they kept doing some stuff where they'd keep falling on purpose to become invincible. Not to mention from what I see the evade in Brawl is ridiculous, you get like 2 whole seconds of not being able to be hit.
Either way, it isn't really my game...so I can't comment to much on it.
Hmm, a random thought noticed while browsing 2ch and looking at the ultra animations on Capcom's site. Could they be giving us hints as to who the new rival matchups are? Here's who each character demonstrates their ultra on, with their current SF4 rival in brackets:
Sakura: Cammy [Ryu]
Rose: Dictator [Ryu]
Zangief: Abel [Abel]
Blanka: Dan [El Fuerte]
Boxer: Cody [Chun-Li]
Abel: Juri [Guile]
Seth: Dictator [Abel]
Dictator: Cammy [C.Viper]
Dan: Sagat [Sakura]
El Fuerte: Guy [Zangief]
Rufus: Ryu [Ken]
Chun-Li: Ryu [C.Viper]
Cammy: Juri [C.Viper]
C.Viper: Juri [Chun-Li]
Sagat: Dictator [Ryu]
[b]Ryu: Ken[/b] [Sagat]
Ken: Sakura [Rufus]
Guy: Dictator
[b]Cody: Guy
Adon: Sagat
Dee Jay: Rufus[/b]
Juri: Dictator
T.Hawk: El Fuerte
Akuma: N/A [Ryu]
Fei Long: N/A [Abel]
Gen: N/A [Chun-Li]
Gouken: N/A [Ryu]
Guile: N/A [Abel]
Claw: N/A [Chun-Li]
Honda: N/A [El Fuerte]
Dhalsim: N/A [Rufus]
The bolded ones are actual rival match animations we've already seen confirmed. The others more or less make sense, with the exception of Zangief-Abel, and you could rationalize that by assuming his new rival will be Hakan and that having Abel in his ultra videos is a placeholder.
I apparently have absolutely no idea how to deal with a Zangief who hops back and forth over you while you are knocked down and then throws you the second you wake up. It seemed to stuff everything I tried to counter it with...
...
Fuck I should have just been holding up to jump the second I woke up and then punished his throw whiff with some kind of jump in combo huh?
I apparently have absolutely no idea how to deal with a Zangief who hops back and forth over you while you are knocked down and then throws you the second you wake up. It seemed to stuff everything I tried to counter it with...
...
Fuck I should have just been holding up to jump the second I woke up and then punished his throw whiff with some kind of jump in combo huh?
Posts
No, it absolutely is an infinite. Since damage scaling doesn't go below one, its possible to continue that forever until she dies.
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yeah it would have been possible, just incredibly time consuming
SF4 is pretty well-designed in terms of infinites; even the ones that exist are so hard to physically do that no one will ever really combo someone to death off a single chain of attacks.
Any y'all west coast PC/ps3 peeps down for some street brawlin'?
I be mad rusty and I gotta practice for friday, yo.
edit: word.
I do miss the 90s and downtown damage.
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That's mostly because you won't see crazy stuff like that abel vid in SF3.
Unless you're Necro, but that's just some corner juggling.
Damage scaling hurts when you're sakura though.
edit: not that you'll find combos like that in SF4 too. Honestly don't see the point of damage scaling that's too harsh.
Let me plug mine in. I got my monitor with HDMI input last weekend and i haven't set it up yet.
There's still really damaging combos. It just prevents an overwhelming number of jab confirm combos into huge damage (there's still alot of those too).
It shows both variants of her Shinkuu Hadoken, but Rose's second ultra still looks underwhelming due to orbs dissipating when they hit something. If they're unblockable, or if they remain when blocked, eh, maybe.
Most combos are hit confirm though right?
SF4 has also alot less hit confirm into super for big ass damage, but that's mostly because super isn't as easy to earn anymore.
edit: huh, seems like air shinku wouldn't be able to juggle after. Recovery too slow and knockback too far.
Uh what? SF3 has some crazy high damage combos and corner juggle combos. Either that or I am just remembering things totally wrong.
http://www.youtube.com/watch?v=Bxke7BGgMow
Pretty sure Dudley, Oro (with the right super), and Yun (or Yang, I always get them confused) could do similar nutsy high damage combos or corner juggles.
They could just fix it so that retarded combos aren't possible in the first place. There are so many ways to get around damage scaling anyway that I don't see the point in most games. I was just as annoyed with the old Street Fighter standby of just making a combo miraculously stop hitting after a while. I'm used to SNK juggles, I guess.
But where damage scaling bugs me most is 3d fighters. I don't notice it as much in the 2d ones.
Still, downtown damage was fun. Made going to the arcades just that much more exciting.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
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Yun has crazy combo and mixup potential with genai-jin, makoto could pretty much kill with one command throw with her crazy stun game, chun li and ken can easily hit confirm to easily gained supers for big damage, etc. etc.
Dunno about oro and dudley. I really don't think that they're damage heavy characters.
Hey, I think sakura got her run to skid intro back. Hopefully she'll get her dance plus kick out shoe win poses too.
I see, misinterpreted what you were saying. Dudley could do some mean stuff in the corner with his crouching heavy kick if I recall, could do some mean juggles but the timing was rather strict. With Oro it was using that one super of his, the one with the floating stuff, to do some insane juggles.
http://www.youtube.com/watch?v=mKDHFUOIm7w
Ah, found a video that demonstrates it nicely.
Pretty cool.
9 or 10 heavy kicks will kill any character with standard health, usually.
that's pretty good damage output.
I've only ever played one Oro.
Basically juggled and grabbed me to death.
By todays standards maybe.
And what's with constantly nerfing throw damage? I remember back to even XvsSF, when throws were both useful and lethal. And ridiculously random; you could throw people out of supers if you timed it, and the timing wasn't even that hard.
In SF2 you could kill with 4 or 5 heavy kicks, and Ryu had that berserk axe kick. And throws were like 1/3 of a bar. That shit was beast.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
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a round could be over in 5 or 6 seconds, too. that's too short. a street fighter 4 round will be 20 to 30 seconds, usually. i prefer that.
SF rounds usually go around 50-60 for me.
And I worry about the batteries in my camera at tourneys. Those best of 7 grand finals are killer! And then the guy from the loser's bracket wins the first set and they have to do it again? I'm the one who has to edit that for youtube. But nobody ever thinks about me.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
...
Fuck I should have just been holding up to jump the second I woke up and then punished his throw whiff with some kind of jump in combo huh?
...I remember going to a small mixed fighting game tournament a few months ago. It was pretty casual but a couple of decent people were around and it had a lot of games to choose from, something for everyone.
And I'm with you in that if a round goes longer than a minute it is taking too long.
But then I watched those Smash Bros. people play their little game...like 20 minute matches. I couldn't imagine having a round go that long at all.
Awww.
I see, what's the best answer on my part then? I play Blanka, if that helps.
The switch back to the square gate isn't helping much either
Unintentional jumps all over the place.
hopefully no one on the PC is as good as frosteey :P
20 minutes? Yikes. I've been to a Melee tournament before but I don't think any of the matches I had were longer than 8 minutes.
You better start playing more often : (
This was Brawl.
From what I understand they were playing with lives or whatever and they kept doing some stuff where they'd keep falling on purpose to become invincible. Not to mention from what I see the evade in Brawl is ridiculous, you get like 2 whole seconds of not being able to be hit.
Either way, it isn't really my game...so I can't comment to much on it.
backdash?
GT: Tanky the Tank
Black: 1377 6749 7425
electricity?