Yeah I'll start doing that more in a few days, but for now I've just been playing arcade for achievements and to get a better feel for the game as a whole. Even though the computer doesn't act like a person, its not terrible for me to learn how to react to some things that I don't know are coming.
I would actually recommend that you find someone to play with you and play as much as possible even if you can barely do your specials and can't do a single combo.
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
The SF scene should take a page out of Starcraft 2 announcer, Sean "Day 9" Plott, and learn the difference in how to cast. He can be just as vulgar as the next guy, but when it's time for a larger audience event, the professionalism comes to the surface. Here's some examples of what I'm talking about:
Day9 casting a game that only the fan base will watch:
Anybody going to the Canada Cup in Calgary this weekend? I originally decided not to go, but now I'm having 2nd thoughts after SCR being so hype. Got two problems:
1) Tournament is on Xbox, and I have a PS3 TE (which can't be dual-modded.) So I either have to find a decent Xbox stick last minute, or hope I can borrow other peoples' (and I've never played in a offline tourney so I don't know what that's like)
2) I'm not 100% sure my car would survive the trip from Vancouver without problems, and I don't know what the road conditions would be like. Probably not too much to worry about, but then again I'm a Vancouverite who doesn't see much snow and thus is scared of the stuff :P
secret # 3) I really really suck... but I'd like to go just for the experience of being there.
Chun:
- Stun down on c.roundhouse (hard kick). Damage down on s.strong (medium punch). Both moves have the same hit properties.
- Her Focus Attack is now easier for opponents to hit.
- DF+Light Kick comes out slower, more vulnerability. Can still combo after it if it hits an airborne opponent.
- No changes to her specials.
El Fuerte
- More recovery on Quacamole on landing (EX included). Tortilla loses invincibility, can be countered more easily.
- More startup on El Fuerte Ultra Spark, damage down. The size of the hitbox changes with movement (...?), making it harder to hit overall.
[Corrections]
- Far standing jab (light punch) and crouching jab's start-up is now 4f, and there are more active frames as well. Crouching JAB can be chained (not short).
Sakura
- Close strong (medium punch) has less recovery, crouch strong and crouch forward (medium kick) can combo from hit confirm. Far strong can be cancelled same as Ryu. Vulnerable hitbox on far forward reduced, making it harder to hit her out of it.
- Air Tatsu can get more airborne hits. Other various adjustments on making hitboxes bigger, damage, and recovery done to make her stronger.
[Corrections]
- Less recovery on each level of Hadouken
Cody
- Crouch short (light kick) now comes out in 3 frames. Frame advantage on hit is still the same. Should be more useable as a low poke with reach.
- Until now, on a grounded opponent, the first hits of EX Criminal Upper didn't connect, but now they will. The range at which Cody can pick up the knife has increased.
[Corrections]
- Crack Kick (F+HK) gets more juggle (not Ruffian)
Next week - Honda, Gouken, Rose, Ibuki
Q&A Translations from Street11
Q&A
[Ken]
Q: Is it possible to do LP SRK -> EX SRK in the corner?
Close standing Jab hitbox increased -> Does it mean that it hits all crouching characters?
EX Air Tatsu changed to high attack from overhead -> Is there any change in hitbox?
I feel it was hard to hit crouchers in the first place...
A: LP SRK -> EX SRK in the corner is still possible in SSF4 AE
Close standing Jab would have less tendency to whiff,
and there are no changes to hitbox in EX Air Tatsu.
[Claw]
Q: Also, is it possible to do Cosmic Heel -> Scarlet Terror after changes?
Makes me wonder seeing how its recovery on block increased.
A: We increased the recovery frames of Cosmic Heel on block, so it is possible to do current combos on hit.
We changed it so that if the opponent blocks at the tip of CH it's even.
[Rufus]
Q: Complaints about Rufus nerfs
A: You can use EX Messiah as it is right now since there are no changes to invincibility and frame data.
[Fei Long]
Q: Impressions about Fei's changes
A: Not only Fei Long, but we changed stuffs in all characters, blah. (Sry, I'm in a hurry here)
[Juri]
Q: I have questions about Juri's changes.
When the Fufajin KICK hits the opponent, does it put opponent in juggle and unrecoverable knockdown like jumping MP?
In that case, does HK Senpusha (Wheelkick) connect fully?
~ are there no changes to Juri's normals at all?
A: About Fufajin Kick, it does put the opponent in juggle state and would be an unrecoverable knockdown.
We couldn't say everything about the changes, but we altered some in her normals as well.
It seems bases off the Q&A that the things they mention on the blog are not the only changes.
H*R on
Nintendo Network: WarrenMSP 3DS: 4184-2362-9697 PSN: Skywarrd
If they say they really took away the invincibility frames from Rose's U2 in the next one, I'm going to be so mad I'm going probably do nothing, but I'm going to whine about it pretty hard.
Yeah I'll start doing that more in a few days, but for now I've just been playing arcade for achievements and to get a better feel for the game as a whole. Even though the computer doesn't act like a person, its not terrible for me to learn how to react to some things that I don't know are coming.
I would actually recommend that you find someone other than myself to play with you and play as much as possible even if you can barely do your specials and can't do a single combo because I'll just run all over you and you'll learn practically nothing because I'm horrible.
Playing through the arcade once or twice really isn't a big deal and going from practice to matches with humans initially results in you failing at producing quarter circle forwards on demand which is hugely irritating. I think its important to realize the limitations on what you learn, but it's not completely useless.
Also I'm horrible at repetitious practice and need something other than the training room.
Yeah I'll start doing that more in a few days, but for now I've just been playing arcade for achievements and to get a better feel for the game as a whole. Even though the computer doesn't act like a person, its not terrible for me to learn how to react to some things that I don't know are coming.
I would actually recommend that you find someone other than myself to play with you and play as much as possible even if you can barely do your specials and can't do a single combo because I'll just run all over you and you'll learn practically nothing because I'm horrible.
Playing through the arcade once or twice really isn't a big deal and going from practice to matches with humans initially results in you failing at producing quarter circle forwards on demand which is hugely irritating. I think its important to realize the limitations on what you learn, but it's not completely useless.
Also I'm horrible at repetitious practice and need something other than the training room.
I go easy on you. You just don't think I do. Any easier and I wouldn't be doing anything.
PS learn to block thanks
Pancake on
0
ChaosHatHop, hop, hop, HA!Trick of the lightRegistered Userregular
Reaction to Chun changes: I'm fine with the damage and stun changes. The damage change to s.mp kind of boggles me since I don't think that's what anyone complained about. Her focus change is meh. df.lk was in all honesty probably a little too good for a character who's supposed to have mediocre antiair. We'll have to see how badly nerfed it was.
The SF scene should take a page out of Starcraft 2 announcer, Sean "Day 9" Plott, and learn the difference in how to cast. He can be just as vulgar as the next guy, but when it's time for a larger audience event, the professionalism comes to the surface. Here's some examples of what I'm talking about:
Day9 casting a game that only the fan base will watch:
The SF scene should take a page out of Starcraft 2 announcer, Sean "Day 9" Plott, and learn the difference in how to cast. He can be just as vulgar as the next guy, but when it's time for a larger audience event, the professionalism comes to the surface. Here's some examples of what I'm talking about:
Day9 casting a game that only the fan base will watch:
"My grandpa could've proxied better than that, and not only does he have arthritis, he's also dead."
Good ol' Day[9].
I tried, I really tried, but I have no idea what the hell is going on.
Yeah, I started playing Warcraft 2 when I was 11 or 12 and moved on to Starcraft the day it came out. I played Starcraft and Brood War a lot over the last 12 years so Starcraft is firmly ingrained in me. I forget that sometimes there are people with computers who don't play Starcraft at all. And I weep.
So anyone have any basic tips about how to accurately do combos?
You may remember me from such fun times as, Street Fighter 4! I just got SSF4 the other day, and to brush up went into Challenge mode, but have run into trouble on the trials. Specifically, #12 for Cammy. It's a Cannon Spike-down (whatever its really called), then LK, HP and a Cannon Spike. I can NEVER get the punch to register. When I get her to do it, it's blocked, but most times she doesn't do it at all.
Whats the secret in the timing? I feel like when she doesnt do it, Ive entered it too soon after the LK, and when she does but it's blocked Im too late.
I've noticed that I am way more accurate when I slow down. Trying to hit everything as fast as possible never works, and Im getting more in tune with the actual pace of buttons to get a good combo going. This one is just driving me insane.
mxmarks on
PSN: mxmarks - WiiU: mxmarks - twitter: @ MikesPS4 - twitch.tv/mxmarks - "Yes, mxmarks is the King of Queens" - Unbreakable Vow
So anyone have any basic tips about how to accurately do combos?
You may remember me from such fun times as, Street Fighter 4! I just got SSF4 the other day, and to brush up went into Challenge mode, but have run into trouble on the trials. Specifically, #12 for Cammy. It's a Cannon Spike-down (whatever its really called), then LK, HP and a Cannon Spike. I can NEVER get the punch to register. When I get her to do it, it's blocked, but most times she doesn't do it at all.
Whats the secret in the timing? I feel like when she doesnt do it, Ive entered it too soon after the LK, and when she does but it's blocked Im too late.
I've noticed that I am way more accurate when I slow down. Trying to hit everything as fast as possible never works, and Im getting more in tune with the actual pace of buttons to get a good combo going. This one is just driving me insane.
What you're struggling with is the essence of links. There are three kinds of combos: chains (where you mash jab a bunch), cancels (where you interrupt a normal with a special), and links (where you hit somebody with a normal while they're still stunned from the last hit).
Since links can't cancel the animation of the previous attack, you have to hit the input precisely after you're done with your previous attack but before the opponent gets a chance to block. Some of the links in the trials are excessively difficult (1 frame windows), but you just need to practice the timing.
So anyone have any basic tips about how to accurately do combos?
You may remember me from such fun times as, Street Fighter 4! I just got SSF4 the other day, and to brush up went into Challenge mode, but have run into trouble on the trials. Specifically, #12 for Cammy. It's a Cannon Spike-down (whatever its really called), then LK, HP and a Cannon Spike. I can NEVER get the punch to register. When I get her to do it, it's blocked, but most times she doesn't do it at all.
Whats the secret in the timing? I feel like when she doesnt do it, Ive entered it too soon after the LK, and when she does but it's blocked Im too late.
I've noticed that I am way more accurate when I slow down. Trying to hit everything as fast as possible never works, and Im getting more in tune with the actual pace of buttons to get a good combo going. This one is just driving me insane.
A quick check of the frame data confirms that it's a one frame link from close standing light kick to close standing fierce punch. In other words there's a 1/60th of a second window in which to press the fierce punch button, any earlier and it won't come out, any later and it gets blocked. So, you can either learn to plink, just turbo it out (since I don't think any Cammy players use that combo, I'm pretty sure the standard combo after Cannon Strike is just the fierce into spike, feel free to correct me if I'm wrong) or say fuck it and not do the trial.
ChaosHat on
0
Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
edited November 2010
Oh I have a question
I can sort of visualize a lot of the combos, frames, and timings
What does a commentator mean by storing an input, or something to that effect
So anyone have any basic tips about how to accurately do combos?
You may remember me from such fun times as, Street Fighter 4! I just got SSF4 the other day, and to brush up went into Challenge mode, but have run into trouble on the trials. Specifically, #12 for Cammy. It's a Cannon Spike-down (whatever its really called), then LK, HP and a Cannon Spike. I can NEVER get the punch to register. When I get her to do it, it's blocked, but most times she doesn't do it at all.
Whats the secret in the timing? I feel like when she doesnt do it, Ive entered it too soon after the LK, and when she does but it's blocked Im too late.
I've noticed that I am way more accurate when I slow down. Trying to hit everything as fast as possible never works, and Im getting more in tune with the actual pace of buttons to get a good combo going. This one is just driving me insane.
What you're trying to do with lk and hp is a link combo - this means you're trying to hit with the first move, wait the split second for the lk to recover, and do the hp at the perfect moment so that it comes out while the opponent is still reeling from the lk. This way it combos together.
This is different from cancel combos like HP > special move, where the recovery frames from your HP actually get cancelled when you do your special move, so they combo immediately. Cancels are generally way easier since you can just execute them really quickly and the timing isn't nearly as tight.
This is not easy. As you said, if it doesn't come out, you've hit HP too early; if it's blocked, you've done it too late.
Try doing just lk > hp to get a sense of the timing, then work on the full combo.
I think lk to hp is either 1 or 2 frames, which means the perfect timing is 1/60th or 1/30th of a second. It's easier than it sounds though.
Evil Multifarious on
0
ChaosHatHop, hop, hop, HA!Trick of the lightRegistered Userregular
I can sort of visualize a lot of the combos, frames, and timings
What does a commentator mean by storing an input, or something to that effect
Can you use it in a sentence?
It could mean that the joystick motion is done but the accompanying button press is not, like hit confirming a crouching medium kick into a fire ball. Do the motion for the fireball no matter what but only hit punch if the kick connects.
(which is doing the directional motions for a move, once or many times, so that if there is an opening you can just hit a button to execute the move on reaction, but if there is no opening you don't.)
jumping in with zangief and doing a 360 then landing and hitting punch to do his grab is a common example.
ChaosHatHop, hop, hop, HA!Trick of the lightRegistered Userregular
edited November 2010
Yup, buffering. Easiest example I could think of is a Ryu with full super doing c.mk xx fireball then buffering the extra qcf. If you hit the fireball, press punch again for the super. If not, do nothing.
edit @ Folken: Yeah, that's why I was confused. When I think of storing, I think Chun's super in 2, but there's nothing like that in 4 either!
Ouch on the Fuerte changes. The nerfs don't seem unjustified or bothersome, I am just sad all he got was 4 frame lp with longer active frames.
Also, for some reason I can't stop picking up new characters. It is definitely not the fast track to winning tournaments but it is most definitely the fast track to having criminal amounts of fun in casuals and training/challenge mode. My execution has never been better, and my level of stress experienced from playing is way down also. I still "main" Guy in that I pick him 3/10 times, but the other 7/10 times I am rolling my face on the character select screen. Will this game ever stop being awesome? Obviously not.
Walt on
0
Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
Posts
hoooooly fuck that was awesome.
I would actually recommend that you find someone to play with you and play as much as possible even if you can barely do your specials and can't do a single combo.
Not sure what year this is, but the last few matches are pretty fun to watch.
^ that
Was the best fucking thing I've ever seen.
"My grandpa could've proxied better than that, and not only does he have arthritis, he's also dead."
Good ol' Day[9].
1) Tournament is on Xbox, and I have a PS3 TE (which can't be dual-modded.) So I either have to find a decent Xbox stick last minute, or hope I can borrow other peoples' (and I've never played in a offline tourney so I don't know what that's like)
2) I'm not 100% sure my car would survive the trip from Vancouver without problems, and I don't know what the road conditions would be like. Probably not too much to worry about, but then again I'm a Vancouverite who doesn't see much snow and thus is scared of the stuff :P
Anyway, GGs Blank and Sol.
- Stun down on c.roundhouse (hard kick). Damage down on s.strong (medium punch). Both moves have the same hit properties.
- Her Focus Attack is now easier for opponents to hit.
- DF+Light Kick comes out slower, more vulnerability. Can still combo after it if it hits an airborne opponent.
- No changes to her specials.
El Fuerte
- More recovery on Quacamole on landing (EX included). Tortilla loses invincibility, can be countered more easily.
- More startup on El Fuerte Ultra Spark, damage down. The size of the hitbox changes with movement (...?), making it harder to hit overall.
[Corrections]
- Far standing jab (light punch) and crouching jab's start-up is now 4f, and there are more active frames as well. Crouching JAB can be chained (not short).
Sakura
- Close strong (medium punch) has less recovery, crouch strong and crouch forward (medium kick) can combo from hit confirm. Far strong can be cancelled same as Ryu. Vulnerable hitbox on far forward reduced, making it harder to hit her out of it.
- Air Tatsu can get more airborne hits. Other various adjustments on making hitboxes bigger, damage, and recovery done to make her stronger.
[Corrections]
- Less recovery on each level of Hadouken
Cody
- Crouch short (light kick) now comes out in 3 frames. Frame advantage on hit is still the same. Should be more useable as a low poke with reach.
- Until now, on a grounded opponent, the first hits of EX Criminal Upper didn't connect, but now they will. The range at which Cody can pick up the knife has increased.
[Corrections]
- Crack Kick (F+HK) gets more juggle (not Ruffian)
Next week - Honda, Gouken, Rose, Ibuki
Q&A Translations from Street11
Q&A
[Ken]
Q: Is it possible to do LP SRK -> EX SRK in the corner?
Close standing Jab hitbox increased -> Does it mean that it hits all crouching characters?
EX Air Tatsu changed to high attack from overhead -> Is there any change in hitbox?
I feel it was hard to hit crouchers in the first place...
A: LP SRK -> EX SRK in the corner is still possible in SSF4 AE
Close standing Jab would have less tendency to whiff,
and there are no changes to hitbox in EX Air Tatsu.
[Claw]
Q: Also, is it possible to do Cosmic Heel -> Scarlet Terror after changes?
Makes me wonder seeing how its recovery on block increased.
A: We increased the recovery frames of Cosmic Heel on block, so it is possible to do current combos on hit.
We changed it so that if the opponent blocks at the tip of CH it's even.
[Rufus]
Q: Complaints about Rufus nerfs
A: You can use EX Messiah as it is right now since there are no changes to invincibility and frame data.
[Fei Long]
Q: Impressions about Fei's changes
A: Not only Fei Long, but we changed stuffs in all characters, blah. (Sry, I'm in a hurry here)
[Juri]
Q: I have questions about Juri's changes.
When the Fufajin KICK hits the opponent, does it put opponent in juggle and unrecoverable knockdown like jumping MP?
In that case, does HK Senpusha (Wheelkick) connect fully?
~ are there no changes to Juri's normals at all?
A: About Fufajin Kick, it does put the opponent in juggle state and would be an unrecoverable knockdown.
We couldn't say everything about the changes, but we altered some in her normals as well.
It seems bases off the Q&A that the things they mention on the blog are not the only changes.
3DS: 4184-2362-9697
PSN: Skywarrd
Playing through the arcade once or twice really isn't a big deal and going from practice to matches with humans initially results in you failing at producing quarter circle forwards on demand which is hugely irritating. I think its important to realize the limitations on what you learn, but it's not completely useless.
Also I'm horrible at repetitious practice and need something other than the training room.
I go easy on you. You just don't think I do. Any easier and I wouldn't be doing anything.
PS learn to block thanks
Reaction to Chun changes: I'm fine with the damage and stun changes. The damage change to s.mp kind of boggles me since I don't think that's what anyone complained about. Her focus change is meh. df.lk was in all honesty probably a little too good for a character who's supposed to have mediocre antiair. We'll have to see how badly nerfed it was.
I tried, I really tried, but I have no idea what the hell is going on.
Yeah, I started playing Warcraft 2 when I was 11 or 12 and moved on to Starcraft the day it came out. I played Starcraft and Brood War a lot over the last 12 years so Starcraft is firmly ingrained in me. I forget that sometimes there are people with computers who don't play Starcraft at all. And I weep.
Does it surprise you that I cannot handle doing more than one thing at a time? I main Blanka.
You may remember me from such fun times as, Street Fighter 4! I just got SSF4 the other day, and to brush up went into Challenge mode, but have run into trouble on the trials. Specifically, #12 for Cammy. It's a Cannon Spike-down (whatever its really called), then LK, HP and a Cannon Spike. I can NEVER get the punch to register. When I get her to do it, it's blocked, but most times she doesn't do it at all.
Whats the secret in the timing? I feel like when she doesnt do it, Ive entered it too soon after the LK, and when she does but it's blocked Im too late.
I've noticed that I am way more accurate when I slow down. Trying to hit everything as fast as possible never works, and Im getting more in tune with the actual pace of buttons to get a good combo going. This one is just driving me insane.
You can lose and swear at the same time!
Come back!
I am focusing on PS3 for a bit to get my timings down.
I hate fighting, though, and going "Man, you could've rocked me there..and there..and there...oh, you screwed up and didn't get me there.."
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
Hey don't sell yourself short.
You charge down and back at the same time don't you?
What you're struggling with is the essence of links. There are three kinds of combos: chains (where you mash jab a bunch), cancels (where you interrupt a normal with a special), and links (where you hit somebody with a normal while they're still stunned from the last hit).
Since links can't cancel the animation of the previous attack, you have to hit the input precisely after you're done with your previous attack but before the opponent gets a chance to block. Some of the links in the trials are excessively difficult (1 frame windows), but you just need to practice the timing.
A quick check of the frame data confirms that it's a one frame link from close standing light kick to close standing fierce punch. In other words there's a 1/60th of a second window in which to press the fierce punch button, any earlier and it won't come out, any later and it gets blocked. So, you can either learn to plink, just turbo it out (since I don't think any Cammy players use that combo, I'm pretty sure the standard combo after Cannon Strike is just the fierce into spike, feel free to correct me if I'm wrong) or say fuck it and not do the trial.
I can sort of visualize a lot of the combos, frames, and timings
What does a commentator mean by storing an input, or something to that effect
What you're trying to do with lk and hp is a link combo - this means you're trying to hit with the first move, wait the split second for the lk to recover, and do the hp at the perfect moment so that it comes out while the opponent is still reeling from the lk. This way it combos together.
This is different from cancel combos like HP > special move, where the recovery frames from your HP actually get cancelled when you do your special move, so they combo immediately. Cancels are generally way easier since you can just execute them really quickly and the timing isn't nearly as tight.
This is not easy. As you said, if it doesn't come out, you've hit HP too early; if it's blocked, you've done it too late.
Try doing just lk > hp to get a sense of the timing, then work on the full combo.
I think lk to hp is either 1 or 2 frames, which means the perfect timing is 1/60th or 1/30th of a second. It's easier than it sounds though.
Can you use it in a sentence?
It could mean that the joystick motion is done but the accompanying button press is not, like hit confirming a crouching medium kick into a fire ball. Do the motion for the fireball no matter what but only hit punch if the kick connects.
(which is doing the directional motions for a move, once or many times, so that if there is an opening you can just hit a button to execute the move on reaction, but if there is no opening you don't.)
jumping in with zangief and doing a 360 then landing and hitting punch to do his grab is a common example.
edit @ Folken: Yeah, that's why I was confused. When I think of storing, I think Chun's super in 2, but there's nothing like that in 4 either!
edit again: Oh, I guess Juri fireball store.
There is a thread on SRK but is it complete?
I would like to maybe assemble such a guide.
Also, for some reason I can't stop picking up new characters. It is definitely not the fast track to winning tournaments but it is most definitely the fast track to having criminal amounts of fun in casuals and training/challenge mode. My execution has never been better, and my level of stress experienced from playing is way down also. I still "main" Guy in that I pick him 3/10 times, but the other 7/10 times I am rolling my face on the character select screen. Will this game ever stop being awesome? Obviously not.
That's what I meant
I love just hitting random
unfortunately the PAers here wreck all my characters except bison, guile, and now maybe rose
ryu I can use but people know the matchup so well that I often get pasted.
Lately I have really been enjoying zangief. Landing a light spd at max range is hysterically funny.
you have finally found the path to redemption.
I suggested this last thread, and everybody said lrn2SRK.com. I would be interested in seeing your results.
Fighting Seth with zangief is like the ultimate purification.
Either you are cleansed of hate and rage, reborn to fight only with joy and laughter, or you die.
Of multiple rage-induced heart attacks.
As does Boxer
And Fei Long