Street Fighter (SFIV, SSFIV, HDR)

i dont know the proper range for his roundhouse (the anti-air one) but i know theres a pretty big delay on when it hits so i think you have to sorta predict jump ins rather than on reaction.

it seems to recover really fast though :o
 
Anyone noticed that when you're both midair and you hit the other guy he seems to have the advantage when you land? Most of the time if i try to go on the offensive straight after landing i eat dragon punch. In fact i now view it as one of the best baiting situations in the game against random onliners as they're typically so sure they'll get a dragon punch in. Seems a little silly to me, surely after i've kicked em in the face mid-flight i'm entitled to a free tornado throw?
 
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Do any of you know how i can get More than 1 BP per win on ranked match?

I have about 2500 BP, filter is set to search for people with a high BP than i have..

But all i keep fighting is people with about 500BP, need more skilled!

I think ive won about 70 in a row so far.
 
Anyone noticed that when you're both midair and you hit the other guy he seems to have the advantage when you land? Most of the time if i try to go on the offensive straight after landing i eat dragon punch. In fact i now view it as one of the best baiting situations in the game against random onliners as they're typically so sure they'll get a dragon punch in. Seems a little silly to me, surely after i've kicked em in the face mid-flight i'm entitled to a free tornado throw?
I always thought that was a SF trait - on knock downs or from air the person knocked down is favoured for specials, especially throws. I also thought EX dps were wakeup moves (is that the correct term?)...

ps3ud0 :cool:
 
I always thought that was a SF trait - on knock downs or from air the person knocked down is favoured for specials, especially throws. I also thought EX dps were wakeup moves (is that the correct term?)...

ps3ud0 :cool:

Oh i don't mean knocked down, i mean when you win a midair clash with a kick so you both land on your feet, the person that lost the clash seems to always have preference as soon as you land. Wakeup DPs are fine as it would be lame if you had the advantage while someone else is knocked down, but DPs on landing from a jump that you just got kicked in the face during? Doesn't make sense to me.

As i say, not a problem to me, if they're a DP junky i just block and punish, if they're ojste (throw junky) i command throw.
 
Generally with a mid-air clash I just turtle and jab, specifically for the reason Im expecting the other person to come after me...

Usually get a free 2in1 out of it - though I need to try and get better at when to judge fierce/roundhouse usage and I always seem to only use the otehr buttons, when really, when Ive got a chance I should punish with fierce/roundhouse specials...

My play is still way too simplistic, partial because I still have to make a concious effort to get the moves off due to be a noob with the stick. At some points I just cant even engage in a hadoken spam because I have little confidence of getting the move out. Also hating the DP shortcut - too many times I hit it when expecting a super/ultra or even a plain hadoken :/

ps3ud0 :cool:
 
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Dragon Punch moves with 2 buttons pressed down to use an EX bar (I assume). Your character will have a yellow glow animation when he does it and it has a higher priority than normal dragon punches with a single attack button.

Someone explain what this turtle(ing) thing is.


rp2000
 
DPs on landing from a jump that you just got kicked in the face during? Doesn't make sense to me.

thats what you get a game has values such as priority and invincibilty frames rather than frames alone

Someone explain what this turtle(ing) thing is.

if you imagine a turtle who hides in its shell, then you'll see what a turtle is ;)

its basically a very defensive player who generally relies on retreating, countering and punishing to win. they generally won't do anything that leaves them open to attack.

if you watch the famous daigo vs justin video, you'll see the perfect example of a turtle (justin the chun li) and why daigo (ken) did all the taunts and just stands still. try to watch the full match if you can :D

edit: might as well :p


also turtles suck big time. i always go overly aggresive on anyone playing defensively just to make them nervous. a good turtle is god damn annoying (and dull :p).
 
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if you watch the famous daigo vs justin video, you'll see the perfect example of a turtle (justin the chun li) and why daigo (ken) did all the taunts and just stands still. try to watch the full match if you can :D

As far as I could tell every time he taunted he got smashed, hard.
 
in the video i posted, he didnt get smashed for taunting, not even once... though in the full video (2 matches) i think he does get hit a few times for being overly cocky after winning the first match (the vid above)

he got smashed by pokes into supers whilst he was advancing towards her. its exceptionally hard to block a quick low poke like that on reaction, especially when you're walking towards someone.

on another note, how the **** are they hit confirming one single hit into a super? their reflexes must be insane.
 
Someone needs to advise me how you hit confirm - I presume its just string some light moves so that they chain into a combo - by the time you notice that the first hit (so will all subsequent) you have the time to finish it with a special/super/ultra...

If they block you just dont pull the special etc...

Also why can I never get off Kens Ultra when I knock someone out of the air? Its the most annoying thing where the horizontal travel of the knocked down opponent always is outside the Ultras range. Though Im sure Ive done it when they fallen straight down and it still misses evening though the characters overlap.

Im sure Ive done that a few times with Naan_H

ps3ud0 :cool:
 
Someone needs to advise me how you hit confirm - I presume its just string some light moves so that they chain into a combo - by the time you notice that the first hit (so will all subsequent) you have the time to finish it with a special/super/ultra...

If they block you just dont pull the special etc...

That's precisely right!
 
But I cant pull off more than a couple/three jabs before Im pushed away to try a special...

I guess 3hits is plenty of time to hit confirm - couldnt do it in two really (I know I actively couldnt make the decision)

Any tips gratefully recieved to link more than 2 hits especially from turtling/standing or even from air?...

ps3ud0 :cool:
 
Trying to learn Zangief the last couple of days. Any other players got some tips of how to pull off EX Banishing Flats without doing a lariet on accident? It might just be my playstyle but when I'd say 2/3 times I end up with the wrong move to what I intended to do.
 
Press 2 buttons and not 3.

The 2 easiest motions are: DF DF PP and F D DF PP

Choose whichever one you feel most comfortable with.
 
But I cant pull off more than a couple/three jabs before Im pushed away to try a special...

I guess 3hits is plenty of time to hit confirm - couldnt do it in two really (I know I actively couldnt make the decision)

Any tips gratefully recieved to link more than 2 hits especially from turtling/standing or even from air?...

ps3ud0 :cool:

hit comfirming is exactly what you think it is and 2/3 hits is enough to decide whether its hitting.

kens bread and butter hit confirm combo's:

cr.lp, cr.lp, cr.lp, xx shoryu
cr.lp, cr.lp, cr.lp, cr.mk, xx special (the one i use the most)
cr.lk, cr.lp, cr.lp, cr.mk, xx special (slighly harder but the cr.lk will hit low)
cr.lp, cr.lp, st.lp, cr.mk, xx special (very easy but the st.lp will miss on some characters if they are crouching)

all strings can be started with a jump-in, all his kicks are good jump-ins though only lk/mk with cross over. you should remove one of the cr.lp from each string if you start with a jump-in to reduce the pushback.

the hardest part of the string is if you have to link together c.lp into something such as c.mk. practice the hell out of this part and the rest is pretty straight forward.

the special you use is up to you, fireball is the easiest and safest... i think even if its blocked you won't be in a bad position (except in a corner). dragon punch and hurricane kick are your strongest and best options if you can pull of your hit confirm combos near 100% but if you screw up the string (usualy the cr.mk link) then you are left wide open if you miss dp/hurricane.

i also use this as a crossover combo which is easy to hit confirm:

j.mk, st.mp, st.hp, xx ex shoryu
 
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