Street Fighter (SFIV, SSFIV, HDR)

i was messing around with viper in training mode. how do you chain seimo? i dont get the timing of the super jump cancel. and do you do u/f, d, f for the next one or is there a easier command.

i just done the last trial again, and its surprisingly easy lol, although i doubt i will try it in a real match. i remember it took me ages to figure out how to do it the first time i tried.

I do f, d, df, uf.
Others sometimes do f, df, f, uf.

Do the cancel late at first (seismo has bad recovery so you will still be sj cancelling) so you know that you are doing it right. Once you get the hang of it, the earliest you can cancel is roughly at the time when the ground explodes around viper's hand.
 
I've not played for a few days but I need a session tonight to test my stick out properly. The last game I played almost a week ago, if felt like it was missing inputs because even dps were not working. When I went into training mode straight after it seemed ok although I only tested for about a minute. Loads of sticks seem to be dying off for some reason.
 
Ooh SF3OE :) it's a great game, it's a real perfectionists game where they can completely humiliate normal players. I remember playing a Q at Casino that felt like playing against Kuroda :(


Makoto is one of his worst matchups and I could occasionally get a round of him but then I'm not great.
 
Ughh :( was playing Ken today seem to be able to Link these moves pretty well but for some odd reason i was blocking and it didnt seem to block even though the moves had some slight Pause between them :(

And in another match i played a Vega and i tried doing AA Moves and non worked! Today isnt good :(
 
ggs arth. n.sagat is hard to play in st! his uppercut is terrible, trades and loses to your jump in tatsu and j.lp or whatever you did to beat it a couple of times...his super is worse, doesnt really do anything and very little chip.

his fireball is good. although i did do some good spamming/zoning with them, but the hit box on his kicks is pretty random, so its hard to play footsies or at least poke with them when you are close. the range on his throw sucks as well, so i was screwed whenever you got close. what annoyed me the most is there were lots of close rounds or i was beating you by a margin but the god damn ryu's super saved you.

i know how to pick o.sagat now, so prepare for some john choi styled spamming next time.
 
Last edited:
I've not played for a few days but I need a session tonight to test my stick out properly. The last game I played almost a week ago, if felt like it was missing inputs because even dps were not working. When I went into training mode straight after it seemed ok although I only tested for about a minute. Loads of sticks seem to be dying off for some reason.

Madcatz quality for you.
 
Look at the changes they made for Akuma too... it may not look like much to somebody who doesn't play him a lot but I find those changes heartbreaking.
 
Conspiracy theorist in me is running up to people in the street and shouting I TOLD YOU SO. THEY WERE GOING TO USE THIS PATCH TO **** EVERYONE OVER AND MAKE THEM LOSE INTEREST SO THEY MOVE ON TO SFxT.

vian_siu he was subtly nerfed every time, this is a huge huge huge nerf.
 
... what?

He didn't have an infinite, he had roundhouse loop and they removed it/made it impractical and they nerfed the stun on his vortex. You now have to do 3(if you're lucky) to 5 (more often) mixups to stun.

They changed all that in super, so he didn't have that anymore but now they should keep nerfing him? What?
 
Last edited:
not like he is useless now. he still have a hit confirm-able and almost unbeatable dp, a teleport and mix-up off the sweep. and it is not like you cant do the vortex anymore, you just have to adjust the timing.

he is still going to be top tier, and they buffed his ultra 2. so i struggled to see what the fuss is all about.
 
+21 damage is like getting socks for Christmas.... and the socks are the wrong size.

The problem is he might not be able to safely get into crossup range after a f.throw anymore, this is huge. As the f.throw no longer becomes a mixup, it becomes "safe" pressure at best IF you time the new setup correctly (assuming they will work) This means the throw isn't as scary, this means counter hit setups will be less viable because there's no reason to be scared of akuma's throw, this means less overall damage WOOO DOWNBACK FIGHTER 4, NOW WITH MORE MORE DOWNBACK EDITION.

It's a half arsed change to remove the unblockables, and it won't even work. There will just be new setups for them since the underlying problem hasn't been changed, they've just papered over the cracks.

**** tiers.
 
Last edited:
+21 damage is like getting socks for Christmas.... and the socks are the wrong size.

The problem is he might not be able to safely get into crossup range after a f.throw anymore, this is huge. As the f.throw no longer becomes a mixup, it becomes "safe" pressure at best IF you time the new setup correctly (assuming they will work) This means the throw isn't as scary, this means counter hit setups will be less viable because there's no reason to be scared of akuma's throw, this means less overall damage WOOO DOWNBACK FIGHTER 4, NOW WITH MORE MORE DOWNBACK EDITION.

It's a half arsed change to remove the unblockables, and it won't even work. There will just be new setups for them since the underlying problem hasn't been changed, they've just papered over the cracks.

**** tiers.

Anything that reduces your pressure/mix ups with Akuma Im all for lol :p
 
Back
Top Bottom