Street Fighter (SFIV, SSFIV, HDR)

Looks like you released your focus attack, which moved your hittable box forward and out of the way of the ultra when it became active.

Submit it to that 'funny and cool moments' series! They put some much worse stuff on it :p
 
I'm up for it anytime mate, don't really get to play any other Sagat.

Here is a recent set I had with |Mr Psycho| who uses Guile and was the runner up in the tourny, it was first to 3. Obviously it took me a few rounds to warm up...


edit: If someone would like to explain how at 16:58 his ultra misses me, I'd be grateful lol, very unlucky there.

I'm certainly no expert but my thoughts on this match:

You need to work on your anti airs. You let him jump at you way too often. Use st.hk to catch his max range jump ins and mp.dp or cr.hp for closer in. With your excellent FADC execution you should be able to dp fadc ultra jump ins if you practice your anti airs.

I only saw you use cr.mk, Ryu's best poke, 4 times the entire set. This is bad. Get into max cr.mk range and use it to poke at Guile. Another good reason to use cr'mk a lot is that it beats Guile's backfist punch. cr.mp is another good poke to use as this beats out Guile's st.hk.

I personally think its best to use tatsu as a combo ender (unless you are looking to cancel into ultra) mid screen as it pushes your opponent closer to the corner. Something to think about.

More pressure required when you knock him down. I think you let him off the hook a good few times. Jump in option select tatsu is good to use to catch backdashing.

Don't jump in at a charged Guile as you will get a flash kick into your facial region.

Your FADC execution was very good as always!

I'll catch you guys in a couple of weeks time as I am off on holiday.
 
dp FADC gives you way more time to anti air.
lp dp works if you play defensive and do nothing while waiting for a jump (yawn), or if your opponent is predictable.
 
I'm certainly no expert but my thoughts on this match:

You need to work on your anti airs. You let him jump at you way too often. Use st.hk to catch his max range jump ins and mp.dp or cr.hp for closer in. With your excellent FADC execution you should be able to dp fadc ultra jump ins if you practice your anti airs.

I think Art has played me the most and will confirm I have never, not even once used st.hk as AA, but I've seen others do it. I normally opt for cr.hp instead of mp.dp as I find it much easier, but I agree with you, overall my AA is weak.

I only saw you use cr.mk, Ryu's best poke, 4 times the entire set. This is bad. Get into max cr.mk range and use it to poke at Guile. Another good reason to use cr'mk a lot is that it beats Guile's backfist punch. cr.mp is another good poke to use as this beats out Guile's st.hk.

Just :o to that really lol, there is no excuse for not using cr.mk with Ryu.

I personally think its best to use tatsu as a combo ender (unless you are looking to cancel into ultra) mid screen as it pushes your opponent closer to the corner. Something to think about.

More pressure required when you knock him down. I think you let him off the hook a good few times. Jump in option select tatsu is good to use to catch backdashing.

Don't jump in at a charged Guile as you will get a flash kick into your facial region.

Your FADC execution was very good as always!

I'll catch you guys in a couple of weeks time as I am off on holiday.

A lot to think about cheers, I appreciate the input. As always though it will take me a long time to bring little things into my game but it doesn't put me off in the slightest. I'll look fwd to playing you when you get back, have fun. :)
 
Confirmed!

Helpful stuff from distorted.
Just to add that you will often need to link into cr.hp before tatsu in order to make the opponent stand, so that the tatsu will connect. I think it's the best 'unsafe' link combo to start with, because the tatsu takes you away from the opponent if you miss the link, and they probably wont get a decent punish in because you're airborne.

The other good thing about cr.mk is that if the opponent jumps when you do it, immediately do a mp dp afterwards and you'll get an easy, trade free anti air.
 
You can jhk clp clp chp ex tatsu which is safe on block when learning to hit confirm. Eventually you want to be doing clp clp chp fb if they block and clp clp chp tatsu if they don't. I can hit confirm very comfortably from 2 hits so learning to hit confirm after 3 should be pretty easy.
 
DLC (needs Super) should be coming out on the 7th, while the disc version (standalone) comes out about 2 weeks later.


When you say available does it stay locked until release? I'm not familiar with xbox pre orders :S

I'm not sure I get what you mean, but the DLC works as soon as you download it. The DLC is basically an add-on for Super, to turn it into AE.
So yea, those who get AE via DLC get to play it 2 weeks before those who get it on disc.
 
Anyone know how much it will cost to download tomorrow then on xbl? It should be a fair bit cheaper then buying the full game on disc I assume.

http://www.eventhubs.com/news/2011/...images-super-street-fighter-4-arcade-edition/

DLC release date: June 7, 2011
DLC Price: $14.99 USD or 1,200 Microsoft Points
Disc release date: June 24, 2011 for Europe, 28th in North America, 30th in Japan.
PC release date: July 2011.
Platforms: PC, Xbox 360, PlayStation 3
Roster size: Right now Capcom states there are 39 people on the roster, with the additions of Yang, Yun, Evil Ryu and Oni.
 
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