Street Fighter (SFIV, SSFIV, HDR)

So.. what LP is everyone at?

I'm currently at just over 2000.
Using Bison atm, which took me from 1000 to 2000. Started off with Birdie.

Target is to get 3500/4000 for Gold. Seems unlikely at the moment :(
 
3200 at the moment (well, a few LP under I think) but I still haven't finalised my character choice as I don't gel with any of them.

Bison is easily the best in the game at the moment I think, he's the main reason I got this high rather than any form of skill. I wish I could use Chun-Li properly as she's the most fun to play while Bison is very simple.
 
750 I was at 980 but had a bad few rounds after I got beat did not even touch it last night
been mixing between Ryu and Charlie.

Got absolutely bodied by an R.Mika this is why I haven't touched it since day before yesterday :D
 
1500ish.

Win a few and lose a few at this level, don't seem to be able to progress at all.

I'm maining Ken. Although I'm pretty rubbish with him I enjoy how he plays.

I'm waiting for challenge mode to come out so I can learn some more combos.
 
I'm just over 1000LP, down from my highest of something like 1160 or so.

I play as Laura. I just really fancied a change from Ryu again. I'm slowly getting there, but my execution is poor. I can just about nail f+hp target combo into hp elbow giving a good 300+ damage punish. Sometimes I can't even do lp, lp or the lp elbow!

I find in matches, if I'm patient, I can win without too much trouble. It's all down to getting some good punishes, stun, then deal fully charged hp clap into the above combo or ex elbow and catching people out.

If someone goes ham on me, I find I struggle to block. I can be holding down-back and still get swept. Or, using lights for quick taps and just get a hk/hp cc on me.

I still don't know 'safe', 'meaty', 'block stun', 'mixup', '50/50', when and how crush counters come out (from or versus, other than it's usually a hp/hk or Laura's V-Skill). I'm absolutely terrible at executing her command throw - it seems like I have to be bang on top of them otherwise it whiffs. I can watch some really good videos, then forget the most basic combos! Even when my combos come out, I'll be punished because I'm using them at the wrong time.

I find a lot of intro videos just leave these things out and don't really show how training works.

/edit: should add, it still knocks spots of SF4. I actually like playing a lot of the cast!
 
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safe: a move that cant be punished by anything your opponent do after blocking, in laura's case lp elbow

meaty: a move executed on your opponent's knock down or air reset to have the move hit on its last active frame, meaning that you can do combos you can not normally do, such as laura's meaty standing hp combos into crouching mp but you cant do that normally

block stun: how long your opponent will stay in block animation during a move

mixup: a unfavourable situation where your opponent has to guess where your next attacking move will hit, a good example will be after a knock down, you jump in for an ambiguous crossup, your opponent will have to guess left or right, hence it is a left/right mixup.

50/50: a mixup attempt that can hit in two different way and will lead to equally damaging combos, so you have to guess which one to block but its equally bad if you guess wrong, for example after a knock down laura can do a charged fireball mixup, so you can do neither a crossup or empty jump crouching lk to knock them into the fireball. your opponent would have to guess high or low in the same amount of time and both option will lead to finishing the combo with crouch hp into mp elbow for equal damage.

crush counter: each character have a couple of buttons that can crush counter, you just have to counter hit with those buttons, in laura's case its her standing hk and hp
 
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50/50 and mixup are exactly the same except a 50/50 implies only 2 options in the mixup. An SPD (Spinning Pile Driver, aka Zangief's big throw) and a crouching light kick is still a 50/50 for example, and the crouching light tick setups a tick throw. A tick throw is where you throw straight after the block stun of a (normally light) move so that it's hard to counter/react to.

Other than that vian is bang on.

Edit: With crush counters it's important to know that heavy moves out-prioritise lighter moves. If you press crouching medium punch and the opponent presses standing heavy punch, and they're both active on the same frame, the heavy move will "counter" (beat) the lighter one. If the button they pressed had crush properties (normally characters have 2 heavy moves that do this) then you get put into a mini dizzy state and can eat a massive combo.

So don't mash jab/strong when the opponent is using heavy buttons, just block or time your buttons well.
 
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