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Pomp posted:Why does PC have to wait until August? https://www.youtube.com/watch?v=KixtoapKDVI
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# ? Apr 9, 2014 19:33 |
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# ? Apr 25, 2024 05:21 |
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Roguelike posted:Juri vs. Guile is a super fun matchup that might be disadvantaged for Juri but contains a lot of old school street fighter no bullshit fundamentals. Thanks, this is very helpful. I mistakenly assumed that Juri can't win fireball-war against him, so I tried to find other ways, but now I see how Juri have advantage there, especially considering she can kick fireballs during Fuhajin startup/storing and fire a stored fireball at any time. The big problem there is that all versions of sonic boom fly at different speeds so I will have to learn to be more observant and watch his EX at all times. At least now I know what to work towards, so it should be up to practice now. EDIT: Also thanks for the "matrix" trick, I love things like that, it spices up the gameplay. Jack Trades fucked around with this message at 20:57 on Apr 9, 2014 |
# ? Apr 9, 2014 20:55 |
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Jack Trades posted:Thanks, this is very helpful. You also have to look for "Shielding" where Guile/Chun will throw a slow projectile and walk or dash behind it to close a gap. This can gently caress with Juri and fireball wars if you don't have one stored.
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# ? Apr 9, 2014 21:00 |
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jebeebus posted:This was cool and I watched the whole thing (I made a cameo at 49:00!!!), also makes me feel kinda dumb for never really using OS's at all. In the latest public build delayed wakeup "Technical" appears on the frame the standing animation would normally start. If that's still true there's not enough time to change your safejump timing on reaction. That said players with fast eyes should have enough time to do a normal safejump, enter an OS if they didn't delay and threaten standard meaty pressure if they did. Standard crossup tatsu timing will leave you in a rough spot though (unless you can buffer QCB in the air and tatsu/empty jump based on what they're doing? unclear). If you're confident they'll delay Ryu doesn't have an 11f framekill but you can do cr.LP for 12f and safejump 5f or worse reversals off of sweep, etcetera. It's cute but the timing will be rough and you'll get blown up if you're wrong so I doubt that's worth it. They might also be able to look for you to delay your setup before punching in their own delay, I haven't heard how restrictive the timing is.
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# ? Apr 9, 2014 21:57 |
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jebeebus posted:This was cool and I watched the whole thing (I made a cameo at 49:00!!!), also makes me feel kinda dumb for never really using OS's at all. Thanks I don't know if it's gonna be possible to do a useful OS in Ultra that guarantees you can still attack with advantage if they stay down. I haven't actually done any analysis of this yet so let's do some napkin math, assuming ideal inputs. Currently they stay down for 11 frames. If you safejump at fastest timing then you're using up 5 of those frames on the meaty and landing recovery. So anything that starts up and is active within 6 frames will be meaty. This means they probably get out if they backdash and perhaps more importantly will almost definitely hit you if they reversal (DP/EX grab/anything invincible and fast). This means the OS is unsafe if you use a normal (and obviously punishable if you OS with a DP or Ultra or something). Doin an OS is gonna be a guess that they did not delay their wake up now. I'm sure we'll find setups where you can time a safejump on the new delayed timing (like killing frames with Ryu cr.lp like Mio Bison mentioned) but that means if they get up early you can get anti-aired now. Either way it's a guess. Best thing to default to is probably gonna be just do your normal safejump and don't OS, try to react to whatever they do - sweep if you see backdash, do what you gotta do to blow up focus/backdash if they focus dash, and if they stay down do whatever your standard 3 way mix-up of attack/throw/block should be. When your Yomi levels approach Smug-tier then you can start doin stuff like backing up and jumping over them at a weird time in order to get a jump in combo on backdashes and poo poo like that (definitely want to add this to my oki). Trykt fucked around with this message at 22:43 on Apr 9, 2014 |
# ? Apr 9, 2014 22:35 |
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Roguelike posted:... establish is that you are not some wet behind the ears rushdown Juri with ants in her pants who needs to get in, but you are in fact a cold-blooded motherfucker who is willing to sit at full screen storing and throwing fireballs until the heat death of the goddamn universe. This dude knows what's up. That's p much a great read, and totally how you should be approaching the fight. Juri can totally compete with Guile in a fireball war, their fireballs have nearly identical frame data. I think Juri's maaaayyybe recovers one frame slower? It's all about mainting your store, gathering and releasing at the right times. if you don't know how, practice fuha-swapping. As you store a fireball, you drop the charge for your held fireball, freeing that button without making Juri do anything. It's an incredibly fast way to build meter, and it helps keep your rhythm less predictable. Bdubs, "Sheilding" doesn't work on Juri, because cr.MK gets you so low, and if you cancel into any strength pinwheel it'll move you to the other side of the projectile. Also dude, you shouldn't be intimidated by FSE, it's not that hard to learn, and it's stupid fun. Puzzle Thing fucked around with this message at 23:41 on Apr 9, 2014 |
# ? Apr 9, 2014 23:36 |
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People like this are incredibly common in ranked matches, pretty infuriating but not surprising that someone would intentionally tank their PP to beat up on newbies. This guy is in the same ranked bracket as the guy I fought immediately afterward, who couldn't reliably throw fireballs. I know yall always say that ranked matches are the wrong way to play but Arcade Fight Request is the easiest way to get matches sometimes.
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# ? Apr 10, 2014 00:02 |
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Foodahn posted:People like this are incredibly common in ranked matches, pretty infuriating but not surprising that someone would intentionally tank their PP to beat up on newbies. This guy is in the same ranked bracket as the guy I fought immediately afterward, who couldn't reliably throw fireballs. It's a good way to not even play one second of single player, that's for sure. It's a really mixed bag, though, as far as level of skill and competition.
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# ? Apr 10, 2014 00:15 |
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Foodahn posted:People like this are incredibly common in ranked matches, pretty infuriating but not surprising that someone would intentionally tank their PP to beat up on newbies. This guy is in the same ranked bracket as the guy I fought immediately afterward, who couldn't reliably throw fireballs. The name for this is Smurfing, if you didn't know. It's common enough across all games that it needs its own word, because playing a game at your own level just isn't fun for some people. If you get bored with ranked look me up sometime. I play Chun Li mostly, and I'm not great but I'm probably better than that guy. Here's my Steam profile, my GFWL tag is Sarchasm 77.
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# ? Apr 10, 2014 00:22 |
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Foodahn posted:
You don't know that at all. He could have tried to play with other characters after playing with whoever he got 4500bp with and lost most matches afterwards. Besides, 4500bp is literally nothing, I can get that in a couple of evenings. I see a whole host of people, on XBox & PC, who have wacky pp/bp combinations, it's not really worth looking at. It's not even something to be upset about; fighting games aren't like LoL, or any other trash game in that genre. Playing better players makes you better and matches take 3-5 minutes a go. If anything, I'd be happy to get better players to fight against, because I can only seem to find them on Xbox nowadays.
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# ? Apr 10, 2014 00:44 |
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I lost a ton of PP on my account trying to play with characters I literally never used before (dropped from 2k to 900 once, my Rose is at ~6000 BP), so it's not always intentional. Also, I'd much rather face a good player and lose in 20s than spend 60s a round dealing with someone pressing whatever and doing random everything.
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# ? Apr 10, 2014 01:49 |
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Player Points seem like a measure of how frequently I'm playing alts on XBL to me. I generally stay between 4k and 5k if I'm just playing Honda. Occasionally I'll get on a crazy win streak and get a lot higher. A while ago I got down as low as 2k when I was playing random select and trying to do stupid nonsense.
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# ? Apr 10, 2014 10:03 |
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Uninstalling for 6 months then reinstalling is a sure-fire way to have a bad time at first in Ranked. So much crouchtech everywhere, getting hit with poo poo cr.LK tapping all day and just not having the muscle memory / awareness to hand to blow it up (when you know you COULD, once upon a time) is infuriatingly distracting, and actually makes you more suseptible to later bullshit.
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# ? Apr 10, 2014 10:50 |
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Shockeh posted:Uninstalling for 6 months then reinstalling is a sure-fire way to have a bad time at first in Ranked. So much crouchtech everywhere, getting hit with poo poo cr.LK tapping all day and just not having the muscle memory / awareness to hand to blow it up (when you know you COULD, once upon a time) is infuriatingly distracting, and actually makes you more suseptible to later bullshit. Crouch teching is loving stupid as hell and it's pretty poo poo even when you are used to it. Being forced to stand to tech throws is a good thing and forces you to learn how to block properly instead of only standing to block overheads. But I guess it's a lovely side effect of the modern throw system and isn't changing any time soon. MrJacobs fucked around with this message at 16:24 on Apr 10, 2014 |
# ? Apr 10, 2014 16:22 |
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MrJacobs posted:Crouch teching is loving stupid as hell and it's pretty poo poo even when you are used to it. Being forced to stand to tech throws is a good thing and forces you to learn how to block properly instead of only standing to block overheads. But I guess it's a lovely side effect of the modern throw system and isn't changing any time soon. What's the point? Both crouch tech and stand tech would get you blown up by a properly timed attack. The difference seems nominal.
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# ? Apr 10, 2014 16:53 |
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a!n posted:What's the point? Both crouch tech and stand tech would get you blown up by a properly timed attack. The difference seems nominal. If it was forced stand, you'd be vulnerable to lows, which are the openers for a lot of characters BnB's.
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# ? Apr 10, 2014 16:56 |
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a!n posted:What's the point? Both crouch tech and stand tech would get you blown up by a properly timed attack. The difference seems nominal. Without crouch tech, low or throw is an actual mixup, whereas with it, late crouch tech covers both. It's cool! Remember kids, brush your teeth and play super turbo.
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# ? Apr 10, 2014 16:58 |
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http://www.eventhubs.com/news/2014/apr/10/ultra-street-fighter-4-full-changelog-capcom-all-characters-and-system-mechanics/ http://shoryuken.com/2014/04/10/ultra-street-fighter-iv-final-change-list-released/ edit: Added Shoryuken.com link, click this instead probably Latest changelist based on the about-to-drop arcade release of Ultra. I'll try to keep an up-to-date version in this post: quote:System Changes edit: Changed info to Shoryuken.com version instead Trykt fucked around with this message at 20:27 on Apr 10, 2014 |
# ? Apr 10, 2014 17:31 |
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Jeffrey posted:Without crouch tech, low or throw is an actual mixup Okay, I guess that's true, but as someone who likes to play charge characters I must oppose this.
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# ? Apr 10, 2014 17:32 |
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Oh god. That changelog.Eventhubs posted:Ken Damnit, I would have been fine with the two major changes that were in there before: MP SK launching even if only the first part hits, and the decreased startup for his c.HK. I might actually use Ultra 2 in certain match ups now, though. Some of the frame data changes I cannot quite parse, though. More Event Hubs posted:Dhalsim I'm liking the change to some of Sim's normals, though. The standing MK, especially--does this mean it'll counter focus dashing?
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# ? Apr 10, 2014 17:49 |
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I like the sound of those Chun Li changes (especially EX Hazanshu), but down-forward + LK still seems like a terrible anti-air. I guess it all depends on how much bigger the hitbox is.
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# ? Apr 10, 2014 18:05 |
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Flying Barcelona Special (Super): Vega now only loses the Super gauge once the move is activated from the wall, instead of when he starts jumping towards the wall. That's pretty great Capcom because that's how it's always been anyway. edit: unless this was supposed to mean his U1, which currently depletes as soon as you start heading toward the wall. Either way something's not correct
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# ? Apr 10, 2014 18:12 |
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Can someone post the whole list in the OP or anywhere? I can't even get past Eventhubs stupid anti-popup popup blocker at work due to being unable to even disable our popup blocker.
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# ? Apr 10, 2014 18:14 |
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Prowler posted:
Yeah that's pretty much the idea and yes it will help a lot against some characters and especially Balrog. KOMI posted:Flying Barcelona Special (Super): Vega now only loses the Super gauge once the move is activated from the wall, instead of when he starts jumping towards the wall. The flash definitely comes up as you input the super on the ground, so I'm pretty sure they got it right. edit: vvvvv You're right. I'm stupid. a!n fucked around with this message at 18:33 on Apr 10, 2014 |
# ? Apr 10, 2014 18:16 |
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a!n posted:The flash definitely comes up as you input the super on the ground, so I'm pretty sure they got it right. No, it doesn't.
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# ? Apr 10, 2014 18:17 |
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KOMI posted:Flying Barcelona Special (Super): Vega now only loses the Super gauge once the move is activated from the wall, instead of when he starts jumping towards the wall. Ultra 1 had that problem, but only if you were hit out of it. Super now HITS ON THE WAY UP so it's no longer the single worst super in the whole drat game. Why the gently caress do I need a command to pick up a mask ?
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# ? Apr 10, 2014 18:23 |
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MrJacobs posted:Ultra 1 had that problem, but only if you were hit out of it. Super now HITS ON THE WAY UP so it's no longer the single worst super in the whole drat game. edit: actually you're right with the U1 KOMI fucked around with this message at 18:37 on Apr 10, 2014 |
# ? Apr 10, 2014 18:28 |
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KOMI posted:His U1 depleted as soon as you begin to make way towards the wall whether you're hit or not, but now the new increased upward hitbox will be a welcomed changed. I've always liked his super the way it was because it did monster damage, but it's been traded off now for easier landing which is kinda meh. I'll probably use it even less now. You also run the risk of wasting 4 bars for absolutely nothing in return except being awesome (which is cool and a worthy endeavor) but since it can be cancelled from cr.MP it will be a lot better (but still not great). They seem to have made it a little more damaging too.
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# ? Apr 10, 2014 18:34 |
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MLIOOBE posted:Can someone post the whole list in the OP or anywhere? I can't even get past Eventhubs stupid anti-popup popup blocker at work due to being unable to even disable our popup blocker. They don't have all the characters up yet, they're updating the article character by character. I'm sure someone will make a full copy/paste once it's complete.
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# ? Apr 10, 2014 18:35 |
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So far Dan is the only uppercut character that doesn't have the -5 FADC change in his log. Overlooked or legit?
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# ? Apr 10, 2014 18:40 |
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MrJacobs posted:They seem to have made it a little more damaging too. Didn't they reduce the damage? It's now 100+100+100.
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# ? Apr 10, 2014 18:42 |
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It's also on srk if you don't wanna deal with eventhubs http://shoryuken.com/2014/04/10/ultra-street-fighter-iv-final-change-list-released/
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# ? Apr 10, 2014 18:43 |
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I still don't understand why they decided nerfing Gen was a priority.
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# ? Apr 10, 2014 18:46 |
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Puzzle Thing posted:It's also on srk if you don't wanna deal with eventhubs http://shoryuken.com/2014/04/10/ultra-street-fighter-iv-final-change-list-released/ See, now this one words it as "gauge consumption timing changed from when Vega reaches the wall to at the time of activation", so it's likely a translation inaccuracy between the two.
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# ? Apr 10, 2014 18:47 |
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Puzzle Thing posted:It's also on srk if you don't wanna deal with eventhubs http://shoryuken.com/2014/04/10/ultra-street-fighter-iv-final-change-list-released/ And they have all the characters up. Good Lord, Eventhubs is terrible. There's also this clarification about Vega's Barcelona Special: SRK posted:Flying Barcelona Special (Super Combo) now has an attack added during the motion to the wall, does 0 damage; Rolling Izuna Drop damage reduced from 100*100*200 to 100*100*100; gauge consumption timing changed from when Vega reaches the wall to at the time of activation
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# ? Apr 10, 2014 18:48 |
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KOMI posted:Didn't they reduce the damage? It's now 100+100+100. huh, I must have read that wrong since Eventhubs sucks at going from Original damage-new damage. instead its bass ackwards.
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# ? Apr 10, 2014 18:52 |
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Oh man, Juri is gonna be crazy in Ultra. And holy poo poo this,SRK posted:Diagonal Jump HP no longer causes knockdown Nobody thought this buff was coming back. Apparently this means Juri gets a jump-in normal that leads to 300+ combos that's also extremely ambiguous and difficult to anti-air. When they removed that buff in the last beta build, alot of Juri players were okay with it, because they thought it was too strong. Puzzle Thing fucked around with this message at 19:08 on Apr 10, 2014 |
# ? Apr 10, 2014 18:55 |
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quote:Dudley Ahahahahahahahahaha, yesssss. I like the damage boost to Target Combos across the board, as well as the frame disadvantage buff on Light MGB. In fact I don't really disagree with any Dudley changes so far, they're mostly pretty good. edit: still no change to thunderbolt huh, just going to keep dudley with the worst move in the game boy are my arms tired fucked around with this message at 19:07 on Apr 10, 2014 |
# ? Apr 10, 2014 19:05 |
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Puzzle Thing posted:Oh man, Juri is gonna be crazy in Ultra. And holy poo poo this, Ahahahaha. What is capcom doing. That jump in is going to destroy people, it's like if Sakura's j.hp was also an ambiguous crossup.
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# ? Apr 10, 2014 19:14 |
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# ? Apr 25, 2024 05:21 |
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Rafzakael posted:edit: still no change to thunderbolt huh, just going to keep dudley with the worst move in the game What about Ibuki's DP+P? The jump-awkwardly-into-the-air-and-don't-recover-until-next-full-moon move.
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# ? Apr 10, 2014 19:47 |