SF4 Notebook – 4/9/2009

by casperOne 9. April 2009 23:31

General

While not new news anymore, the Bad Losers Wall of Shame is up.

What is interesting is the post by Seth Killian over at Capcom Unity on the subject:

In other news, have faith--SFIV has a sweet new puller-punishing system is on its way...

Now that’s going to be interesting, to say the least.  Hopefully, it will help reduce the activity in my own SF4 Ragequits category.

Zangief

His j.MK will counter Sagat’s standing HK.  It’s a little reminiscent of Sakura’s j.HK except it doesn’t angle down as much, so it still seems stuffable.

However, I’ve seen j.HP stuff standing HK a few times as well.

From a distance, Sagat’s standing HK will hit the lariat clean.

Rose

She can counter the the standing HK from far away with her j.HP.  She can also counter the standing HK close with what seems to be the j.LK or j.MK.

I wish the frame data were available for her, as she seems to have a very short startup time on most of her moves.

Blanka

The better Blanka players are not getting countered consistently with the EX Low Tiger Shot after an EX Rolling Attack.  I can’t tell if it is my reaction time or theirs.

I didn’t realize that how far forward the Backstep Rolling Attack goes is controllable.  This is why it crosses me up so much.

Sagat

Players are consistently jumping in close on Sagat now, and the standing HK’s effectiveness is much less than from a distance.  I also wasn’t using the Tiger Uppercut consistently for fear of trading off.

I believe that moves that are EX-able, but not an EX move at the time, when they trade, they have a shorter recovery time than if they were hit cleanly, enough time to set up another attack.

Sagat’s Tiger Uppercut is an example of this.  If he trades with the uppercut then he can go into the F + HK, which then sets up for the Ultra Combo (if you have meter).

I’ve been practicing this with good results, and I’m probably a little short of spamming the Tiger Uppercut now.  At least I’m more confident in using it now in tight situations.

This applies to all strengths of the Tiger Uppercut.

The next step is to get this combo down in a non-trade situation:

Tiger Uppercut –> FADC –> F + HK –> Ultra Combo

I need to experiment with better combos to use when connecting with F + HK and I don’t have the Revenge meter stocked.  EX Tiger Shot Low or EX Tiger Knee will connect, but I need a solution for when I don’t have EX meter either.

This combo:

j.FP –> cr.FP –> Super Combo

Does almost as much damage as a fully charged Ultra Combo (it might do a little more, actually), but the timing is harder, since it is a link from the cr.FP –> Super Combo.

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SF4 Notebook – 3/22/2009

by casperOne 22. March 2009 23:00

General

Lately, patience is the name of the game.  I’ve found that people are more patient now, which definitely suits my style of play.

I still think that it’s incredibly important to improve my rushdown/pressure game though.

Ragequits seemt to be common now.  It’s just f’n annoying when trying to get BP (although I realize that BP is not what is most important).

I’m starting a separate category for ragequits that I’ve come across while playing on the PS3 version. 

I’m beginning to work more people into the corner as well as improving my zoning game.

Akuma

When he does the far HK (which hits twice), jumping over him and trying to punish with a Tiger Uppercut always failed.  I was countered consistently with a SRK.

Sagat

Against a Ken player, I got a much better feel for the distance required to use HK for anti-air.  I really have to get more comfortable with using the Tiger Uppercut in closer situations though.

I’m also not using the Tiger Knee enough.  The LK has a nice amount of pushback which can be used to apply pressure.

Also having a little more success with digging deeper when crossing-up with the j.LK in the corner.

Blanka

Blanka’s Backstep Rolling attack can hit behind the head if timed right (about mid-range, and there are Blanka players out there which are timing it right).

Ryu

An early j.HP seems to be a nice counter against the early j.HK.

Ken

See notes for Ryu on j.HP.

Dhalsim

Sagat cannot use his Ultra to go through Dhalsim’s Ultra.

Boxer

Still getting mixed up when defending against the Dash Punches, have to read the difference between high and low better.

Chun-Li

Her reverse kick from behind is dangerous, as a hit leads into a cr.LK –> Lightning Legs.

Cammy

Cammys are not spam-happy with the Cannon Drill anymore, so opportunities to counter are more rare.

My reaction time to the Hooligan Combo is slow, need to combo better, although jumping counters or evades about half the time.

Seth

His array of moves is much more varied than I thought.  He has the air-step kick that Chun-Li has (and can hit three times in the process), as well as something like Gouken’s dash which goes through fireballs.

Sakura

I feel really guilty playing against her in her alternate uniform (the school gym outfit).

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SF4 Notebook – 3/20/2009

by casperOne 20. March 2009 19:01

General

Corner play is a very serious problem for me.  With Sagat, I usually will usually j.LK on the person in the corner for a cross-up.  I’m usually early with the hit though, so I don’t connect with the cr.MP –> Low Tiger Shot.

This puts me in the corner, which causes me to panic, and I start to lose matches at that point.

I also don’t apply enough pressure to a person I have in the corner, or pressure in general.  I have to be more aggressive.

Blanka

Sagat’s Ultra can actually go through a Rolling Attack if it is started when Blanka is very close.

Cammy

Cammy players seem to not do the Cannon Drill as much as they used to, resorting to the Spinning Backfist instead.  Sagat’s Tiger Knee counters very well here.

Gouken

On his air slide attack, the recovery is very long, even when done from a little bit of a distance and hits slightly meaty, Sagat can still counter with cr.MP –> Low Tiger Shot and connect.

The recovery on the other air attack (which hits overhead, I believe) is not as long and can’t be countered with cr.MP.

Dictator

The Psycho Crusher always goes through the person to the other side.  Have to remember that when countering, as I’m usually performing the move sequence as if he is in front of me.

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SF4 Notebook – 3/19/2009

by casperOne 19. March 2009 12:00

General

The up and down of obtaining BP is frustrating.  At one point, I was +300 BP (at ~3500 BP) and then I just as easily lost it.  At least this time I had the good sense to walk away.

Later that night, I was down to ~3300 BP.

And then today, I shot up to ~3900 BP, and then lost it by the end of the night to end up ~3300 BP.  About ten or so hours in all, and nothing to show.

I think I need to consider having player matches, since I’m focusing too much on the battle points and it causes me too much stress, to the point where I am not learning from my mistakes.

Ken

Ken is becoming increasingly frustrating and it's getting in my head.  I definitely need more practice against him.

Sagat’s standing HK doesn't seem to be a viable anti-air option against Ken.  The Tiger Uppercut doesn’t reach out enough to hit him if he zones correctly.

I’m convinced that the offensive hitboxes for Ken’s j.HK and Ryu’s j.HK are different, even though the frames are very similar.  IMO, Ken’s has a much bigger hitbox, and a MASSIVE priority.

I beat a Ken later in the day.  It felt SO good.

Cammy

The cr.MP –> Low Tiger Shot or Tiger Knee is a really nice response to the Cannon Drill.  Takes some of the pressure off.

Akuma

I’ve noticed a lot of Akuma players like to do the two-hit standing HK then to cr.HK.  The recovery time on the two-hit HK though is enough that you can jump out before the sweep comes out though.

Gouken

He can miss his throw -> Ultra.

Fei-Long

His flame kick has good range forward (kind of like Ken’s Shoryuken).

Dictator

His HK has really high priority.

Dhalsim

This is such a defensive character.  While I typically like it, I find him annoying.

Against characters with longer recovery times on projectiles, if both characters are not against opposite walls, Dhalsim can j.HP (towards you) from almost anywhere on the screen and hit during recovery.

I have to find a better solution for when he teleports into my space.  I can defend most of the time, but I still get switched up and don’t always block the overhead attack.

Guile

He can link cr.MK –> MP, which is an overhead.  Have to be very careful with the blocking on that.

Blanka

Trying to jump in after a knockdown is a risky proposition unless you can hit deep.  If not, will shock you.  In the event you hit early, hitstun/blockstun is short enough that he can get the electricity out before you can get to the hitframes of the next move in the combo string.

The Backstep Rolling attack can be hit on the way down.

When close, do not jump back if he has charge stored up, otherwise, he will hit you with the Anti-Air Rolling attack.  With Sagat at the start of the match, do not jump back, as any Blanka player worth their salt has charge on open.

Zangief

The same applies here that applies to Blanka with the shock, just replace the electric shock with the lariat.

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SF4 Notebook – 3/13/2009

by casperOne 13. March 2009 02:34

General

Tonight was a total grind-fest.  It was one of those nights where execution was spotty at the worst times, and my BP just kept going up, then down, down, down.

In the end, after four hours, I might have made about 70-80 BP to end up at ~2500 BP.  I try not to focus on the number, but it’s hard to hover around a single point for so long (a few weeks is long?).

One really annoying thing was when I played someone without checking the match details.  He set the match to best of one round, and 30 seconds.  By the time I noticed it, he had won, and I lost 120+ BP.

Always check the match details before engaging.

Ken

I've come to the conclusion that I really think lowly of Ken players ever since I saw the flowchart which lays out his course of action:

kenflowc

(source: unknown)

While it is pretty true, I get pretty mad at myself when I lose to them, because I usually didn't punish the Shoryuken.

Ryu

His Ultra can hit Sagat’s Ultra when Sagat starts his Ultra right after his and he is a little bit past mid-range.  It was the only time I haven’t gone completely through his Ultra to punish.  I’m not concerned about it, yet.

Cammy

Felt a little more comfortable in the matchups.  I think that’s partially due to not putting myself out there for the Cannon Drill too much.

Sakura

On the other hand, the two times I played against Sakura, I got destroyed.  Her j.HK stuffed everything that I put up (HK, Tiger Uppercut, etc, etc), which leads into her nine-hit combo (I think it’s nine?) as well as some more nastiness if you are in the corner.

On top of that, the people playing her were great at zoning (whereas my zone game is suffering) so I was just off my game with her the whole night.

El Fuerte

I got slammed by him this evening.  The Tostada Press (I think?) just crosses me up every time, and he’s like a little rat scurrying around, it’s hard to get a bead on him.

Abel

Another annoying M.F., but not so much tonight.  Getting used to the odd high-low blocking for his three hit grab, but I don’t have an answer for the grab part yet.

Also, as fast as Abel’s Ultra combo is, Sagat’s Ultra combo can be executed to punish even when Abel is very close (as is the case with most Ultra/Ultra match-ups).

Boxer

I end up executing the Tiger Knee against him all night long.  It seems to be the only move he doesn't have a good
response to (although he has a response to everything else, it seems).

At least the SoCal Balrog army wasn’t out tonight.  I must have played ten ‘Rogs in a row the last time I was online.

C. Viper

At first, I was intimidated by her moves, as they are very flashy, but that’s really all they are.  They do damage, but they don’t have hitboxes that are the same size.

However, you do have to be aware of her jump angle, as her’s is more like an ST jump angle.  She also seems to be able to juggle pretty easily, and switch her trajectory in the air for some interesting combo/juggle opportunities, so it’s worth it to be cautious.

Blanka

When blocking an EX Rolling Attack, countering with a low EX Tiger Shot always seems to punish.  I’m still not so sure on a response to the regular Rolling Attack though.

While Blank’s slide is annoying, Sagat can do the LK Tiger Knee right over him, recovering before he will and usually putting him in good position to punish from behind.

Sagat

Sagat’s cr.MK seemed to be getting punished with a regularity I was uncomfortable with tonight.  I had a feeling that the cr.HP was faster, but I wasn’t sure it was the right alternative.

Here’s the frame data for the two moves:

Name Startup Active Recovery Block F.A. Hit F.A. Blockstun Hitstun Damage Stun Super Meter Gain Block Cancel Ability
c.MP 5 3 10 +1 +4 13 16 90 100 40 HL SpS
c.MK 7 3 15 -4 -1 13 16 90 100 40 L SpS

Hitstun, blockstun, damage, stun, super meter gain and cancel ability are all the same.  The startup is two frames quicker, and you actually get frame advantage on hit and block for the c.MP.

So the obvious choice here is to use the c.MP.

The problem is, I play on a PS3 pad and my MK is mapped to the R1 shoulder button.  I usually use this to combo from c.MK –> Low Tiger Shot or Tiger Knee (all three require only a kick).  Mapping the MP to the R1 shoulder button is an option, but I’d have to fiddle with my thumb on the pad for the Tiger Shot/Tiger Knee, or use the L1 shoulder button, which would be more cumbersome.

I guess I could put MP and MK on the right hand shoulder, with the Px3 and Kx3 on the left shoulder buttons, but then the Ultras would be more difficult to get out (they have saved my ass more than once and I’m not sure I’m willing to give that up just yet).

Maybe I’ll just get my left hand up to speed (I’m a righty) after all.  I don’t like fiddling around with the buttons, as there is too much muscle-memory built up over the years.

Hopefully, all of this will be moot when I get my Mad Catz Tournament Edition Fight Stick, if they ever come out that is (and I hear the Standard one is crap).

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SF4 Notebook 3/7/2008

by casperOne 7. March 2009 18:45

Blanka

I’m more comfortable with the matchup now, or the Blanka players I’m up against aren’t as good as before.

Seth

I can’t believe someone actually plays at him.  I assume that he is going to be banned from tournament play, and it’s a little bit of a waste to spend time to learn the character if that is the case.

His diving kick is an overhead attack, and you have to be careful to block against it.

His Ultra Combo doesn’t do as much damage as a player as one would think.

Dhalsim

His Yoga Fires are sooo slow, but when he teleports to the other side of you, it’s a pain to figure out what way to try and block.

Also, have to be careful of reacting instantly to the teleport, because he can attack in the air when recovering from the teleport.

Ryu

When a player wants to hunker down with Ryu, it can be really annoying to try and get in.

Claw

Like Blanka’s Backstep Rolling attack, the cross up of the Wall Dive is a bitch, but I managed to blocked it once.  Jump back and HK doesn’t seem to be as effective against it now, but Tiger Uppercut still dominates.

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SF4 Notebook – 3/5/2009

by casperOne 5. March 2009 23:57

Sagat

On block, the Ultra Combo is vulnerable between the Tiger Knee part and the first Tiger Uppercut.  Akuma cr.LPed me out of it in a match.

Gouken

I’m still very unfamiliar with his move set.  I might have to unlock him and get a handle on his basic moves to get more comfortable playing against him.  I still get caught by his dash move when it goes through fireballs.

Abel

His grabs are very dangerous, need to play keep-away with him much like Zangief.

The high-low-grab sequence is also very annoying, but doesn’t do much damage.  I assume that his speed is what accounts for his lack of power when compared to Zangief.

The Ultra Combo is VERY quick, as in start it after a fireball comes out and hit you on recovery quick (it goes through fireballs).

Blanka

The cross-up potential of the Backstep Rolling attack is a bitch.

Guile

Can be punished on the second hit of the cr.HK with a Tiger Uppercut.  The window is small, but I believe it wins clean every time.

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SF4 Notebook – 3/4/2009

by casperOne 4. March 2009 22:00

General

I didn’t notice that the characters heads tilt up to look when the opponent jumps.

I was right about my impression about invulnerability time on wake-up being reduced.  From the Neo-Empire SF IV System Guide (the “Sixth Video” section):

This video:

shows an example of wake-up invulnerability time has being reduced in SF IV. Zangief knocks Honda down and then SPD's him on his wake-up because Honda was caught napping!
I also have these notes:

Wake-up invulnerability time has been reduced

For SFIV, it feels like there's almost no invulnerability time when you wake up from a knockdown. While this would be okay if it was just restricted to regular throws, this also applies to special command throws, so players have to be extremely careful on knockdowns.

During a wake up without holding the joystick up, jump straight up and your opponent can't throw you. So when you think a throw is coming, jump up to force your opponent's throw to whiff and then come down with a jumping attack into a combo. You can also throw out an attack with invincibility frames as a reversal and have it connect, so depending on the character and the circumstances, you can do that too.

Absorbing a hit using a Focus Attack will fill your Revenge Meter as if you had been hit by it.  Again from the Neo-Empire SF IV System Guide (emphasis mine):

- Use SA to parry projectiles:

It lets you increase your revenge gauge without taking damage. You eliminate black stun. You also get no damage for blocking a special move. No damage refers actually to "recoverable damage".

Cammy

I still can’t beat Cammy, it seems that the recovery from her Cannon Drill is non-existant.

Dan

I got beat by f’n DAN.

Ryu

If playing as Ryu as well, executing the Hurricane Kick after your opponent launches his Ultra will always go through the Ultra.  Because of the extra-long recovery time on the Ultra, it will always connect.

Blanka

Sagat can punish Blanka’s Ultra with his own Ultra or the Tiger Knee when blocked.

Also, can punish the Backstep Rolling attack with a Tiger Knee on block as well.

WTF, Blanka can duck under the low Tiger Shot?

Boxer

I have the sneaking suspicion Sagat’s Super Combo punishes Boxer’s dash punch.  Why yes, yes it does, on block, every time

Fei-Long

Apparently he has an infinite combo that works in the corner against Seth and Abel:"

Crap, I’m very glad I don’t play Seth or Abel.

Zangief

Does Sagat’s Tiger Knee punish the Green Hand?

The EX Green Hand seems to be invulnerable on beginning frames, as I saw it go through a fireball.  Frame data doesn’t have any information to support or refute this.

Sagat

I was slighty mistaken when I observed that throwing a low Tiger Shot will make you vulnerable to the high Tiger Shot.  You can avoid it completely if the timing is right.

I need to start exploring using the high elbow as an overhead attack.

God I really need to get the FADC down and get this combo down (start at 21:40):

Akuma

Sagat barely seems to be able to jump over the air fireball, but it can be done.

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