SF4 Notebook – 3/29/2009

by casperOne 29. March 2009 23:42

Ryu

The more I see of better players playing him, the more it is apparent he is the best all-around character in the game.  He will consistently deliver damage, but not overwhelmingly.  The juggle potential with the LP Shoryuken is also very good (e.g. he can do it into the EX Hadouken).

Rufus

His juggle potential is the greatest in the game, IMO.  The Tornado Galaxy can juggle in the corner (they can get an extra Tornado Galaxy if the first one hits), and he can juggle into a full Ultra Combo, I believe.

Additionally, the Jatotsu Nature can be juggled into (but I’m not sure after which normal move).

Claw

I learned an interesting piece of information at the Play N’ Trade Last Minute Tournament this weekend from a claw player.  From what I understand, when claw loses his mask, the damage he does goes down by 10% and he takes 25% more damage.  When he loses his claw, the damage he does goes down by 10% as well.

When I asked how to get the mask to come off, the player responded “hit him in the face”.  Duh.

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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 – 2/26/2009

by casperOne 27. February 2009 00:10

General

Tonight was one of those nights.  I had the confidence to rushdown and beast in most of my matches.

I feel like I'm going to have to start reading the SRK Forums too, as I think I’m at a point where I’ll be able to grok the information.

I guess it’s official that I’m maining Sagat now.

Sagat

I could swear that the Tiger Knee hit overhead at times.  My initial guess is the first attack frame of the LK version.

cr.MK inches Sagat forward.  That’s going to come in handy in close quarters when being ranged.

Linking LP ~ cr.MK is difficult, even in training mode I connected it once every ten times.  It’s not worth it at this point.

Was able to hit the F+HK –> Ultra (as observed previously in the Japanese National Tournament), and it is a MUCH better setup than trying to hit the Ultra in general.

While trying to figure out if the Tiger Knee is an overhead hit or not, I found this in the Gamespot forums:

http://www.gamespot.com/arcade/action/streetfighteriv/show_msgs.php?topic_id=m-1-44705699&pid=943709

If Tiger Uppercut trades, Sagat gets a free Tiger Knee juggle.

I need to test that out.  It will be a good alternative if the Ultra is not available.

In the end, it comes down to three things, execution, execution, execution.

Zangief

It seems like he can grab me out of wakeup.  I know it’s not possible, but sometimes it just seems like that.  In general, my response time to throws is bad and I need to tighten that up.

Tiger Knee works well against the Lariat.  At the very least, it trades, which is the best result I’ve had so far.  I think the HK one probably works the best because it can get above the offensive hitboxes and attack from above (given it’s own massive hitbox).

Ultra of course also beats Lariat, but I need to remind myself of that.

Cammy

I don’t have a solution for an agressive Cammy yet.

Ryu

Sagat's Ultra Beats Ryu's Ultra clean.

Claw

Jumping at him at close range is a bad idea, every time I did it he was able to throw me out of the air.

I think the character is better than I initially thought, but still has inherent weaknesses (namely startup time on moves).

Abel

This was my first time fighting an Abel which seemed competent.

The low Tiger Shot seems to be the only special that works against Marseilles Roll.  One has to react fast when facing it, as it puts Abel in great position for a throw on recovery.  Tiger Uppercut, Tiger Knee all whiff against it.

Get in the habit of blocking up against Abel on knockdown, as the Wheel Kick is an overhead.

Guile

The F+HK isn't an overhead hit anymore.

Chun-Li

The recovery on the Hazan Shu is punishable by cr.HK (read: there is a LOT of recovery time).  Need to react to punish more effectively though.

Gouken

EX dash move (name?) has armor (shouldn’t be surprizing, it is an EX move).

His upward fireball will hit Sagat in the head on the ground when close.

Balrog

His range is deceptive, have to be careful when being zoned.

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SF4 Notebook – 2/23/2009, pt. 3

by casperOne 23. February 2009 20:53

Claw

Claw’s standing HK covers a lot of space and I think I was tripped with the slide HK after.

Sagat

Sagat’s Tiger Knee has a massive hit box.  It also has a hitbox that lasts longer on the way down when compare to the ST version.  It’s nice pressure/keep-away move against crouching characters.

I’m also trying to replicate what I saw in the Japanese tournament videothat I posted.  I was only able to execute the Ultra once after the standing HK, and the timing was off.

Cross-Up

I executed my first intentional cross-up today.  It should be noted that the opponent didn’t seem to know how to instant-recover.

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SF4 Notebook – 2/23/2009

by casperOne 23. February 2009 01:49

General Impressions

  • Obvious improvements in aesthetics.
  • Much slower than ST.  The characters feel like they are moving in molasses.
  • Move input is very forgiving.  It’s much easier to perform special moves now.
  • Jump angles are much more acute. 
  • Jumps also complete much more quickly, making cross-ups more difficult.
  • Blockstun/hitstun is much lower in this game than in ST.  Recovery from connecting moves is much quicker.

Because of the above, it feels like a lot of people are winging it right now.  People are going with all the familiar faces.  The characters I see the most in networked play are Ryu, Ken, and Sagat.  In the seven or eight hours I’ve played so far, I’ve only seen one each of Chun-Li, Vega, Balrog, and M. Bison.  Of the new characters, I’ve only seen one person play Abel.  Over time, this is sure to change.

People are also very unaware of the recovery times for moves.  Punishing people with Super or Ultra moves is very common.

It should be noted that this is currently from the perspective of someone with 1500 battle points.  Currently, the leader on the PS3 boards has ~6000 bp.

Focus (Saving) Attacks

This is the center of advanced gameplay in this installment of the series.  It’s properties are:

  • Can be stored.  The more power stored, the more attributes it takes on (unblockable, can absorb one attack, i.e. “armor”).  If it connects when stored, it will cause the character to “crumple”, which allows for a free hit.
  • All EX moves can be canceled into a focus attack at the cost of two EX bars for the entire move.
  • Focus attacks can be cancelled with a dash in either direction.

Of note are the last two points (commonly referred to as a “Focus Attack Dash Cancel” or FADC).  With the ability to cancel EX moves midway into the move, you can create extended combo chains which would lead to more damage/stun.

The other point that isn’t emphasized as much is that you can use the FADC to get out of situations where you might whiff with an EX move.

FADC is HARD to execute (then again, I’m a bit of a spaz)The Japanese are definitely using it and it’s going to be an important part of high-level play:

The FADC above manifests itself in the following move chain:

  1. Tiger Uppercut
  2. FADC
  3. HK
  4. Ultra Combo

That’s a hell of a lot of damage.  For now, I’m primarily using my EX bar for defensive purposes, in using EX versions of fireballs to overpower other fireballs and hit/chip.

Character-specific Observations

Ryu

As always, very balanced.  Ever since Champion Edition when Capcom made Ken’s Shoryuken sweep forward much more than Ryu’s, it’s been obvious that Ryu is meant to be the most balanced character in the game, and that’s the case here (Daigo plays him, that should mean something).

While I’m trying to main with Sagat as well, I find the hurricane kick to be a much better utility move than the tiger knee.

Claw

This was my main in ST, but now, he really is suffering.  The quickness and reach that he had in ST is gone, and moves seem to start up too slow.  For example, the Rolling Crystal Flash starts off slow, very reminiscent of holding Blanka’s super move in ST and then unleashing.  With the slide, the slow animation combined with easy reversals and forgiving move input to execute those reversals makes it ineffective.

Barcelona drop?  Jump back and HK will pretty much beat it for any character.

Those are his bread-and-butter moves, and with those changed significantly, it makes it difficult to be effective with the character now.

I did have a single match though as claw against a shoto, and there was one round I did well.  Then I played as Ryu against claw, and I got housed.

Guile

I found him to be really underpowered, and just not able to keep up.  Again, his response time just isn’t there.

Sagat

What he lacks in speed he makes up for in power.  I never found the Tiger Knee to be as useful as the hurricane kick with Ryu, but I like the ratio of attack and defense in him.

Against Dictator, neutral jump HK will defeat Devil’s press (or whatever it is called) cleanly.

Jump forward MP is a nice flying elbow which I believe the hitboxes are higher for when in the air than his kick attacks, which is nice for air-to-air.

Dash speed is horrendously slow.

Zangief

Lariat has wicked high priority.  I’ve found that most times, you just have to wait it out and hit the feet at the end.

Finally

I have a LOT of work to do.

One Other Thing

I totally expect the theme song “Indestructable” to be played on America’s Best Dance Crew as part of a throwback challenge highlighting boy band songs.

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