Street Fighter IV mega thread

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Mar 1, 2006
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www.sendearnings.com
If its somebody that plays fighting games all the time,hell yeah. Everything in SF is something that has been in fighting games for years,there is nothing "new" to learn. Its all things veteran fighting game players should have memorized by now. Basic techniques. What could you possibly still be learning to do?
Could be why that foo from Gamebattles is raping everyone and hasn't lost a game since the SF4 Ladder went up. I see what you saying, like I said I usually don't fuck with Fighting games that much but by seeing my improvements and getting better as I go, you start to like the game more and I ain't no vet in fighting games.

What I'm learning to do right now is my counter and grabs better, there's always something to improve on, can't do the same shit all the time or a real gamer will exploit it.
 

Dead Blue

Smokin Bud
Nov 14, 2008
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Frames are a timing measure used to tell how fast something operates. The standard for video games is 60 frames per second. So if something has a 1 window frame it means that it must be done on the exact 1/60th of a second to work.

Korp, if you're working on throws don't forget your tech throw setups, atleast with chun they're way too strong in this game.

What tech throw means if you don't know is to grab your opponent on the first available frame after a combo is finished.

I use (in simple terms) chun li's jump in hard punch, hard punch, crouch hard punch (1 hit) medium kick-spinning bird kick <----combo ends > tech throw reset.

Heres a guilty gear example but the concept still applies. I'll make a SF4 vid of the above example later today.
 
Mar 1, 2006
4,276
1,154
0
39
www.sendearnings.com
Frames are a timing measure used to tell how fast something operates. The standard for video games is 60 frames per second. So if something has a 1 window frame it means that it must be done on the exact 1/60th of a second to work.

Korp, if you're working on throws don't forget your tech throw setups, atleast with chun they're way too strong in this game.

What tech throw means if you don't know is to grab your opponent on the first available frame after a combo is finished.

I use (in simple terms) chun li's jump in hard punch, hard punch, crouch hard punch (1 hit) medium kick-spinning bird kick <----combo ends > tech throw reset.

Heres a guilty gear example but the concept still applies. I'll make a SF4 vid of the above example later today.
Yea my homie kept doing that online with those tech throws, fooz online when they think your gonna bust out with a big combo and you go at them all they do is block and are always expecting some big manual combo, he would jump and then hit then right after go for the grab. LOL shit worked quite well.

And when they came at him with those 4 hit combos just block all them shits and time the grab at the end. I'm trying to get my timing better with that. Then when they least expect hit em with my 4 hit manual combo.
 
Oct 30, 2006
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I must be a "jap fighting game square" now too because i dont think sf4 is deep at all. Everything people mention has been done countless times in other fighters. Most people that would call this deep are people that have only played SF games their whole life.
Not meaning to insult but what games in your mind are "deep" fighting games?

3s? Tekken Series? VF? Soul Calibur? Guilty Gear?
 

Dead Blue

Smokin Bud
Nov 14, 2008
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okay so for those of you who have been playing for the last month, give my noob-scrub self some advice.

i don't have live yet so i don't really have much else to play against except the computer for now.

if you guys see any loop holes or room for improvement please point it out.

 

HERESY

THE HIDDEN HAND...
Apr 25, 2002
18,326
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www.godscalamity.com
www.godscalamity.com
okay so for those of you who have been playing for the last month, give my noob-scrub self some advice.

i don't have live yet so i don't really have much else to play against except the computer for now.

if you guys see any loop holes or room for improvement please point it out.

Bounce off the walls pimpin.
 

Jake

Sicc OG
May 1, 2003
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Yeah,i would eliminate any of your jump-ins with abel. I would just do a forward roll,go right up under you. Frustrate the shit out of chun lis until they get the balls to come straight at me or want to turn shoto. Either way they cant handle abel.
 

Dead Blue

Smokin Bud
Nov 14, 2008
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lol abel does indeed frustrate the shit out of me. i guess if i played traditionally, poke into ex legs it wouldn't do so as much, but what's the point of being a clone of everything else. i just need to refine my gameplan against him. (A LOT) that and learn the invincibility on his roll. I keep trying to catch it at the end with an ultra and everytime it wiffs and I eat command grab or a reverse ultra.

and yea i've been abusing jump ins because i've been up against AI. I know better, but still do it.

anyway, heres the rest of the vids:

vs zangief



vs balrog



vs dan



vs ken



vs abel 3 (although this was actually played before those other 2)

 

Jake

Sicc OG
May 1, 2003
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Good shit...I'm going to post up some vids once tourney edition comes out. Maybe I can take some pointers from you Jake...I use Abel as well among others but mostly Abel.
Every time they jump,i roll,simple as that. The key is to use the different lengths or rolls to get as close as possible,preferably directly behind them as they land. Sets them up for anything you could want to do. Easy set up for a spinning throw or a crouching fierce into any number of combos
 

Jake

Sicc OG
May 1, 2003
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hurry up and get online so we can play smurf. Ill give you all the abel practice you can handle. I havent played in hella long though. Month or so. Got boring.

When i say i main abel i mean it. Havent used anybody else online besides him,haha