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Street Fighter 4 Thread

If you are already stuck playing it on a TV, then I don't see the point of using the same display and same controller you use for the Xbox 360 version.

If the TV was 1080p and maximum graphics quality was the point then sure, why not pick up the PC version. It would be great to flick between the PC and console versions with the TV remote and see very easily the differences between the two (and perhaps show them to console fanboys :) )
 
If the TV was 1080p and maximum graphics quality was the point then sure, why not pick up the PC version. It would be great to flick between the PC and console versions with the TV remote and see very easily the differences between the two (and perhaps show them to console fanboys :) )

While true...then they could point out the PC players cheating online and then throw it right back in my face ;)
 
Haha cheating at a fighting game will be rediculous
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I've seen it done on emulators. The easist was was a keyboard macro map for links. A friend of mine mapped (in Super Turbo) a Ryu sequence of 2 low WK's, a low MP, low MK, fireball that would insta-dizzy any time it landed. Supers become a button press. Piledriver tics - one button.
In SF4 - I can see some of those crazy sequences using focus cancels becoming a pretty easy macro to record.
In some cases, I just saw some strange things happening. Remember the handcuffs in the original SF2? It was the game not knowing what to do when two opposite moves were done at the same time. With moves becoming a single button press - similar weird things used to happen. Honda could do the 1000 hands and literally Oicho them in the middle of it while they were getting hit. Those weird fireball links from Ryu let to endless hits in the corner. Guile could essentially "lock down" certain characters so that they couldn't move except to jump (which leads to them getting hit).
 
I'm not sure if it'll work for SFIV, as some timing is VERY weird, it might not work every single time, especially with the crappy lag/servers, lol.
 
I just pre-purchased this from Steam, available in about 6 days from now. Wonder if the pre-load will be sooner.
 
holy crap i did not know that fighting games were so popular, this game looks like its more popular than gta4 and crysis put together.
 
I guarantee it's more popular than Crysis :p That's not saying much.
The main thing about fighting games is that they have a ton of replayability. Strategies for each character match, different skill levels, different ways to react to things. It's almost limitless...hence the giant thread.
Tekken and Virtua Fighter could probably have a thread like this, although SF4 seems to have pulled the old school players out of the woodwork. I bet Capcom wishes they got even 1/2 this much attention with SF3. While a hardcore favorite, the masses never cared about it at all.
 
Yeah.. to be honest SF3 didn't feel like a Capcom game at all to me. I just didn't like it at all. I'm glad they went back to a more familiar SF style.
 
SF3 was just weird. It was a good game, competition wise, but the character limbs attacks were all at weird impossible angles and there were too many animation frames. It made combos and multi-hits look disjointed because they had to kill off animation frames to keep things moving quickly.
 
I can't wait till tuesday. I'm picking it up for PC, I was never really good at fighting games, but I've always enjoyed them. I recently bought a Hori FS3, and have been brushing up with SFA3 on mame. It's amazing how much better a proper joystick is to use than a contoller.
 
Meh. Whoops, I whiffed, I ate a 20-hit combo because I already bursted...for a game with a zillion mechanics, the flow of the game is one-dimensional...

Canada doesn't get it till either next monday or the 29th now :mad: Canada Fails, I should have ordered online. Piss off.
 
i just got this game after stupidly selling it to my friend again. i need to put some time into it again before i get online again
 
I totally suck at this game, lol. Last SF i played was sf2 on snes when I was like 8 or something, and I love that game.

I played the snes pad fully cause I didnt even know about arcade sticks and what not, but now i'm using a HRAP3 stick to play sf4. I'm getting used to it, but its still difficult for me to get used to the square gate.

I keep getting WHOOPED online. Its probably just my low-level skill though.
 
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i'm in the same boat aura. sf2 was the last i play ( play alpha 3 at my friends house like one time) and i could barley do the moves cause i was like 7. i have been looking into getting a stick but i don't know if i want to invest that much money in something like that. maybe there is some middle of the line that i can get or something. but until then...strictly 360 controller
 
there's plenty of highly skilled players with the pad, so I wouldn't let that hold you back.

I bought the TE for the arcade feel if that makes any sense as I am in no way pro lol.

I main Rog online and just started playing again after taking about a month or so hiatus. For whatever reason, within minutes I was connecting the clp clp clk fHB to ultra consistently, something I just could not get beforehand.
 
by pad I meant a controller like a DS3 for PS3 or the regular xbox controller or a fightpad
 
How many of you have gotten the "perfectionist" title from winning 30 online matches via perfect?
I think this is prob the hardest to earn if you do it for real.
How long did it take you? Did you get a friend to help you with this? I am considering asking for someone to help me on this, I am on 16 perfects after 500 matches, so hard, some people will try to chip you if they see a perfect coming. People had DC'ed on me when I got a perfect before. "sad face"
 
How many of you have gotten the "perfectionist" title from winning 30 online matches via perfect?
I think this is prob the hardest to earn if you do it for real.
How long did it take you? Did you get a friend to help you with this? I am considering asking for someone to help me on this, I am on 16 perfects after 500 matches, so hard, some people will try to chip you if they see a perfect coming. People had DC'ed on me when I got a perfect before. "sad face"

I dont think I've got it yet. Its probably not the hardest though, just might take a while. Technical Fighter is probably harder. That damn tile achievement is ludacris. I think Ive unlocked MAYBE 20 on the first page and thats it.

I think Ive got around 600 gamerscore with this game and theres only one more achievement that I'm likely to get unless I play the game for the next 10 years.
 
How many of you have gotten the "perfectionist" title from winning 30 online matches via perfect?
I think this is prob the hardest to earn if you do it for real.
How long did it take you? Did you get a friend to help you with this? I am considering asking for someone to help me on this, I am on 16 perfects after 500 matches, so hard, some people will try to chip you if they see a perfect coming. People had DC'ed on me when I got a perfect before. "sad face"

I've got it on both the PC and PS3 versions of the game. It works real well once you get the momentum on the guy. It doesn't take too too long, some other ones (like the supers / ultras) for me took a while since Viper rarely uses it much for an ending.
 
I have all of the awards for winning a certain way. On the PS3 I've got about 150 perfects (out of about 3000 wins). The key to getting perfects is just to go on a really good run. In general, if you start a match with a decent combo - people tend to start getting reckless trying to come back. At that point, look for big moves, missed ultras, and predictable jump ins.
Another thing to keep in mind is that these are only perfect ROUNDS. You can always build up your super in one round and use it in round 2 or 3.
If you're just flat-out looking for perfects, Zangief can get them pretty easily. Cross-up splash, low weak kick, lariat - repeat. If they block, you can alternate with a piledriver tic. If you do the splash really deep, that's actually pretty hard to stop. Once they see it coming, use a low MK instead. If a low MK lands while you're really close Zangief's super, EX piledriver, & super are guaranteed. Hell, some characters have a hell of a time just stopping his lariat in-close.
For me, the toughest medal to get was actually the one for winning via time. I only just recently got that one. I'm a pretty aggressive player, plus in most cases players who are losing will start going crazy when time starts ticking down. I got most of my time limit wins from Akumas who try to play the air fireball game but blew it late in the round and refused to do anything else.
 
So how long does it take to get used to the square gate on the TE stick? Just picked one up, and I'm missing diagonals like crazy.
 
It'll take you a good few weeks if you're used to others (controller) etc.

I've all but stopped playing fighters for a LONG time now. Been playing more PC games again. I need to get back into shape. I've got everything down with Viper too.
 
So how long does it take to get used to the square gate on the TE stick? Just picked one up, and I'm missing diagonals like crazy.

I swapped it out for an octagonal after two or so weeks. I hated the square gate. I probably should have kept the square gate just on the off chance I ever play in an arcade, but last I checked the nearest arcade to me with street fighter is like 2000 miles away... so no worries.
 
So how long does it take to get used to the square gate on the TE stick? Just picked one up, and I'm missing diagonals like crazy.

Took me 5 minutes, but I play on sticks for everything possible. Give it some hardcore time in training mode. Once you get used to it, it's pretty easy. A tip, make sure you're TE isn't sliding, however you have to achieve that. That can throw you off even after you're used to it.
 
i'm not really a zangief but i was looking to start playin him as well but i have trouble pullin off his ultra and super. any suggestions to make it a little easier or anything?
 
So how long does it take to get used to the square gate on the TE stick? Just picked one up, and I'm missing diagonals like crazy.

It really depends what type of characters you excel in. For characters that utilize circular type motions (Ryu, Ken, Akuma, Gouken, Sakura, Sagat) It might take awhile to execute moves reliably from both a 1st player and a 2nd player perspective. For charge characters, (Balrog, Vega, Bison, Honda, Guile, Blanka etc) The advantage of using a stick is quite noticeable opposed to using a gamepad.
 
i'm not really a zangief but i was looking to start playin him as well but i have trouble pullin off his ultra and super. any suggestions to make it a little easier or anything?

With Zangief, in order to do his ultra and super you're usually going to have to either jump or execute the motion during another (usually slower) move.
Because Zangief is so strong in SF4, there are a lot of fairly scrubby players that have luck just mixing up his splash (jump, D+HP) with jumping in with nothing and doing the super motion when he lands. It's simple, but if you land it - there's 1/2 their life.
That's the easist way to land it. Just jump in and spin the stick/pad twice on your way down. Hit punch when you land and there it is.
A better mix up is if you knock someone down - jump straight up and do Zangief's headbutt (U+HP while jumping) as a wake up move. This move has crazy dizzy properties and can dizzy some characters with one additional hit. After you do this once or twice in a match, do the super/ultra instead as that's a move people will avoid at all costs.

The BEST way to land his super and ultra are move buffers. The best one being his low MK. If you land Zangief's low MK at really close range, Zangief's super and ultra are guaranteed. The hit-stun will keep them from being able to jump or use their own ultra. Just do the move and start your spinning motion right as his starts to stick his leg out. If the move lands - hit punch or punchx3 to complete the ultra. You can also use the low MK into the ultra as a pseudo combo when someone misses a move. As long as you're close, if Ken misses a dragon punch, you can do this right when he lands and he's going for a ride.If they block the move, your ultra is still about 90% likely to work, but it is at least *possible* to escape with a perfectly timed jump or ultra.

Once you get good at this, you'll be able to do that low MK while they're on the ground and intentionally miss the move, however they'll stand up right into your ultra. In SF4 there isn't a "no throw" window when someone is getting up, so you can grab them right as they're standing up. They can escape this one easily, but because Zangief has so many wake-up attacks, this lands more than you might think.

One of the best strategies for Zangief is always going to be his cross-up body splash, low WK, lariat combo. This is a strong 3 hit combo that can be mixed up with piledrivers instead of the lariat. The splash has INSANE priority as a cross-up so you can get away with using it against uppercut happy players most of the time, too. Plus, because the last lariat is also so overpowered, if they block it - keep holding foward to move Zangief closer. This will keep them from being able to sweep you and if you do the piledriver motion right as the lariat is ending, you can grab someone napping. This especially works with the jab piledriver's extra priority and range.
 
If you land Zangief's low MK at really close range, Zangief's super and ultra are guaranteed. The hit-stun will keep them from being able to jump or use their own ultra. Just do the move and start your spinning motion right as his starts to stick his leg out. If the move lands - hit punch or punchx3 to complete the ultra.

This isn't always true. Any throw move (regardless of basic, command, super, or ultra) can only hit an opponent in a neutral. You even allude to this here....

If they block the move, your ultra is still about 90% likely to work, but it is at least *possible* to escape with a perfectly timed jump or ultra.

When you connect with the MK what you are trying to do is take advantage that his super/ultra has 0 start up frames. But there are moves that you can come out of hit stun with 0 start up frames as well. Granted, this is extremely hard to do, especially with online lag. But it is possible to come out of hit stun without going to neutral, since you are no longer in neutral, you can't be thrown and thus his ultra will not connect.

This is related to what is happening here...

In SF4 there isn't a "no throw" window when someone is getting up, so you can grab them right as they're standing up. They can escape this one easily, but because Zangief has so many wake-up attacks, this lands more than you might think.

This is because you get up into neutral. However, you can do a 0 frame move while getting up and avoid the throw.

Meh. Whoops, I whiffed, I ate a 20-hit combo because I already bursted...for a game with a zillion mechanics, the flow of the game is one-dimensional...

SF4 can be one-dimensional as well. The difference is it's been out a long time. Most people already know the basics, and even more know basic SF since the classics. If you watch two people that are good at BB, it's far from one dimensional.
 
If that ultra isn't a guarantee after landing the low MK - it's got to be at least 99%. I've never had anyone get out of it and I've never seen anyone get out of it. Even in those YouTube tournament videos, I haven't seen anyone escape it. The game mechanics might allow for it, but I haven't seen anyone actually do it. I've had people (friends...not online opponents) tell me they started holding up while being hit and they still got grabbed.
I can't get to any gaming sites at work, but are there still varying frame amounts for characters to jump? Is it possible that certain characters can't jump out of it?
I'm assuming that someone could use a move like a dragon punch to escape (in theory) as well, but again, I've never seen it.
 
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If that ultra isn't a guarantee after landing the low MK - it's got to be at least 99%. I've never had anyone get out of it and I've never seen anyone get out of it. Even in those YouTube tournament videos, I haven't seen anyone escape it. The game mechanics might allow for it, but I haven't seen anyone actually do it. I've had people (friends...not online opponents) tell me they started holding up while being hit and they still got grabbed.
I can't get to any gaming sites at work, but are there still varying frame amounts for characters to jump? Is it possible that certain characters can't jump out of it?
I'm assuming that someone could use a move like a dragon punch to escape (in theory) as well, but again, I've never seen it.

From a block/hit you can not go straight into a jump without going to neutral first. This is mechanics and character pick means nothing here. In the case of Geif since his super (and all his command throws) are either instant, or next to no frames, this makes jumping out of them impossible, or extremely hard.

However you can come out of a block/hit into an instant attack move, ie a DP or some suppers that start off instantly, in which case you are not in a neutral state at any point and thus can't be thrown.

Jumps are another good example of where this happens. When landing after a jump, you go into neutral. Again, with all characters. So if you go for command throws, they make good jump punishers for empty jumps (this is also why foot sweeps work like a charm). However you can land from a jump and go instantly into a DP.

The issue here is how good the mixup game is, missing a DP gets you owned for certain, ditto with "random super to counter what could happen".
 
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