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Street Fighter 4 Thread

Yeah, on the 360 you need either a joystick or one of those special SF4 control pads with the better d-pad.
I'm still a fan of using the PS3 pad. I can do well with a cabinet mounted joystick, but when I have one loose it feels like I’m jerking it all over the place. Back in the SNES days a friend of mine modded his so he could strap it to a table. That one worked a lot better for me :p
Still, I can do pretty much anything I need using a pad. The only moves I ever miss are the Fei Long circle-kick and Cammy hooligan. I can hit the spinning piledriver while walking, but I miss those two about ½ the time. Usually when playing those two I end up buffering the motion off of jabs, but that can become pretty obvious.
 
I'm not going to be a mad move throwing maniac or anything. Do you mostly play on the PS3 or on the 360? You're on my XBL buddies list (we were GOING to play T6 together...I think we said that back in April?) but I don't have a PS3.
 
I'm not going to be a mad move throwing maniac or anything. Do you mostly play on the PS3 or on the 360? You're on my XBL buddies list (we were GOING to play T6 together...I think we said that back in April?) but I don't have a PS3.

For fighting games I play 'em on the PS3. I like the normal PS3 pad as I've been essentially using one since SF Alpha on the PS1.
I do have Street Fighter 2 Hyper Fighting on the 360, but I haven't touched it in probably 2 years. It took a while, but I eventually got pretty used to playing with the 360 pad using the analog stick.
It's just one of those situations where I prefer the controller and don't feel like buying a stick for just 1-2 games. I'm just as good with a pad as I am with a stick (with only 1-2 exceptions on each side).
 
Yeah, I know what you mean about buying a stick for one or two games. I'm hoping that either A) it'll be 100% compatible with the next version of the Xbox or B) it'll be easily modable to be used on the next Xbox.
 
Got the Hori stick in last night, it's nice but man it's tough to use. I think it's a combination of me having not used any sort of stick in probably 10 years (when Tekken Tag was big in the arcade) + the fact that it comes with a rectangular gate...I have more trouble doing the quarter-circle motion than anything (which is sad because of how simple it is). It's going to take some major getting used to.

SFIV was shipped out yesterday, hopefully it'll be here by the weekend.
 
Nice. What I always remember about Tekken Tag was that on the bigger machines, they had the sticks slanted slightly to the side and it was hard to tell exactly where the diagonals were at. Playing Eddie was torture on those machines as low blocking was a 50/50 gamble.
 
Yeah, I remember the stick being slightly off and I sucked playing on the Left side for that reason (I'm still alot better playing on the Right). The stick is really responsive (Seimitsu stick and buttons) but it's just so odd to me. I can't count the number of times I was killed last night because I simply couldn't input the moves correctly.
 
Just stick with the stick. It takes time getting used to it, esp if you haven't used one in a while. It took me a month or so to get used to the stick (hrap3, but now modded SE), but now its pretty easy to use. Square gate works great for srk's and hadouken motions are no longer a problem after you get used to it. Just give it time. Plus, its great for charge characters as you can maintain both top and side charges easier.

It'll get easier, just takes time. I feel your pain with the frustrations with a stick. I used to always get random srk's and what not, but the prob definitely goes away over time. I bought a stick solely for sf4 and don't regret it at all. This is my first stick, and only had experience playing sf2 on a SNES pad.
 
Oh trust me, I love using it, it's a blast and playing Tekken 6 in a public lobby with the mic and everything felt like being back in an arcade, wonderful. I know it'll take getting used to, part of the learning process. Just like playing a racing game with a wheel for the first time.

Any tips for making the transition process easier?
 
Oh trust me, I love using it, it's a blast and playing Tekken 6 in a public lobby with the mic and everything felt like being back in an arcade, wonderful. I know it'll take getting used to, part of the learning process. Just like playing a racing game with a wheel for the first time.

Any tips for making the transition process easier?

Practice, lol that really is the only way. I remember when I first learnt to use the joystick, now its like second nature. FFF's in the face!
 
All i can say is practice and tell your bro/sis/mom/dad/gf/dog/whomever to hide your controller so you dont get tempted to use it, lol.
 
All I've got in reserve is the standard Xbox 360 controller, don't think I'll be crawling back to that :p
 
All I've got in reserve is the standard Xbox 360 controller, don't think I'll be crawling back to that :p

You'll get used to it man. Just remember that you dont have to throw the stick all the way to the gate when performing moves ie fireball.
 
That's what's going to take forever for me to get used to, I lock it to the edge and it messes up the move. Going only part way is going to suck.

BTW, which of you guys plays the game on the 360?
 
Eh, this whole "don't ride the square gate" thing doesn't really work for me. I still touch the edge of the gate cause honestly its just too hard for me not to touch it. And it feels like its too close of a distance anyways to make a difference. But to each his own.

One Weird thing about sf4 is that its really easy to do shoryukens/dragon punches since theres so many shortcuts inputted into the game. You cant just walk forward then hadouken, instead, you'll probably get a shoryu. I either have to let the stick go back to neutral position then do the hadou, or do a half circle motion starting from the back.
 
I've been using the "long notation" ways of doing moves in all of the home system versions. I think they have a little compensation in each of them, although in one of the collection games there's an option to turn it off.
 
Can anyone tell me which is the best controller to play this on PC? because mine is sucking... thanks in advance
 
If you can get a long mini-USB cord the PS3 controller is great for the PC version.
Some people have managed to get it to work wirelessly via Bluetooth, but I've never managed to get it to work win Win7/x64.
On a similar note, any PS2 controller should work with one of those PS2 to USB adapters.
In theory a Logitech gamepad should work, but the d-pads on those typically suck.
 
Can you tell me where to buy those PS2 to USB? I ran a search and I can only find PS/2 to USB adapters.
 
Can you tell me where to buy those PS2 to USB? I ran a search and I can only find PS/2 to USB adapters.

Just go on Amazon and type in "playstation to USB adapter." There are several to choose from. Some Radio Shack and Microcenter locations will have 'em, too.
 
Alot of the Xbox 360 sticks are 100% compatible with the PC as well. I know my Hori is.
 
I'm starting to remember why I sold this game the first time...frusterations amass.

OK, I have the game on Very Easy (you'd think it'd be...very easy right?) with 1 round matches (just trying to unlock some characters). I get through everyone just fine and then I get to Seth. I think I'm averaging 20-25 continues per character to beat him. Everything I do I counter. If I block he teleports and throws me...it's beyond frusterating. I've been trying to beat him with Dan for probably the past 35 minutes or so.

What am I doing wrong? I looked on YouTube for the videos of "how to beat Seth on any difficulty OMG!" and they all say just so crouch/block and low kick. I do it...he teleports and throws me. I try to kick and he counters with his uppercut...I dunno.

Also, doing the challenges I'm struggling around challenge 3-4 with most characters. Take Ryu for instance, one of the challenges you do a jump kick, a crouching hard punch, hadouken, then focus attack. I can't seem to get the Hadouken out for some reason, is there a certain moment when you have to input it?
 
Last bosses in SF are always cheap and hard. I think i beat it just by doing jump hard kick, crouch hard kick on very easy, but I don't really remember as it was a while ago. Good thing in super sf4, all chars will be unlocked from the beginning.

I feel your pain though. Just keep at it, put the time at 1 round and 30 seconds, and try to beat him in life before the time runs out. That usually helps too. I don't really have much tips after that...

Challenges are a bitch too. For that ryu trial, I think you have to buffer the hadouken quarter circle motion while the c.hard punch animation is going, then press punch which should let the hadou out, then followed by focus attack.
 
I think it's the buffering that kills me. Hrm...I almost need someone to show me timing...
 
For the Ryu combo you can try doing the c.HP into hadouken in one smooth motion. After the jump kick press d+HP then roll the stick to forwards, then press another HP.

Here's an old 3rd Strike video that helped me a lot when I first started to learn stick years ago. A lot of the stuff they teach you still applies to most fighting games. You're essentially using that d+HP input for two things at the same time.

http://www.youtube.com/watch?v=O5twy_2fifs
 
In general with SF - I find that you can buffer from a normal move into a special move as fast as you want. With me, if (for example) I'm doing a low medium kick into a fireball, as soon as I hit the button for the kick, I'll roll the stick/pad forward and hit the punch button almost immediately afterward. Once you get used to, your fingers will just go from one button immediately to the next (not at the same time, but no delay)...almost like the timing from the old "handcuff" from the first SF2.
The real timing sequences are what they call links. Those are when you do a combo that involves multiple normal attacks, like doing Ryu's low medium punch into low medium kick...into a special move. Those can get expansive and very damaging.
Another "old school" timing technique was getting Zangief's piledriver tic. In the first SF2 games you would do a quick attack and right as he was pulling his limb back you'd execute a piledriver. If done right - it's a bitch to escape.
 
For the Ryu combo you can try doing the c.HP into hadouken in one smooth motion. After the jump kick press d+HP then roll the stick to forwards, then press another HP.

Here's an old 3rd Strike video that helped me a lot when I first started to learn stick years ago. A lot of the stuff they teach you still applies to most fighting games. You're essentially using that d+HP input for two things at the same time.

http://www.youtube.com/watch?v=O5twy_2fifs

I'll take a look at it. I finally passed that one and got to the next combo and gave up after almost an hour of trying it. I want to say it was something like jumping hard punch, hard kick, shoryuken to the super hadouken. I finally got it down without hitting the enemy but when I tried doing the combo no him it didn't work, I'm not sure why.

In general with SF - I find that you can buffer from a normal move into a special move as fast as you want. With me, if (for example) I'm doing a low medium kick into a fireball, as soon as I hit the button for the kick, I'll roll the stick/pad forward and hit the punch button almost immediately afterward. Once you get used to, your fingers will just go from one button immediately to the next (not at the same time, but no delay)...almost like the timing from the old "handcuff" from the first SF2.
The real timing sequences are what they call links. Those are when you do a combo that involves multiple normal attacks, like doing Ryu's low medium punch into low medium kick...into a special move. Those can get expansive and very damaging.
Another "old school" timing technique was getting Zangief's piledriver tic. In the first SF2 games you would do a quick attack and right as he was pulling his limb back you'd execute a piledriver. If done right - it's a bitch to escape.

This game takes some getting used to. I come from the world of Tekken where combos are very linear, no cancelling or buffering or anything like that, just quick movements. The game is alot of fun when I'm not frusterated but it certainly takes some getting used to.
 
Yeah, the timing on Tekken is definitely different. While a broad oversimplification, Tekken usually has you doing one thing and then another based upon everything having a finite number of frames.
With Street Fighter, the game revolves around doing several things while a move is in progress, often times actually removing animation frames in the process.
 
3rd Strike is great. Capcom needs to re-release it on XBLA/PSN with good netcode.
 
Can anyone tell me which is the best controller to play this on PC? because mine is sucking... thanks in advance

If you can get a long mini-USB cord the PS3 controller is great for the PC version.
Some people have managed to get it to work wirelessly via Bluetooth, but I've never managed to get it to work win Win7/x64.
On a similar note, any PS2 controller should work with one of those PS2 to USB adapters.
In theory a Logitech gamepad should work, but the d-pads on those typically suck.

I'd go with the PS2 controller over the PS3. I played the PS-One version of Street Fighter Alpha 3 with both the PS2 and PS3 (sixaxis) controllers and the PS2 was much more responsive. Plus I have no love for the ridiculous triggers on the PS3 controller.
 
The PS3 triggers are a little wonky. I can understand the need for them (analog pressure sensitivity) but for normal button pressing they're not the best.

Anyway, I guess the final line-up for Super SF4 is almost set. Ibuki, Makoto, and Dudley were just added. Not sure I agree with those choices (I would've gone with Alex rather than Dudley or Makoto) but it's cool that we're getting more characters.

Supposedly the final character is an arab grappler named Hakan. The same guy that mentioned Makoto, Ibuki, and Dudley revealed this a few weeks ago and his post was promptly deleted by Capcom within hours. I'll hope for a grappler in the vein of Zangief/T. Hawk moreso than Abel or Fuerte. I'm truly hoping for a Darun clone, but I doubt we'll get that.

Should be an interesting line-up. I'm curious about Dudley as he always felt like a substitution for Balrog to me. Sure he plays very differently, but visually he's doing the same style of running punches with very similar normal attacks, too. I think he was an odd choice of all of the SF3 characters.
 
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I'm curious about Dudley as he always felt like a substitution for Balrog to me. Sure he plays very differently, but visually he's doing the same style of running punches with very similar normal attacks, too. I think he was an odd choice of all of the SF3 characters.

And that is why Dudley belongs in this game. If I had to call an SF3 character a Balrog substitute, it would be Q. Just because they're both boxers doesn't mean squat. I believe Capcom made the right choice this time regarding character selection from SF3 as all have something new to offer gameplay wise to Super. Plus, Dudley is really popular so they probably felt like they needed to put him in.
 
I'm just looking at it casually - his moves consist of rushing punches, an anti-air, and a counter...which is actually already a part of the game as the focus attack system.
Yes, you do his moves differently, but on the surface the bases are covered.
Why not go with Yun/Yang or Alex in his place? IMO, they're more unique than he is.
Dudley was in SF3 because they didn't want to bring back Balrog. Hugo replaced Zangief in much the same way. Remy replaced Guile. Rather than bringing existing characters back and tweaking them a bit, they "replaced" them with weird other characters. I think that Makoto, Alex, Ibuki, and Yun/Yang are the only decent character designs from SF3.
 
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