Street Fighter IV vids

Finally ran into the Chun-Li Fightpad (everyone has either Ken or Blanka out here >_<) for the 360 today, after playin' with a normal Xbox controller all this time, it's so nice to be able to pull off normal-cancels again. I don't like the D-pad as much as I'd hoped but it's still better than the 360's, hopefully it just needs to get broken in a bit, which it'll have plenty of hours on it soon enough.

Any of you guys beaten the last 2 stages of Normal Trial mode without an arcade stick for Ryu, Ken, or Sakura? I just don't think a D-Pad can pull off a -non- EX Shouoken Cancel to Super without a lot of luck. If you guys have done this please let me in on how you managed your button slides/presses please. I've been on Sakura's last one of level 4 or 5, I forget at this point, for about 2 hours now.
 
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Scratch that last question, jeebus... Cancelin' Shouoken, even in HP and EX mode, into anything other than a Force Attack is insane.

Jumpin' HK, --> HP (Cancel), (no --> in Dragon Punch motion) Shouoken (Cancel), Haru Ichiban... around 4 hours of work to pull that off but at least it's now automatic. Only problem is, I don't get why they added somethin' like this in Trial Mode. If your ever able to use it you're definitely playin' someone slow as ass. Much, much better, not to mention safer, combos for Sakura that add up to more damage and set up for a stun. Maybe it'd be viable if you didn't have to Cancel Shouoken to pop off a Haru Ichiban. Same could be said for the other Shotos, even worse though, since their Shouoken have less hits...
 
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I beat Sakura's and Akuma's through sheer luck. After trying to do them for at least 5 hours each.
 
Scratch that last question, jeebus... Cancelin' Shouoken, even in HP and EX mode, into anything other than a Force Attack is insane.

Jumpin' HK, --> HP (Cancel), (no --> in Dragon Punch motion) Shouoken (Cancel), Haru Ichiban... around 4 hours of work to pull that off but at least it's now automatic. Only problem is, I don't get why they added somethin' like this in Trial Mode. If your ever able to use it you're definitely playin' someone slow as ass. Much, much better, not to mention safer, combos for Sakura that add up to more damage and set up for a stun. Maybe it'd be viable if you didn't have to Cancel Shouoken to pop off a Haru Ichiban. Same could be said for the other Shotos, even worse though, since their Shouoken have less hits...

All those combos will do nothing... Absolutlely nothing against an old school SF player. They would have been better off making the training mode about defense. No one wants to play defense in this game lol.
 
All those combos will do nothing... Absolutlely nothing against an old school SF player. They would have been better off making the training mode about defense. No one wants to play defense in this game lol.

Well, they do, do something. If you're into it enough you'll end up makin' your own combos out of failures, which I think is the point. Lord knows how many times I'd fuck up only to make a perfectly logical combo for Vs. play. Other than that though, they're, for the most part, useless. Really, anything makin' you jump toward an opponent will get you crushed in SF IV, as it works just like SF II.

There is one though that works and it's actually funny it works, coniderin' how old the whole zone with Hadoken technique is at this point. LP Hadoken, HP Shouoken, combo breaks but keep goin' with FA, c.MK, EX Shunpukyaku, then either HP/EX Shouoken or preferably your Ultra/Special. You wont be able to FA a person down with Technicals when they get up but those people are far and few between, I've only seen them at arcades, and if the person doesn't jump your Hadoken, you gotta micro manage or just completely take off that part. Personally, I rarely use the zoning part of the combo and just use the latter part. Let someone get you into a corner and then wtf pwn them. In most fightin' games I hate bein' in the corner but with Balrog and Sakura I think the corner is actually the worse place to be fightin' them in.

As far as defense goes, yeah. To many people play defense the wrong way, but I'm glad they don't teach proper defensive tactics. Defense and Cancels are the difference between the hardcore and average, teach those and you'd take the learnin' curve out of your game, which SF is known for.
 
Does anyone have any pointers on how to accomplish Abel's 3-4 challenge, Focus attack to Tornado throw? No matter how many times I try it, I hit the FA and either I end up too far away for the throw, or he crumples and I can't grab him. Am I just missing the timing, or do I need to do the throw during the FA?
 
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Uhhhhhh.... dash cancel?
 
While bootz is right, that's a crummy way to explain it. Here you go:

Here is what you want to do: FA (full charge) and as soon as it connects, --> --> (to dash out of it), then quickly do a HCB and P.

The moment of connection is where you want to aim your Dash out of the FA. The moment is indicated by a short pause and when the black ink goes sprays off Dan. Now, when you Dash, be sure to not pause after the --> --> when you start your HCB, make it all one motion then hit the P. So essentially think of it as doin' a normal Tornado Throw but add --> --> to the front ( -->, -->, HCB, P)

Hope that helps and if you still can't get it and have the Xbox version I'd be more than happy to get on Live with you in a Player Match (wont effect your rankings) and show it to you/talk you through it. GT: XI Strid IX

Thanks for bringin' this up by the way. I've been avoidin' usin' Abel like the plague but I think I might use him as my secondary now. After goin' through his move set to get to 3-4 I found some really sweet stuff (trickery) he can do. The big dude can cancel damn near anything into his Ultra/Super... He's like a stronger Cammy in that regard, me likes.
 
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Thanks a lot, got it on the 2nd try. After actually reading the book, I see that it's all written in there. I'm on PS3, but thanks for the offer to help.

And you're right about Abel, the guy can pull a Super out of nowhere. He's also Ench-man, so bonus points there.
 
The only problem with Abel just happens to be a huge one. He can be thrown while he does his roll, which is reallllllly bad if you're him. On the pros side, he has a rather small hit box, rollin' form aside, for a big guy. I like him, but through playin' him lately, I'm not so sure his pros outweigh the cons, tournament play wise. He's more durable than Cammy, for sure, but also more prone to be punished for his slowness. Rose looks like a suitable secondary candidate too, she's beast in the right hands. If I had a stick, and I wished like hell I'd jumped on the ball and got a Tournament Edition one, I'd play someone with charge moves but those guys are just awful to play with on a D-Pad compared to the Shotos, Cammy, Rufus (who's just to big for my play style), and Sagat.
 
Mmm, I love 3rd Strike, to be honest, it made Street Fighter a staple for me. I was rather ill that the 3rd Strike characters got the shaft, especially Makoto, especially Makoto... However, I don't consider them one in the same, SF IV is great in another light, well needed at this point, just gettin' back to square one. I don't really care for the SF II cast myself, Cammy aside, but I always just pick two characters and run with them, and that's that so I'm not so bothered by it really. I'll always be grateful to 3rd Strike though, it really got me to see fighters in a new light, instead of just stupid button mashers. I really wished they'd left the parry system in though, god that made for some epic last stands. No tellin' how many times I'd see a dude with no life come back from the dead to win because someone got to hasty with an Ultra. As for SNK games, if it has SNK anywhere near it, I don't play it. I can't stand their games, they just never felt right compared to the Guilty Gears series and Street Fighter Series (Marvel Vs. Capcom included).
 
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So I'm the best SF4 player on this site, just letting you know. xbox ftw
 
i tried online play yesterday and, after thinking i was good and ready for it, was quickly humbled. seems i could only find the cheapest sagat and ken players in the world. i did good against people that didn't hide behind throws all the time but i still got my ass kicked a lot.
 
All those combos will do nothing... Absolutlely nothing against an old school SF player. They would have been better off making the training mode about defense. No one wants to play defense in this game lol.
the combos themselves will do nothing. but if you can pull them off you will get the reflexes to make your own.
 
the combos themselves will do nothing. but if you can pull them off you will get the reflexes to make your own.

It just comes down to if you are good enough to... Single out an opponents defense and actually hit him with some of these combos... You probably saw plenty of holes in their defense and could have handled them much easier.
 
i still need to practice my combos a lot before i can be a real competitor to online players. i realized that i don't think in terms of combos like most players, ie: I'm not aggressive enough. and it wasn't until i played online that i realized you can chain ultras with a focus stun.

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i don't think imma be doing the online play thing very much now. i find extreamly boring that when i see an opponent chosen 90% of the time i can correctly guess how he/she/it will play. as was the case today. out of all people i fought tonight i faced 1 e.honda, 1 el fuerte, and about 3 guiles (all who played the "spam my characters cheapest move" card). of the remaining ken, ryu, akuma, sagats of the group about 3 or 4 didnt play the fireball game. i know thats how they have their fun and wont change it if they get wins that way, but i gets me jaded really quickly.
 
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the combos themselves will do nothing. but if you can pull them off you will get the reflexes to make your own.

The combos do, do things. First they count toward stun count, your normal punches and kicks anyway. Lastly and most importantly, because if you can't do this you wont win against anyone worth a damn, it serves as a hit confirm for your bigger moves. The more hits you can get in, even if they are blockin', all the more chance to get a link ultra/super to connect or for them to break their guard and allow for somethin' big.
 
i'm sorry i was referring more to online play. most players wont give you the openings to land these unless you are supremely good at reading you opponent (or of its another scrub ken/ryu/sagat user at the shooting range). but being able to pull off the combo trials alone is helpful so they are still worth doing. that's what i meant.
 
i'm sorry i was referring more to online play. most players wont give you the openings to land these unless you are supremely good at reading you opponent (or of its another scrub ken/ryu/sagat user at the shooting range). but being able to pull off the combo trials alone is helpful so they are still worth doing. that's what i meant.

Strid said:
Lastly and most importantly, because if you can't do this you wont win against **anyone** worth a damn, it serves as a hit confirm for your bigger moves.

You gotta make the openings and bein' able to read your opponent has little to do with this and more so for defense. You seem to be under the impression that even if you're gettin' blocked it's useless to do combos, it is not. Even though you are gettin' blocked you can link in ultras/specials/Ex armor breaks, etc. if you have a decent combo goin', and they can't be blocked or will be busted. Let's just say if that wasn't the case, you're still doin' chip damage, which beats bein' pent up in your corner' dodgin' fireballs (essentially doin' just what they want you to do). Fighters with those abilities (fireballs) are the most "hard" because people have a phobia of movin' past them, stop that. If you get beat by fireballs or anything they cause (anti-air, etc.) you just need to get better, you can't call them scrubs until you beat them enough to not come here and talk about it, but they are scrubs when you get your game down. Hell, I'll spam someone all day long if it keeps them away from me, that's what they are for. Be wisely aggressive is what it boils down to.
 
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