Street Fighter IV

Started by JustFrame145 pages

That's pretty cool No End of those videos involving Guile, although his U2 can land, that really disturbs my biggest concern with SSF:IV, even more reliance upon the Ultra System, and more importantly, Capcom is pushing for that to happen.

I'm absolutely not a big fan of that at all, and to me, Ultra's should have been made in that they would have to be even more difficult to land with a much greater reduction in damage as well. That would have made SSF:IV 10x more interesting. Yes, I sound like an old man saying "Well back in the days..." w/e, however in my book, if they would have just beefed up Guile the right way, he wouldn't have needed to have an effective landing Ultra and still would have been a strong contender.

Street fighter 4 is really nice game. It has a very good storyline. The sound, animation are fantastic. It has a classic counterparts. I love playing it for hours and hours as it is fully action packed game. It is worth to play at least once.

yeah.. well we come from a time where risk = reward..

these new generation gamers want no risk and all the reward.. and thus..

-Critical Counter

-Rage Mode

-Linking supers from every stupid little thing (Ken SF3's SA3)

-Ultras (my complaint is mainly how fast the gauge fills up.. they dont even lose half life and they already get access to it.. wheres the danger / adrenaline from that?)

and games like Guilty Gear start off nice (sure they're not so balanced.. but the destroys were awesome cuz they were risky and you had to be fast to evade em), and nowadays its launcher (doesnt necessarily HAVE to be dust), and then follow them up and see how many slash and hard slash you can hit them with, chained into a special before they hit the damn floor.. and its ridiculous because you have clear differences in power between characters like testament who throw garbage and traps all over the screen.. with someone like order sol who has to keep his special drive gauge at level 3 to dole out damage that will turn the tide in his favor

YouTube video

GGAC+ is pretty balanced tho, (THE MOST BALANCED GAME Arcsys has ever made) when it comes basic abilities like strength, stamina and all that other stuff for the characters. It gets pretty bad when you start to include unique character abilities. Like you said, Order Sol needs to do allota shit to maintain while Testament and others who are similar can spam traps, lets not even talk about I-No and Bridget. Even a higly skilled Order Sol player will win 2/10 times against a Tetstament who knows his shit.

GG and BB remind me of MVC but 100X more noob friendly. And MVC is pretty noob friendly. Mashers will love those games. I think GG should have done the Inasta kill thing like BB though. I mean in GG, it only takes ONE dizzy to end a match. Once their dizzy...Insta Kill. It sux that the game can be played like that.

Out of topic...

Metsu Shoryuken.

End of discussion. Eventhough I was out of topic.

Originally posted by SaTsuJiN
yeah.. well we come from a time where risk = reward..

these new generation gamers want no risk and all the reward.. and thus..

-Critical Counter

-Rage Mode

-Linking supers from every stupid little thing (Ken SF3's SA3)

-Ultras (my complaint is mainly how fast the gauge fills up.. they dont even lose half life and they already get access to it.. wheres the danger / adrenaline from that?)

Yep, pretty pathetic indeed.

The funniest part was when Tekken 6 first came out with their Rage System, it was absolutely hilarious to watch. Kazuya off of a wake up 3 was able to deplete 70% of his opponents life from that wake up 3 into bound, into juggle, then wall splash, and oops...Wall Bound...into more damage. Lmao, it was so hard to watch, because I was literally crying at the same time (more sadness then anything else because Tekken had gone to such a level). Even more hilarious was a Steve player literally losing out the entire match, he had only hit his opponent once, however once he got rage, he landed one launcher, and it was ggpo...the other opponent loss...from one mistake w/ Steve in Rage Mode.

Yet alot of peeps during this time of Tekken 6's life said this was "okay", wow. BR has made it better, damage wise, however to me, damage wasn't again the issue with Tekken 6. If you actually look back to other games like Tekken 3, someone like Jin with a basic juggle like Ewgf, 1, B/F+2,1,2 did over half life already.

However it was the concept and how the characters obtain damage in multiple different and effective manners that was unique and more strategical then in comparison to now. In BR, I always fish for the crush, launcher no matter who I play making it frustrating.

In SFIII, everything so many things is decided upon Supers, period. Yun is at best, Middle-Tier if you remove Genei-Jin, other characters like Ryu would be a better character then him. However with Genei-Jin he's Top-Tier due to all of the bs priority on it, heck, Yang>>>>>>Yun within 3S in basically everything, but again GJ is that good.

Ultras are terrible in not just their quick meter building but their ability to change the match up too easily...the damage for it is still too high. They need to make it to where it doesn't switch the pace of the round to the losing player so quickly. FG's giving these "quick" comebacks is simply destroying the game and its strategy base.

I would have loved Jeff's idea, make it to where the Supers did only damage equivalent to like a FP but give it super priority, that way it wouldn't be so retarded, wouldn't change the match up on a whim, however it will still give you an advantage on getting out of situations. This way, it can still be useful, however it isn't the central base that the entire fighting game revolves around upon. This is why my saying is, that what we we've seen how the SF:IV cast is played, is probably only 60% potential, because the Universal Options can compensate for the rest. You make things like Ultra's less irrelevant, and I guarantee 100%, you'll see a greater depth of how characters will be utilized, and their true characters would become even more present.

Yes, some characters will be used more to their potential then others due to not having a good landing Ultra, however they are also again negated for the fact that their are characters who can capitalize on this, so they can't play to all of their tools. Having 60% life when your opponent has an Ultra Meter and only 25% life left has absolutely no advantages, I know that's depressing, but it's cold hard facts.

The only time I could tolerate those crazy out of control combos and damage was within games like the Marvel vs Series, because it's intention was supposed to be crazy and ridiculous, so it made sense.

As for Guilty Gear, I haven't played GG since the DustLoop Days.

On another note, although I bash the Ultra System alot in SF:IV, which I will for as long as it's the central base to how alot of what you do in SF:IV. I have however been trying to keep an eye on Guy and he's become the most interesting new character for the SSF:IV cast that I want to try out.

Originally posted by No End N Site
GGAC+ is pretty balanced tho, (THE MOST BALANCED GAME Arcsys has ever made) when it comes basic abilities like strength, stamina and all that other stuff for the characters. It gets pretty bad when you start to include unique character abilities. Like you said, Order Sol needs to do allota shit to maintain while Testament and others who are similar can spam traps, lets not even talk about I-No and Bridget. Even a higly skilled Order Sol player will win 2/10 times against a Tetstament who knows his shit.

GG and BB remind me of MVC but 100X more noob friendly. And MVC is pretty noob friendly. Mashers will love those games. I think GG should have done the Inasta kill thing like BB though. I mean in GG, it only takes ONE dizzy to end a match. Once their dizzy...Insta Kill. It sux that the game can be played like that.

Yeah when push comes to shove, I really enjoy all fighters.... and marvel drives me insane if I try to take it seriously..

its like.. *goes to--* OMG 99 HIT WTF SUPER LOOP SUPER TAG SUPER ALHDOFIWORJIWE OMG here comes storm and now magneto ahasdgasdfa

lOl I know what you mean. So intense and crazy and fun

I got the game. If anyone got any questions just ask.

Juri is a phenom! Fun as hell to play her!

Originally posted by Zack Fair
I got the game. If anyone got any questions just ask.

I got a question, how da phuck do you have this game so early?!

Originally posted by No End N Site
I got a question, how da phuck do you have this game so early?!

What can I say...

We are MEN OF THE SEA! *Punches chest*

Originally posted by Zack Fair
What can I say...

We are MEN OF THE SEA! *Punches chest*

Pirate, eh?

Okay, how is Guy and Vega's walking speed? Is Guy fast and has Vega gotten any faster?

Originally posted by No End N Site
Pirate, eh?

Okay, how is Guy and Vega's walking speed? Is Guy fast and has Vega gotten any faster?

Vega looks to be walking at the same speed. Guy doesn't look that fast to me, but then again I don't have much xp with him so I don't know if I'm doing things wrong.

Why the hell are the ninjas not fast?! I mean, SFIV is a slower game, but damn!

YouTube video

BTW Satsujin Ryu's timing for the DP>SADC>Ultra is the same as vanilla.

Ryu can now juggle without ex-moves(yes)

While his hP DP got nerfed his mP DP works exactly the same. Should people use it they will find Ryu plays pretty much the same as the first.

U2 is the beast of all AA and you can option select it.

Yeah, I also hear that Ryu's U2 is the strongest new Ultra in the game. Does it reallly deal that much damage?

Originally posted by No End N Site
Yeah, I also hear that Ryu's U2 is the strongest new Ultra in the game. Does it reallly deal that much damage?

It deals 503 damage, which is nothing to cough at, but what makes it uber is how fast it comes out. Once he has Ultra you can't really afford to jump-in on Ryu--though that was always the case but now even more so--and it has become an awesome anti-air tool. Also works great to defend against wakeup shenanigans like Gouki's meaty flipkick thing etc. You can option select it against most characters except those with big backdashes, and it can be auto-corrected quite well.

It completely destroys Zangief's Lariats and can be used to punish all versions of Gief's green hand except for the light 1.

Ryu's tatsumaki can be punished with it unless you do it when Ryu is exactly above you and it whiffs which ends up with you eating Ryu's kick from behind. Same results with Chun except you don't get punished.

So all in all Ryu lost the ability to trade DPs(which he didn't need) and gained a fearsome new anti-air and the ability to juggle without ex-bars.

Ken got some decent buffs as well. I think now the 2 of them will tie 5/5 against each other(which is like it always should've been imo) Although it is still too early to tell. Babies are whinning that Ryu is now worse than Ken. I wonder if they even knew how to use him if losing trade DP>Ultra and overall less damage output makes them think now Ken > Ryu

Yes, this sounds good. I usually main Ken but he was so terrible in the last game that I couldn't muster the heart to play wit'im. It's clear that Ken has gotten better, but all the people who tell me this have only gotten a chance to play the game for a few hours at best. So, from someone who has the game, how much is Ken better? Is it really a big deal to you?