It's nearly 4:30 in the morning here and I just bought Street Fighter 4. Had to get it before steam sales ended. I'm excited to try it tomorrow, even though I'll have pretty much no idea what I'm doing.
The Guile challenges weren't that hard from what I remember. The ones in Super though are just awful. Sonic boom into super and then ultra? Fuck, that took me ages. Still does.
The Guile challenges weren't that hard from what I remember. The ones in Super though are just awful. Sonic boom into super and then ultra? Fuck, that took me ages. Still does.
It's nearly 4:30 in the morning here and I just bought Street Fighter 4. Had to get it before steam sales ended. I'm excited to try it tomorrow, even though I'll have pretty much no idea what I'm doing.
That's awesome!
The biggest thing is to not give up, you can get pretty far on some solid basics for a lot of characters.
Try everyone in the game and see what style is most fun for you
- Goro has great normals, relatively easy HD combos, and a really tricky throw game thanks to some of his normals and his special roll. He's also the slowest characters in the game, so staying at least mid-range is essential. Clark, in comparison, is far more mobile, and has arguably better normals, but his throw game is less varied; he's basically a straight up grappler with EX moves that cover up his weak spots.
- Duo Lon has a very versatile set of moves that allow him to zone, run mixups, pressure or rushdown, and he can change gears between any of these styles in seconds; however, he doesn't have much to work with at long range, and he can be a bit predictable up close, so mid-range is his best area to work in. Furthermore, he doesn't hit as hard as other characters, and scaling really cramps down on his HD combos, so I think he works best in the starter position.
-K's great on the offensive, especially in the corner. He zones well with the follow ups from Eins Trigger (that wheel of fire he throws off), although the initial move is punishable if it whiffs, his normals have long hitboxes that are great for blockstrings and frame traps, and most of his combos push his opponents towards the corner, which lets him set up his mixup game and his juggles. He needs meter for some of his more reliable combos, but not as much as other meter-heavy characters. He doesn't have many options for oki, though.
Vise hits hard, has a lot of options for her command throws and great hit confirms with her cr.B, and her EX Decide is an anywhere juggle, which means that she can combo off of any anti-air hit. She has a hard time dealing with projectile zoning, and depends on meter to keep her safe, so you might want to save her for 2nd or 3rd.
JuiceboxAbel has some videos that get into the technical details of some of the characters you've listed, so you might want to check them out when you have the time:
[QUOTE="God's Beard!";72084941]Thinking about getting KOFXIII when it comes out for PC, what should I know?
This is the team I'm interested in:
Goro or Clark
Duo Lon
K' or Vice[/QUOTE]
movement is key in that game. you need to know the different jumps and stuff. also knowing how to drive cancel is good. it's like p4a with the buffer system so it's not that bad. also practice ridiculous hcb,qcf motions lol
movement is key in that game. you need to know the different jumps and stuff. also knowing how to drive cancel is good. it's like p4a with the buffer system so it's not that bad. also practice ridiculous hcb,qcf motions lol