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Super Street Fighter 4 |OT2| BACK OF THE BUS, SAGAT!

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gutter_trash said:
Cammy's nerf makes perfect sense because it goes against the normale execution of the move in air off the ground wich was rediculous

no other Street Fighter game had air specials being able to pull off at such fast frame as that wich made it ridiculous

I hope Dhalsim gets the same Cammy treatment for his Air-Teleport which is also retarded in SF4 and SSF4

Hey, screw you, pal.
 

Lost Fragment

Obsessed with 4chan
Wow at the Cammy nerf :lol

Not incredibly excited about ex hayate breaking armor, but it's nice I guess. What she really needs is a way to deal with fireballs.

Not sure what "axe kicks are more like they were in 3S" means since I didn't play 3S.
 

_Xenon_

Banned
Looks like charge characters got raped left and right except Boxer (no news yet). It actually makes sense. Less turtle game more offense game.
 

Nose Master

Member
_Xenon_ said:
Looks like charge characters got raped left and right except Boxer (no news yet). It actually makes sense. Less turtle game more offense game.

Only makes sense if Ryu's fireballs also don't give him any meter. Can you imagine that fight now?
 

Acid08

Banned
Kadey said:
Exactly my point. But at least with these nerfs, even though I don't even agree with half of them are essential to help preventing that.

I rely more on Guile's normals and regular specials so building meter isn't essential to my game. A fast recovering sonic boom is more than enough.

I never use air hurricane kicks to escape so that doesn't really bother me. Akuma still has his teleports and Ryu is a zoning and footsies specialist. Ken is the one that needs it more than they do despite being an offensive character himself.

EX banishing punch will now be another guessing game if it lands correctly or not but it doesn't affect much. Zangief just needs to get in obviously. This nerf will help against the scrubs that spam lariat after knockdowns though. Van may not like it however.
But his damage is getting nerfed across the board it seems. So even though you rely on normals, you're still getting fucked. I just think that it's ridiculous that SB's won't give any special.
 

hitsugi

Member
gutter_trash said:
Cammy's nerf makes perfect sense because it goes against the normale execution of the move in air off the ground wich was rediculous

this coming from the guy that is peeved by Honda getting a damage nerf. you don't get to talk about other characters
 

_Xenon_

Banned
Nose Master said:
Only makes sense if Ryu's fireballs also don't give him any meter. Can you imagine that fight now?
I don't have to image because as a blanka player I won't see much Ryu fireball spam in the first place. My most concern about Ryu is his insane cr.mk pressure and jab/short xx sweep combo ... and his 3 frame srk hurts too. Well as for Sagat it's another story.
 
Acid08 said:
I just think that it's ridiculous that SB's won't give any special.


Basically. In this form, it's just a bad decision. Guile's job IS to turtle. It's supposed to be difficult to get to him. That's why he has a pretty poor wakeup game - because you earned a knockdown against one of the game's "wall" characters. Zoning with booms effectively enough to get meter so you can chuck EX Booms as well is part of his design to me - he has the fastest and slowest FB with the best recovery so he can be a really effective zoner. He already isn't that great up close, why force him to have to do it?

He'll probably still get bar if they are blocked but still, it's a nerf that just leaves me wondering wtf, even if it is just for a loke test. Doesn't fit well with the character IMO, why shouldn't you be rewarded with meter for doing your job? Not like it gave a ton anyway but it always helped.

Now you also have the problem of "do I do these with all (or even all the "good") fireballs"? It seems really messy.

I remember when they said they would buff up instead of nerf down.... can't remember who said it, but if they keep going down this path, eventually the game does lose some intensity because nothing hurts anymore, there's no sense of danger. 'Always having a chance' is good up to a certain point but it can hurt the urgency aspect of a game, in my opinion. Who cares if a game with 35-40+ characters has a couple bad matchups if it's fun? Get over it or learn a new character to deal with some of the bad ones instead of having devs water characters down. I'd much rather see better versions of each characters that give certain opponents a hard time than weak to average versions of characters who can give anybody a run for their money. I thought Super was better balanced and was hoping arcade would be a buffed up version of Super, but it looks like they're going down a different path. Contrary to what some say, cheesiness can make a game pretty fun, adding some flavour (up to a point of course - but tons of people find MvC2 fun too. There's balance at the top.).

Who knows though what it'll be like until it's finished and playable. I hope they make good on earlier statements.
 

Dartastic

Member
Lost Fragment said:
Wow at the Cammy nerf :lol

Not incredibly excited about ex hayate breaking armor, but it's nice I guess. What she really needs is a way to deal with fireballs.

Not sure what "axe kicks are more like they were in 3S" means since I didn't play 3S.
I really don't think she does need a way to deal with fireballs. Her dash is fast enough to get her close enough to jump in if need be, and do whatever. Jump over a fireball, and dash in. Bang.
 
god damn it all these changes sound stupid (except blankas)

if they are going to nerf dive kicks they better nerf Rufus' too. His dive kicks are way easy to do. At least TKCS requires some more degree of skill to use, ugh. They are really sucking the fun out of some of these characters.
 

Lost Fragment

Obsessed with 4chan
Dartastic said:
I really don't think she does need a way to deal with fireballs. Her dash is fast enough to get her close enough to jump in if need be, and do whatever. Jump over a fireball, and dash in. Bang.

What character recovers from fireballs so slowly that you can punish them by jumping over and dashing in?
 

LeMaximilian

Alligator F*ck House
Reading about the changes is making me mega amped. Gonna blitzkrieg the arcade when this game hits FamilyFun. Back to the good ol days of 3s, where my 2 mains were Yun and Ken. Cant' wait to hear more and see the brothers in action.
 

SmokeMaxX

Member
BotoxAgent said:
god damn it all these changes sound stupid (except blankas)
Joke of the day?
Blanka's Ball is punishable on block by like 80% of the cast right now. That number gets higher when characters hit Ultra/Super. It's punishable on hit by a lot of the cast, including Ultra Punishable.
 

DarkoMaledictus

Tier Whore
6:45PM PST-Ryu and Akuma's Air hurricane kicks are not good for escaping anymore. (Anonymous Location Tester)

Wow this is fantastic! No more Akuma trolls escaping all day. Not even scrubs, but top players playing extremely lame!
 

Dartastic

Member
Lost Fragment said:
What character recovers from fireballs so slowly that you can punish them by jumping over and dashing in?
It's not about the recovery. It's about spacing yourself correctly. I rarely play against any shotos that actually give me problems because of their fireballs. I encounter problems due to bullshit jabs, wakeup SRK's, random SRK's, or other random crap. Granted, if Mak had a way to deal with fireballs so she didn't have to jump in that'd mostly solve that problem, but still. Usually with Makoto at full screen you can dash in, and when they throw a fireball right after that you can just jump over it and HP, HP sweep. Most people are that dumb, and it's usually not a problem. I DO however, have a problem with her lack of an AA game. Fukiage is usually pretty worthless, and her AA normals are really iffy also. Usually I just jump FP. Maybe the new changes to her axe kick will help?
 
How could they do that to Cammy if Rufus' dive kicks are just as hard to deal with as hers. Even though I don't main her and she gives my Rose a tonne of problems she's fun to use plus Capcom really need to give Rose higher damager on her spiral - it's amazing it does the same 100 damage as the others.
 

DarkoMaledictus

Tier Whore
marathonfool said:
I was just thinking about the changes reported, I think Ono is trying to make the game more offensive instead of lame.

Ryu and Akuma no longer able to run away from the corner. Guile forced to play up close without EX Booms. Seth can't spam that FP jumping away. Blanka is closer on blocked balls so the fight resets in footsie distance.

Thats fine, problem with this is they would have to remove mashing reversals. Playing offensives sucks when you have to second guess all your combos because the guy is just mashing crazy...
 

Joekage

Member
So while I'm lol'ing at the turn of events the arcade loketest is providing, I thought I'd post some more matches with HAV, consisting of my matches with his Abel. Abel is a tough matchup for Cody and apparently tornado throw owns my soul, especially EX :( Also as a bonus, an extra Dudley match as well haha.

So here we go....



TostitoSalsa (Cody) vs HAV (Abel) 1


TostitoSalsa (Cody) vs HAV (Abel) 2

TostitoSalsa (Cody) vs HAV (Dudley) 4


Also back on topic, Cammy losing instant CS. Praise the lord hallelujah.
 
I seem to remember a lot of the same complaining when ssf4's balance changes were revealed. If arcade ssf4 ends up being less balanced than regular ssf4 I'd be very surprised.
 

DarkoMaledictus

Tier Whore
_Xenon_ said:
Looks like charge characters got raped left and right except Boxer (no news yet). It actually makes sense. Less turtle game more offense game.

Problem with charge is they are limited with back down motions and 2 seconds waits, most charge characters do not excel at offense... Take guile, unless u r playing a newb you are going to get blownup trying to rush someone down...
 

Lost Fragment

Obsessed with 4chan
Dartastic said:
It's not about the recovery. It's about spacing yourself correctly. I rarely play against any shotos that actually give me problems because of their fireballs. I encounter problems due to bullshit jabs, wakeup SRK's, random SRK's, or other random crap. Granted, if Mak had a way to deal with fireballs so she didn't have to jump in that'd mostly solve that problem, but still. Usually with Makoto at full screen you can dash in, and when they throw a fireball right after that you can just jump over it and HP, HP sweep. Most people are that dumb, and it's usually not a problem. I DO however, have a problem with her lack of an AA game. Fukiage is usually pretty worthless, and her AA normals are really iffy also. Usually I just jump FP. Maybe the new changes to her axe kick will help?

People who don't know how to space their fireballs aren't a problem for me either. Doesn't matter how "correct" you space yourself if your opponent knows what they're doing and is also spacing themselves correctly.

Picture this: you're both at opposite sides of the screen and your opponent throws a jab fireball and starts walking forward, waiting for you to react. You have to deal with it. How do you deal with it in a way that isn't easy to punish on reaction? Jump gets you AA'd. Tsuguri has a ton of recovery frames. Back jump/fadc backwards forfeits space. Block gives your opponent advantage to do whatever type of pressure he wants relatively safely.

And those are pretty much the only options she has against a situation like that. Combined with the fact that she has the slowest walkspeed in the game, fireballs wreak havoc on her spacing game.

She can also sit back and wait to U2 a fireball I suppose, but that ultra is so slow that you have to dedicate all your mental energy to looking for a fireball to ultra if you don't want it to get blocked.

As far as her AA game goes, you must be playing in another dimension because I think it's really good.
 

jlai

Member
Lost Fragment said:
People who don't know how to space their fireballs aren't a problem for me either. Doesn't matter how "correct" you space yourself if your opponent knows what they're doing and is also spacing themselves correctly.

Picture this: you're both at opposite sides of the screen and your opponent throws a jab fireball and starts walking forward, waiting for you to react. You have to deal with it. How do you deal with it in a way that isn't easy to punish on reaction? Jump gets you AA'd. Tsuguri has a ton of recovery frames. Back jump/fadc backwards forfeits space. Block gives your opponent advantage to do whatever type of pressure he wants relatively safely.

And those are pretty much the only options she has against a situation like that. Combined with the fact that she has the slowest walkspeed in the game, fireballs wreak havoc on her spacing game.

She can also sit back and wait to U2 a fireball I suppose, but that ultra is so slow that you have to dedicate all your mental energy to looking for a fireball to ultra if you don't want it to get blocked.

As far as her AA game goes, you must be playing in another dimension because I think it's really good.

Agreed. C.MK and S.MP are all need for AA's, or if you're ballsy a Fukiage! I think they work quite well
 

SmokeMaxX

Member
DarkoMaledictus said:
Problem with charge is they are limited with back down motions and 2 seconds waits, most charge characters do not excel at offense... Take guile, unless u r playing a newb you are going to get blownup trying to rush someone down...
Uh what?
Balrog = great on offense.
Bison = great on offense.
DeeJay = pretty good on offense.
Chun Li = pretty good on offense.
Guile = Has potential to be good on offense, but played much better defensively.
Honda = pretty good on offense (but much better on defense)
Blanka = pretty good on offense.
 

DarkoMaledictus

Tier Whore
SmokeMaxX said:
Uh what?
Balrog = great on offense.
Bison = great on offense.
DeeJay = pretty good on offense.
Chun Li = pretty good on offense.
Guile = Has potential to be good on offense, but played much better defensively.
Honda = pretty good on offense (but much better on defense)
Blanka = pretty good on offense.

Not compared to motion characters, i'd like to see a competition guile play offensively lol! Tell that to Lamerboi, I'm not sure he'll agree ;)! Problem is your mix up game is non existent. You ll rush the local scrub fine, but daigo level players will eat you alive with shotos!

When your combos are all based on jumping and you have very little combos outside of a few one twos and no reset game whatsoever... yeah lets say u r better off at defense ;p! (talking about viable combos not training room ones that are just not viable).

Even his knock down move is unsafe and has to be fadc'ed against good chars. Even if you manage a knock them down, lets say your Guile "Vortex" is far from being effective on wake-up ;p! And if you have to play wake-up good luck using your reversal move on cross ups...

Add to the fact that you have no way to combo into your ultra, lets just say your far from being a menace to characters that have several ways to maximize huge damage output with a flick of the stick!

Bison and balrog agreed, but charge character can't all play offensively at high level!

Guile plays a great zoning game, but removing meter from booms just means he will just not use meter anymore (only char meter less), unless you play some scrubs and start rushing them down that is!
 

_Xenon_

Banned
DarkoMaledictus said:
Problem with charge is they are limited with back down motions and 2 seconds waits, most charge characters do not excel at offense... Take guile, unless u r playing a newb you are going to get blownup trying to rush someone down...
Guile is the only one that I don't understand the nerf. For other charge characters you can still play quite offensively because their normal pokes are usually pretty good as well. At the moment it's just too hard to get a comeback against charge characters once they have a life lead and hold down back in full screen.

I think the new Guile should be played more like DaggerG's in-your-face Guile rather than the typical sonic boom wall Guile.
DarkoMaledictus said:
Bison and balrog agreed, but charge character can't all play offensively at high level!
Really?
Good Honda / Chun / Claw usually keep THEIR opponent in the corner rather than being kept in the corner, and Blanka is supposed to use electricity more often than brain dead downback ball.
 
DarkoMaledictus said:
Not compared to motion characters, i'd like to see a competition guile play offensively lol! Tell that to Lamerboi, I'm not sure he'll agree ;)! Problem is your mix up game is non existent. You ll rush the local scrub fine, but daigo level players will eat you alive with shotos!

When your combos are all based on jumping and you have very little combos outside of a few one twos and no reset game whatsoever... yeah lets say u r better off at defense ;p! (talking about viable combos not training room ones that are just not viable).

Even his knock down move is unsafe and has to be fadc'ed against good chars. Even if you manage a knock them down, lets say your Guile "Vortex" is far from being effective on wake-up ;p! And if you have to play wake-up good luck using your reversal move on cross ups...

Add to the fact that you have no way to combo into your ultra, lets just say your far from being a menace to characters that have several ways to maximize huge damage output with a flick of the stick!

Bison and balrog agreed, but charge character can't all play offensively at high level!

Guile plays a great zoning game, but removing meter from booms just means he will just not use meter anymore (only char meter less), unless you play some scrubs and start rushing them down that is!
When you don't understand what you are talking about , keep your mouth shut. Otherwise, you look stupid.


FindMyFarms said:
fucking capcom fuck you god damnit u bitch
You still got dat rawg.
 
come home from the beach... goes on Street Fighter GAF...

Reads...

nuke-eye.png



What the fuck is going on?

Edit: Some dude posted this on eventhubs.

I do not know where the information aboug Guiles SB comes from but it is bs. I am staying in Shinosaka and I just took the subway to Namba. I watched five fights with players using guile, his SB still builds meter.

Yang looks trash unfortunately =( He also seems to have huge recovery after his moves, especially his AA and his command grab (basically the same as Fei Long's, no damage but puts you on the opposite side of your opponent.)

The effects for Yun's EX lunge punch and his super are pretty cheese at the moment, not sure if they plan to change them, very grainy looking and they kinda look more like the effect Jonny Cage used to have for his Shadow Kick in the old MK games, rather than the effects they used in 3s.

P.S. There was one guy manning the 5 cabinets (4 multiplayer 1 single) You could easily record footage, it was hardly high security when I got there, though it was around 5:30pm, I assume it has calmed down, the wait to play was around 30 minutes or less.
 
Is anyone talking about the possibility of Ingrid being in this game?


That source someone had earlier (I think it was _dementia) about Ingrid and Ruby Heart having spots, it might actually be correct!
 

SmokeMaxX

Member
DryEyeRelief said:
Is anyone talking about the possibility of Ingrid being in this game?


That source someone had earlier (I think it was _dementia) about Ingrid and Ruby Heart having spots, it might actually be correct!
I'm pretty sure they dropped both so they could add Amaterasu to the game.
 

Threi

notag
SmokeMaxX said:
Uh what?
Balrog = great on offense.
Bison = great on offense.
DeeJay = pretty good on offense.
Chun Li = pretty good on offense.
Guile = Has potential to be good on offense, but played much better defensively.
Honda = pretty good on offense (but much better on defense)
Blanka = pretty good on offense.
somewhere AZ Greg is crying right now
 
That move is already fantastic but I don't know why they couldn't just either increase recovery time or just give back his old charge time for that one move.
 

Relix

he's Virgin Tight™
Come on Nerf Rufus! I await for it!

And give Chun one frame sweeps!

EDIT:
Chun:
No apparent changes noticed, except sweep doesn't seem to deal as much stun.

No changes? fuck yeah :lol
 
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