Does that make Marn Rufus?Fersis said:Yeah man, they are like Ryu and Ken.... or Ken and Sean :lol
Does that make Marn Rufus?Fersis said:Yeah man, they are like Ryu and Ken.... or Ken and Sean :lol
Casual SFIV player here, what did he exactly do at 0:26? combos -> FA cancels or regular FADC? why is he flashing if it's the latter? what ever it is, so many of them, so beautiful.MicVlaD said:Speaking of El Fuerte and combo video's, here's a cool one:
http://www.youtube.com/watch?v=ULRv83R0UP0
Jinfash said:Casual SFIV player here, what did he exactly do at 0:26? combos -> FA cancels or regular FADC? why is he flashing if it's the latter? what ever it is, so many of them, so beautiful.
FindMyFarms said:fuck m bison
fuck him hard
On a serious note, getting better at this game is becoming more difficult. I get so mentally exhausted after intense sessions where I really think about every option and making a commitment to improving. Seems like I can go for about two or three hours before just being too tired to play.
Spiderjericho said:Hey, at least you play!! I'll be lucky if I get an hour during a week. And two hours seems like a good chunk of time for practice every day, so you shouldn't feel bad. It's not like you're a professional gamer like a J Wong.
And, personally, I like SRK. But I don't post in the strategy sections. I usually just read them.
Lost Fragment said:Was playing this Boxer today. He has me in the corner in the last round, and I have only a sliver of health left. I'm all like "fuck it, I'm gonna try and ultra a dash punch" since he had been throwing a lot of them at close range. He like cr.lps or something which makes me reflex-ultra, since he's close enough where I can't really ultra on reaction anyway. So dude blocks the first part of my ultra, then stands there and taunts, and before he can do anything he gets tagged with the second part of my ultra ftw.
Bet he feels like a pretty gigantic tard after that.
D'oh, forgot his ex runs. For a second I thought he combo'd -> FADC so fast I couldn't see a single frame of the move, but ex run :lol makes a LOT more sense.Xevren said:Just looks like EX run's to me, stops them and does them again, just really fast. Could be wrong.
B-Genius said:I doubt many people will agree, but does anyone feel where I'm coming from? Is it the character design? Is it their faces? Am I not getting some ancient charge move creed? Or maybe it's just that the 3S charge dudes aren't exclusively charge-based...
B-Genius said:I doubt many people will agree, but does anyone feel where I'm coming from? Is it the character design? Is it their faces? Am I not getting some ancient charge move creed? Or maybe it's just that the 3S charge dudes aren't exclusively charge-based...
What is so boring?Won said:Yes, charge characters in this game are terrible and the very definition of boring. Would love to see them removed with Super or drastically changed, but that's not gonna happen of course.
Won said:Yes, charge characters in this game are terrible and the very definition of boring. Would love to see them removed with Super or drastically changed, but that's not gonna happen of course.
Gr1mLock said:is it just me or is it getting harder to find decent matches in championship mode?..i played for about 3 hours today and had only one match that had green bars...
*edit* highlight of the night was fighting a guile player who i had beaten about 5 times the entire night who was giving me thumbs up and smile icons in the lobby..last match i drop a combo like a douche and eat an ultra ftl....i send him a message saying 'you got me'..to which he replies 'fuck you asshole'... stay classy xbl...
Zissou said:Thanks for the answer. That makes sense, though I just thought of something else: what happens when two players attempt to simultaneously air-throw each other? Also, what occurs when two grapplers inputs their command throws simultaneously at point blank?
I thought I read a few months back that in the event of two simultaneous air throws, the game randomly decides which one beats the other. Could be wrong about that.Zissou said:Thanks for the answer. That makes sense, though I just thought of something else: what happens when two players attempt to simultaneously air-throw each other? Also, what occurs when two grapplers inputs their command throws simultaneously at point blank?
MicVlaD said:I thought I read a few months back that in the event of two simultaneous air throws, the game randomly decides which one beats the other. Could be wrong about that.
Leunam said:Air throw, not sure, but if two command throws are used at the same time, one will outright beat another. Abels Tornado Throw beats out both Oicho Throw and Spinning Pile Driver.
Leunam said:Air throw, not sure, but if two command throws are used at the same time, one will outright beat another. Abels Tornado Throw beats out both Oicho Throw and Spinning Pile Driver.
~Devil Trigger~ said:Air throw range "tiers" goes Guile > Vega > El Fuerte > Chun Li > Cammy.
Zissou said:Does that mean in every situation, Guile's will always beat everyone else's, or does it still allow for differences in height/timing to factor in so that in certain circumstances, other characters' air throws could potentially win?
Zissou said:I've got a random question about throws which I was wondering if anybody could address:
It was my understanding that command throws always beat regular throws, which along with the fact that they do more damage, would seem to suggest that in high level play, a character with a command throw would have no reason to ever use their normal throw. Yet, whenever I watch videos of top players, I see players like Shiro using Abel and they use regular throws fairly frequently.
One reason I could think of is that it's quicker to tap the two buttons for a regular throw than it is to do a 180/360/whatever motion, but at high level play, I assume that players could input commands quickly enough that the speed difference becomes negligible. The other possibility I thought of was that given that standard throws beat out many normal/special moves, perhaps command throws don't have the exact same properties in this regard, and would lose to a low jab that would otherwise be beaten by a standard throw. Anybody know why?
Spinning piledriver has 2 frame startup, double germans is 1.TimeKillr said:Now, for all of these characters, their command throws are slower than normal throws. All normal throws in the game have 3 frames of startup, while the command throws are 4 frames or slower. They also take longer to execute because you have to perform a motion, whereas normal throws are just 2 buttons, no motion.
Zabka said:Spinning piledriver has 2 frame startup, double germans is 1.
Zangief is a dick.
TimeKillr said:Three characters have command throws:
Abel, Zangief and Honda.
Abel's command throw has 2 properties: non EX, it's throw invulnerable. EX, it's hit invulnerable. This means at Abel's non-EX throw beats ALL the other throws in the game, including Gief's Ultra. It also beats Akuma's raging demons (Super and Ultra) as (I believe) they are considered throws. However, ANY throw will beat EX TT as it's only hit-invulnerable but not throw invulnerable. All 4 of his TTs have different range/recovery time: jab is longest range (1.3), longest recovery time(not sure), least damage (140). med is medium range (1.1), med recovery time (not sure), med damage (160). Fierce is shortest range (0.8), shortest recovery time, most damage (180). EX is jab range, fierce recovery, medium damage.
Zangief has a bunch of command throws: punch SPD, kick SPD (close), kick SPD (far), super, ultra. I don't know gief much, but I do know that kick SPD has faster startup than punch SPD. None of these, AFAIK, are throw invulnerable, so they are ALL vulnerable to Abel's TT.
Honda has one (oicho) and the only property is that it's higher damage than a normal throw and can be cancelled from a df+rh.
Now, for all of these characters, their command throws are slower than normal throws. All normal throws in the game have 3 frames of startup, while the command throws are 4 frames or slower. They also take longer to execute because you have to perform a motion, whereas normal throws are just 2 buttons, no motion.
With Abel, at the very least, there is also the fact that you have an easy 50/50 mixup off a normal neutral throw - you can walk forward a tiny bit then do a LK roll, and it's very hard to predict if you'll cross over the opponent or not.
There's also the fact that you can see people like Shiro trying to tech and getting a normal throw instead.
So, to recap:
Normal throws are faster, therefore are more suited to certain situations.
Command throws have different properties, but also take more time to execute and are slower in-game.
SRK Wiki has it at 2, with one for the powerbomb, eventhubs has 1 with 2 for the powerbomb.TimeKillr said:According to the Wiki, double german is 2 frames also, but this seems off.
And god damn, 2 frame startup on those. Fucking idiotic shit.
Teknopathetic said:"Four characters have command throws:"
Fei Long.
turnbuckle said:Doesn't Seth also have one? Haven't played this or him in awhile, but I thought it was similar to the SPD.
My condolences. May it rest in peace.TurtleSnatcher said:MY 360 RROD'd (((
TurtleSnatcher said:MY 360 RROD'd (((
Timedog said:I hope mine RROD's before christmas so I can get a free 60 gig from Best Buy. Any way to accelerate RROD?
Launch a SA during hit stun. Not that complicated.bistromathics said:I'm trying a bit of 3rd strike, and coming from sf4 its really different. How do you hit confirm in 3rd strike?
but how can you tell its safe to do...its like the hitconfirm for ken is cr.s cr.s and you have to input them so quickly, its like I already make my mind up before knowing whether or not they're blocking to do the super. In sf4 i have an optionselect short, a jab, and all the way up to a link to decide how to continue. Even for ken's cr. short -> cr.short XX srk, the cr. short link is plenty of time.Hitokage said:Launch a SA during hit stun. Not that complicated.
bistromathics said:but how can you tell its safe to do...its like the hitconfirm for ken is cr.s cr.s and you have to input them so quickly, its like I already make my mind up before knowing whether or not they're blocking to do the super. In sf4 i have an optionselect short, a jab, and all the way up to a link to decide how to continue. Even for ken's cr. short -> cr.short XX srk, the cr. short link is plenty of time.
In the daigo vs wong ken/chun match, it looks like they play footsies for a bit and are random ultraing. Obviously they're not, but I can't gauge safety at all in 3s.
arstal said:3s in general nothing is safe due to parries. People generally tap fwd or df before every poke to try and get a random parry. This is why when 3S was big, I avoided SF and competitive SF scene. I felt the game was complete garbage that would have tanked worse then KOFXII if SNK had put it out.