Showing posts with label super-street-fighter-4. Show all posts
Showing posts with label super-street-fighter-4. Show all posts

Sunday, April 29, 2012

What are passwords in the 3DS version of SSF4 for?

Question

What are they? How are they used? What kind of dark magic is this?!

Asked by stay

Answer

I think you are talking about the passwords to unlock character figurine. If so, follows what i found (i've not tested):

Super Street Fighter 4: 3D unlock character figurine passwords

1-5:

  • Gold Blanka: DmdkeRvbxc
  • Gold Chun-Li: zAAkcHVbHk
  • Gold E. Honda: uUDsTlmbUN
  • Gold Vega (Dictator): CgIsQNWbHu
  • Gold Zangief: hinsVnebTu

6-10:

  • Silver Makoto: GHakWCTbsl
  • Silver Rose: GKkkXXtbSe
  • Gold Guile: qeJkznDbKE
  • Gold Ryu: KjckTnSbwK
  • Silver Sakura: uzTsXzIbKn

11-15:

  • Special Akuma (Gouki): uQHkWgYbJC
  • Silver Dan: rDRkkSIbqS
  • Silver Ibuki: ilMsRBabpB
  • Silver Juri: OfQkARpbJR
  • Silver Ken: NyosHgybuW

16-20:

  • Silver Akuma (Gouki): RYSsPxSbTh
  • Silver Balrog (Claw): PqUswOobWG
  • Silver Chun-Li: tLWkWvrblz
  • Silver Cody: naMkEQgbQG

Source: here.

Answered by diogum

Friday, February 24, 2012

Strategies for finding the timing and other tips for trials

Question

Having recently switched to fightstick about a year ago I thought it would help with the timing and execution of combos but I'm still having issues with timing and staying persistent for trials. My main and the character I have been playing with for years is Ryu and I figure he is going to be the easiest for me to jump into for trials, but after completing about half of them I am just stuck.

So aside from the tip of always doing combos in the corner, any other advice on the timing or any other training I should maybe do before trying (and failing) the trials? Right now I spend time in training just doing fireballs and what not to get more familiar with the fightstick and playing random matches online. I also play through hardest difficulty arcade to kind of get in the groove.

I asked a somewhat similar question a couple years ago but now the situation has changed, and if the answer is really just keep at it and just mash it till it works then I do apologize for asking. But if there is a proven practice method for getting the timing for the trials or combo's in general advice would be grand.

Also, this kind of feels like it could start a discussion so to keep the question open please just provide links to either forums that talk about this or video's that help, along side any personal advice. I am aware though this is kind of a gray question though so no hard feelings if it gets closed.

Thanks again.

Asked by stay

Answer

I can only answer from my experience of playing on the PC, some of this may or may not apply.

  1. The timing of everything in SF is based on frames rather than actual elapsed time. If you are on the PC like me, the first thing you'll want to do is to make sure that vsync is on and that you are getting a steady frame rate of 60 fps. If your frame rate fluxuates, it will become extremely hard to land any difficult combos with any degree of precision.

  2. I've found that while getting the timing down (to build up muscle memory), it helps a lot to look for specific animation motions rather than trying to sense the time. Specific example: for Fei Long's bread and butter Rekkukyaku - standing fierce - Shienrenkyaku combo, it was extremely difficult to get the combo down until I started watching Fei Long's legs during the Rekk recovery. I eventually learned that at the exact moment when his legs crossed after the attack was the moment I should be hitting the fierce to continue the chain. After a few times of watching that to get the timing down, it became much easier to do.

  3. For linking, you may want to practice them outside of really long chains in order to get a feel for them.

  4. There is a technique called plinking that can lengthen the number of frames to link your combos but the only way you can get this down is by pure habit and muscle memory. Plinking doesn't really apply for trials as the extra buttons will consider the chain lost, but it should be used in actual matches.

  5. Finally, when in an actual fight you have to decide ahead of time the combo you are planning to use should your initial hit succeed. There is really no time to decide you want to work in a FADC into the combo once you've started.

Here is an example for plinking:

Answered by yx.

Tuesday, January 3, 2012

I liked Bryan Fury in Tekken, who suits my playstyle in SSF4 AE?

Question

More specifically, I like to be able to engage very quickly and very powerfully if my opponent makes a mistake. In the meantime, I like methodically advancing my position and dealing good, safe damage with my normals. Good focus/throw/slide is a plus, I abuse those. I'm definitely pretty bad at this point, but I want to pick a character whose playstyle I won't hate as my skills grow.

I have a few characters I'm leaning towards, but I'm looking for confirmation so I won't mention them until after I get a good round of responses.

Thanks! =)

EDIT: I ended up choosing Guy. He's versatile offensively with a strong mix-up game and the ability to engage quickly, forcing conflict.

Answer

A few come to mind:

Balrog's play style is pretty similar to Brian, with very punishing hits to take advantage of miscues. Not many kicks though.

Guile is also a good fit, he has some very strong normal combos and strong defense.

Tuesday, December 20, 2011

Street fighter “Charge” attacks

Question

I have played SF a long time ago and I have always tended to use the "half-moon" type moves. I have always avoided the charge characters, well, because I can't seem to use them properly.

The issue I have is using the moves in quick succession. A good example would be Ryu vs Guile.

With Ryu, I can really spam hadoukens fast.
With Guile, I can do sonic booms at about half the speed of the hadoukens.

Is there a special technique to doing charge moves quickly? How long do you need to be holding the "charge" direction for?

Answer

There are several ways of doing charges.

Easiest, of course, is to just hold back/down and let it rip after 2 seconds.

The harder way, is to be charging while doing a jump or attack combination and then letting it rip at the end, which is what you are supposed to do with charge type characters, such as guile and blanka. Do not be ultra defensive! Keep them guessing with your pokes, and if they make a mistake, combo into it.

While you will never be able to spam as fast as Ryu or Sagat, there is a way to minimize your charge time via buffering, see this video for a good explanation.

Short description for those who can't, or doesn't want to watch the video:

Instead of doing a back-2seconds-forward sonic boom, you do a back-2seconds-forward-back sonic boom, this allows you to be charging for your next sonic boom while your current sonic boom animation kicks off, and using this technique will allow you to add multiple sonic booms into your combos more effectively.

What is the proper way for using a special move that requires charging?

Question

I can't say I'm a professional (or even well versed) SF4 player, so pardon any terminology discrepancies I make.

Though I've had a copy of SSF4 lying around for quite a while, I've gotten into it only recently and came across an issue that has always bugged me in fighting games.

While some characters (such as Ryu) have very precise means of performing special moves, others (such as Guile) require charging directional input in order to pull off a special move. I find that this charge really gives away your intentions (unless you pull off the move during some insane combo. That's not what I'm talking about) and makes it difficult to react with a special move quickly.

When I'm playing as Ryu, my opponent has no way of knowing that I'm about to dish out a Hadoken, and if he happens to jump over me, I can counter with a Shoryuken without too much preparation.

However, when I'm playing as Guile and I want to pull off a sonic boom, then I either have to start backing away, or crouch back to hold my position, both rather obvious giveaways. Also, there's no quick way to react with a Flash Kick when someone is jumping at you.

Again, Guile is just an example, and I have these issues with most charge based moves. Is there a better way to use such moves that I'm missing, or do you simply have to use characters with such moves in a different manner when playing?

Answer

With charge characters, there's not much you can do to hide the fact that you are charging (for the most part, sliding input buffers allow you to mask charge somewhat).

However, this is part of the balance of the game, moves that require a charge such as this usually have quick recovery time.

In your specific example, Guile has the fastest recovery time in the game with his projectiles (outside of Seth).

Ryu (even though he has a great projectile) has some recovery time and you can punish him easier than you would Guile.

Speaking about Guile specifically, you can perform a Sonic Boom and retain the charge for the Flash Kick. If you hold the controller down and back, the charge counts for both down and back. If you perform the Sonic boom like so:

DBDDF

Then you'll be able to perform the Sonic Boom while still retaining the charge for the Flash Kick. If someone jumps late enough, since you still have the joystick in the down position and have char

Note that joysticks with square gates make this much easier to perform than on pad (with a square gate joystick, you can move the stick along the bottom edge, as opposed to a pad where you have to roll your thumb across the D-pad or roll the thumbstick, which is round).

Friday, September 2, 2011

SSFIVAE: Why do Ryu's standing and jumping EX.Tatsu do different damage in combos?

Question

Why does Ryu's standing EX.Tatsu -> Ultra 1 (in corner) do more damage then Ryu's jumping EX.Tatsu -> Ultra 1 (in corner)?

Here is what I found:

standing EX.Tatsu -> Ultra 1

  • EX.Tatsu without Ultra does 160 damage in 5 hits.
  • whole combo does 458 damage

jumping EX.Tatsu -> Ultra 1

  • jumping EX.Tatsu without Ulta does 200 damage in 5 hits.
  • whole combo des 362 damage

Theoretically the jumping Tatsu has more base damage and it should be better then the standing one especially in combos. It cannot depend on damage reduction on hit as both Tatsu hit 5 times.

Answer

The Ultra must not be hitting for all 8 hits.

This possibly may be because the hits in jumping EX Tatsu count as juggle hits and there's a limit on how many hits can juggle in a combo. Metsu Hadouken has a juggling potential of 8, of which 4 are used for the last 4 hits on the jumping EX Tatsu, and the other 4 are used for the first 4 hits of the Ultra. That's why the last 4 hits whiff.

Standing EX Tatsu must not juggle the opponent until it launches them on the last hit. So the juggle counter only starts on the first hit of the Ultra.

This link has an explanation of juggling as it works on the SF4 engine.

Tuesday, July 19, 2011

How can I prevent the SF4 game engine from misinterpreting special commands?

Question

I play with Ryu and in his footsie game I have to press forward and backward often followed by c.MK, Fireball. My problem is that even if my input is correct (quarter circle forward + HP) the game engine misinterprets my input as Dragonpunch.

Instead of forward, c.MK, Fireball I get forward, c.MK, Dragonpunch.

Is there some kind of trick to force the game engine to do what I want? The input is correct from what I read in training mode.

Edit: I use a MC Tournament Edition Fight Stick.

Answer

The dragon punch input in SF4 is notoriously easy to trigger--down-forward down-forward is all that's needed to trigger it, because the game counts the first df for both the forward and the down input of the DP motion, forward, down, down-forward. Since you are often jiggling through the down inputs while crouching, it's easy for the game to interpret a dragon punch. You're not alone, many people have this problem and give the SF4 games flak because of it. I think the square stick gate on TE sticks exacerbates the problem slightly, because it can be difficult to get a straight horizontal input, as opposed to a diagonal one.

When going for things like cr.MK xx fireball, a dragon punch can happen when you hit the button while the stick is still on down-forward, instead of forward. Be sure to follow through with your fireball motion, making sure you hit forward, and then delay the button press just slightly so that you are definitely hitting it after the motion.

In fact, it can help to go all the way from down to up-forward, making a 135 degree arc instead of 90. This explicitly makes sure you hit the forward input. This is useful in a lot of cases when the game has trouble distinguishing inputs. For example, it's especially helpful when doing M. Bison's Ultra 1, which has a very bad habit of coming out as a teleport. Instead of charge back, forward, back, forward + kicks, you can do charge back, forward, back, up-forward + kicks, which makes sure that the game sees the forward input instead of down forward.

Sunday, July 10, 2011

SSFIVAE: What overhead combos does Ryu have?

Question

Ryu had many changes from SSFIV to SSFIVAE and I am not sure what overhead combos work.

I found the following on some forum entry but I cannot execute it.

-> s.MP, c.LP, s.HP, HP.Srk

Is this possible, how can I execute it easier (Plinking does not work for LP) and what alternatives does Ryu have?

Answer

I guess his overhead combos only works on standing characters.

Have you tried Double-Tapping?

If you link the c.LP, there are some combos that may work:

f+MP, c.LP, HP Shoryuken xx FADC, Ultra 1
f+MP, SuperCorner only
f+MP, c.LP xx LK Tatsu, Super
f+MP, c.LP xx EX Tatsu, Ultra 1