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The Super SFIV Super Thread (4-27-2010)

STORMS

Co-founder
Founder
Premium Supporter
lol, Chef, what the hell are those? ^^

lmao

And I do believe that i'll be investing in a pad. I would seriously like to get into this game.
 

Aure

Noob
honestly that back dash saves you alot.some characters can back dash and not get hit by my sweep so im sure they changed more than just rose's backdash.now it will be a bit harder to safely run away.zangief has a option select much like everyone else but look who can avoid the os sweep.

Characters who get hit by meaty cr. jab o-s sweepRedo these cause I was clearly wrong?
These are the results of testing point blank cr. jab o-s sweep against opponents' wakeup backdashes. In cases where characters get hit by both the regular and down-toward sweeps, I only listed them under regular sweeps because regular sweeps are more useful.
-----Point blank range
----------Down-toward sweep: Blanka, Chun, Dhalsim, Fei, Gouken, Guile, Honda, Ken, Ryu, Sagat, Sakura, Viper, Zangief
----------Doesn't work on: Akuma, Boxer, Cammy, Claw, Dan, Dictator, Fuerte, Gen, Rose, Rufus, Seth

tim love that sig btw,always have
 

Juggs

Lose without excuses
Lead Moderator
Some Bison SSFIV changes:

-Larger hitbox on Psycho Crusher

Damage Nerfs
-S.Close HP: 100 damage (-20 from SFIV)
-S.Far HP: 120 damage (-10 from SFIV)
-S.HK: 100 damage (-20 from SFIV) <-- Gay
-C.MK: 65 damage (-5 from SFIV)
-Slide: 100 damage (-10 from SFIV)
-Light Scissor Kick: 90 damage (-10 from SFIV) <-- Gay

Damage Buffs
-HP Psycho Crusher: 140 damage (+10 from SFIV)
-EX-Psycho Crusher: 150 damage (+10 from SFIV)

He didn't need ANY nerfing, so I don't know what's up with that shit. Glad to see that Psycho Crusher got a little buffed, I will be using it a more often in Super.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Actually, a lot of people have been getting the game early, and apparently they haven't gotten the final build of the game, either.
 

EGP Wonder_Chef

Official Quan Chi Nerf Demander™
Guess we'll just have to wait for the game to come out.

I think I'll make some combo videos for the game once it comes out, Krayzie boooone! I'll trade you Tekken 6 for your Dazzle!
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Shacknews said:
Team Battle - Teams of up to four players face off against each other, tournament-style. The winner stays and the first team to defeat the entire other team wins. You'll be able to use matchmaking to find a team to play with or you can assemble a full team before looking for opponents. Player ratings are taken into account when creating and matching teams.
...

I'm sold on Team Battle. :)

BMF crew...first thing we're doing on release day is playing Team Battle and running amock on the server players. :)
 

Krayzie

Safeties disabled. Krayzie mode engaged!
...

I'm sold on Team Battle. :)

BMF crew...first thing we're doing on release day is playing Team Battle and running amock on the server players. :)
Damn, this is too good... I want this game so bad! lol
 

EGP Wonder_Chef

Official Quan Chi Nerf Demander™
Reposting my thoughts from srk.

First a stupid question then a stupid observation:

1. Does her forward throw not knock them down? I keep seeing a throw that looks like karakusa but knocks them away.

2. Pardon me if this has been discussed before in another thread, but why has nobody tried playing makoto like a pseudo Viper? A lot of Viper's mixup game comes from her cr.mk/mp xx mp tk blockstring and the ability to cancel the Thunder Knuckle and grab, overhead, or instant sjc crossup flame kick instead.

Assuming you hit a Hayate, couldn't Makoto do the same thing? Imagine mp xx hayate, mp xx start hayate xx cancel, dash forward, Karakusa. Another option would be canceling a Hayate to instant overhead Tsurugi. Some of the options are:
Forward Dash, Karakusa
Instant Overhead Tsurugi
cr.HP sweep
Some low hitting normal xx Hayate
Focus Attack to bait reversals/pokes
Backdash to bait reversals
Delayed Hayate, to bait reversals/backdashes
Forward Dash, normal to start bnb/blockchain.

Obviously, it would suffer from the problem of powerful reversals, but at any point you can use Mak's very good looking backdash and punish a reversal with another Hayate or a U2. Another good point is that canceling a Hayate and going straight into a dash might look a bit like you didn't cancel it, making the opponent want to block like usual.

In that way, Makoto keeps the opponent guessing while they're standing, somewhat of a vortex.


Any thoughts? Am I totally retarded?
 

9.95

Noob
Reposting my thoughts from srk.

First a stupid question then a stupid observation:

1. Does her forward throw not knock them down? I keep seeing a throw that looks like karakusa but knocks them away.

2. Pardon me if this has been discussed before in another thread, but why has nobody tried playing makoto like a pseudo Viper? A lot of Viper's mixup game comes from her cr.mk/mp xx mp tk blockstring and the ability to cancel the Thunder Knuckle and grab, overhead, or instant sjc crossup flame kick instead.

Assuming you hit a Hayate, couldn't Makoto do the same thing? Imagine mp xx hayate, mp xx start hayate xx cancel, dash forward, Karakusa. Another option would be canceling a Hayate to instant overhead Tsurugi. Some of the options are:
Forward Dash, Karakusa
Instant Overhead Tsurugi
cr.HP sweep
Some low hitting normal xx Hayate
Focus Attack to bait reversals/pokes
Backdash to bait reversals
Delayed Hayate, to bait reversals/backdashes
Forward Dash, normal to start bnb/blockchain.

Obviously, it would suffer from the problem of powerful reversals, but at any point you can use Mak's very good looking backdash and punish a reversal with another Hayate or a U2. Another good point is that canceling a Hayate and going straight into a dash might look a bit like you didn't cancel it, making the opponent want to block like usual.

In that way, Makoto keeps the opponent guessing while they're standing, somewhat of a vortex.


Any thoughts? Am I totally retarded?

I already have the game(and yes, I am purchasing the real one one the 27th... so I don't wanna hear any piracy complaining). Let me also say that for some reason, SSFIV is FAR superior to SFIV. The game just feels better and even though its the same engine, so were SFA2 and SFA3, as well as SF3/2nd Impact vs. 3s. Same basic engine, different animals.

Makoto plays extremely differently than her 3s incarnation.

Here's what Dark Rob and I noticed about her:

-First of all, she is MUCH MUCH MUCH slower than in 3s.
-Her forward dash, however, is stupid fast.
-Standing MK doesn't work as an AA as it did in 3s, at least not the same way or the timing is MUCH tighter.
-No more Hayate into Karakusa. She has a small animation after the Hayate that stops this from happening.
-Haven't found any kara moves yet... (in 3s that was her game, kara-hayate for range and kara-karakusa for extra range command grab.) Edit: Apparantly, it seems some people have learned how to kara-hayate and possibly kara-karakusa... as soon as I get the chance I will read up and see if I can get them working.
-As in 3s, she is a beast up close and can dish out severe damage very quickly off of her knockdown mixups but from a distance she is difficult to use, is easily zoned because of her walking speed,
-Her tick throw game will be important in this game, especially tick-karakusa.

Chef, as for your questions, Rob and I went through all but her final trial challenge(some of them are very difficult and her last one I will get but it's very difficult) and I will try to answer them for you.

1. Her forward "throw" is actually a headbutt and no, it does not knock down.
2. You cannot play Makoto like Viper in any way. She is just WAY too slow. You must get inside for her to be effective. She has virtually no distance game. The instant air Tsurugi is also not very safe. Blocked or whiffed = Makoto at a distance...and at a distance = Dead Makoto. Cr.mp xx hayate or chop mixup still works, and can now also be mixed up with cr.lp into tick karakusa, or tick ex karakusa. That seems to be the main game with her for now.

Regarding her options off of a connected Hayate: Makoto has a new small animation after a Hayate where she puts herself back into her fighting stance. This virtually nullifies most of her options, possibe with the exception of a FADC in terms of a follow up move that will connect. Some block strings work but they push her away and that is definitely not what you want with Makoto. Right now, again, it seems as if after connected Hayate, your best options are the EX overhand chop(for knockdown if you connect which gives you your 50/50 mixup again), cr.lp to ex chop, cr.lp to tick Karakusa. Most of her options and attacks come off the Karakusa, so what you're really looking for are ways to hit the Karakusa(command grab choke for those who don't know what it is).

Makoto SHOULD be able to compete with zoning characters if she can get inside. Speed characters who can run away from her might give her a problem but I think her biggest problems are going to come from T. Hawk and Zangief, as they play so similarly to her and are definitely stronger.

This info, however, is all based on a couple hours playtime with her, so this is all my first impression with her.
 

9.95

Noob
Rob, we are all now waiting on you to give us your first impressions of Juri. I can give some impressions later(don't have the time now) but Rob definitely played alot more of her than I did. I will say this... she's very weak in terms of damage she dishes out, but can move around the screen so fast(walking speed is deceptively slow though) that it makes up for it in terms of how confusing she can be and how quickly she can dish out small amounts of damage. She also has a buttload of ways to combo into her Ultra 2.