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forum:41, topic:2121306
Sio
Shin Oni
gameplay feels slow because people can just sit back and turtle for free.

It's because the stages are ******** HUGE.

Take a look at ANY other Street Fighter game. No game has had stages as nearly as large at Street Fighter IV.


Really? I felt like the SF4 levels were smaller than 3rd strike.
 
     
 
my favorite is ken ...
     

Thebestsilverboy
Thebestsilverbo...
ID#: 10260036
Shin Oni
outside of the opinions on characters (which isn't much of a reason to hate the gameplay but..whatever) I think a lot of people say some of that. (at least the slow paced bit.)

the only new characters I cared for were Viper and Elf. Viper's still cool with me but I just like laughing at Elf. otherwise he's in the "not care" boat with Abel and Rufus.

gameplay feels slow because people can just sit back and turtle for free. Not as much as 3S but it's somewhat of a "do something to make things roll the ball" type thing...I think?

though the transition away from street fighter I dunno. If you're talking from old school street fighter then yea cause it really doesn't play anything like SFII. As it's not a footsie's based game. Plus there's larly (I believe it was him) a few pages back talking about Ultras making the game turn the tides so anyone can make a comeback victory. In a sense it's like Tekken. If you're not spacing well and are throwing random moves out that leave you at a disadvantage, you're going to get punished/juggled and get it hard.


Meh, Tekken's one of the worse fighters out there (in my opinion), so it's not a good comparison, lol. At least in street fighter 4, the characters don't feel like they have iron poles rammed in their joints.


Anyways, I am curious why they didn't just use Alex, rather than aping him with Abel. I mean, after all, he was the star of Sf3, so why don't they have him? I Mean, heck, they have Yun and Yang in a cutscene, don't they? (I was told they were in one of Chun Li's cutscenes.)
 
     
 
Degalon3
Sio
Degalon3
miles18
Degalon3
Okay, I used to use Alex in 3rd Strike, but i realized I had gotten extremely lazy, almost standing totally still while I let people simply jump into his grapples (ridiculously easy way to win), so I picked another character to make myself more aggressive.


So I use Sean now.


Sean is awesome. His attacks lunge him around, making him high mobility, and people are constantly watching out for the basketball, which keeps them preoccupied.


Plus it's great to see someone finally land a super on me, only to have it interrupted by my basketball, which I had thrown beforehand, lol.



I gotta say, I really enjoy Sean. I can use Alex, Ryu, Q, Ibuki, Makoto, Hugo, and Sean, but Sean is becoming my favorite (though i'm still at my best with Alex, especially since i'm now more aggressive.)


Anyone else like playing as Sean?
I like playing as Sean. As in, Third Strike Sean. I'll use all of his special moves in a fight. Tornado Kick, Wheel Kick, Sean Tackle, Double-Fist SRK, all of them. I use the headbutt and that pretty spin jump kick with forward fierce HK, too. Yeah the basketball is a big help, but also the dodge roll, too. It also helps if you got a decent parry game while youre using him too. Favorite Super Art, his Shoryu-Cannon, because like Sio it IS harder to parry that, not saying its impossible, but its just harder.


Well, I admit, I have put in absolutely zero practice towards parrying, because the arcade machine I play on is home made, and the people who play on it slam the controls, so it doesn't always respond properly, so I don't trust the controls enough to risk parrying.

I've still parried a few times, I just don't focus on it.

Actually the same reason I don't parry, is the same reason I don't normally use the Super Moves.

You don't really need parrying anyway. The only time I really do it is either as an option select or if I see something is coming.


It's pretty much only for projectiles, in my case.
Maybe you don't really need it, however....I still think it would help, if you put more focus into that area. Depends on what your fighting strategy is like. It could add to your defense AND offensive game. I actually find it quite useful, not just for projectiles, but ex attacks, even some super arts, and yeah, even simple basic moves thrown at you. Parrying is one of reasons why this game is still being talked about and appreciated after being out for more than a decade....
     


http://img377.imageshack.us/img377/4897/blueuo7.jpg
miles18
Degalon3
Sio
Degalon3
miles18
Degalon3
Okay, I used to use Alex in 3rd Strike, but i realized I had gotten extremely lazy, almost standing totally still while I let people simply jump into his grapples (ridiculously easy way to win), so I picked another character to make myself more aggressive.


So I use Sean now.


Sean is awesome. His attacks lunge him around, making him high mobility, and people are constantly watching out for the basketball, which keeps them preoccupied.


Plus it's great to see someone finally land a super on me, only to have it interrupted by my basketball, which I had thrown beforehand, lol.



I gotta say, I really enjoy Sean. I can use Alex, Ryu, Q, Ibuki, Makoto, Hugo, and Sean, but Sean is becoming my favorite (though i'm still at my best with Alex, especially since i'm now more aggressive.)


Anyone else like playing as Sean?
I like playing as Sean. As in, Third Strike Sean. I'll use all of his special moves in a fight. Tornado Kick, Wheel Kick, Sean Tackle, Double-Fist SRK, all of them. I use the headbutt and that pretty spin jump kick with forward fierce HK, too. Yeah the basketball is a big help, but also the dodge roll, too. It also helps if you got a decent parry game while youre using him too. Favorite Super Art, his Shoryu-Cannon, because like Sio it IS harder to parry that, not saying its impossible, but its just harder.


Well, I admit, I have put in absolutely zero practice towards parrying, because the arcade machine I play on is home made, and the people who play on it slam the controls, so it doesn't always respond properly, so I don't trust the controls enough to risk parrying.

I've still parried a few times, I just don't focus on it.

Actually the same reason I don't parry, is the same reason I don't normally use the Super Moves.

You don't really need parrying anyway. The only time I really do it is either as an option select or if I see something is coming.


It's pretty much only for projectiles, in my case.
Maybe you don't really need it, however....I still think it would help, if you put more focus into that area. Depends on what your fighting strategy is like. It could add to your defense AND offensive game. I actually find it quite useful, not just for projectiles, but ex attacks, even some super arts, and yeah, even simple basic moves thrown at you. Parrying is one of reasons why this game is still being talked about and appreciated after being out for more than a decade....


You can focus on parrying... but remember, only parry what you know is coming and what you're used to parrying. For instance, I'm so used to parrying a blocked Shippu now that, instinctively, if it happens, on the second hit, I'll go for that parry. I usually won't even block it anymore (unless blocking beats the risk of parrying it and getting killed).

You'd be dumb not to learn how to parry the simple things, though, like the last hit of Chun's super (assuming that it's thrown out without a confirm).

Anyway, the basic mindset is this: parry when you need to and if you can, or if there's a need for you to attempt the parry in order to turn the match. Otherwise, blocking really is your best friend.

And as for the Kuroda DVD, you're not going to learn basics off of it. Think of it as... advanced fundamentals. Putting the most basic of things to the ultimate level.
 
     
So as I pray...Unlimited Blade Works!
Duralath stage...completed.
 
Sio
Shin Oni
gameplay feels slow because people can just sit back and turtle for free.

It's because the stages are ******** HUGE.

Take a look at ANY other Street Fighter game. No game has had stages as nearly as large at Street Fighter IV.


well that's true. which is why it's so easy to turtle for free and dodge half the s**t thrown at you.
     
http://card.mygamercard.net/gelsig/Shin+Oni.png
http://i38.tinypic.com/nwa7ua.jpg
Shin Oni
Sio
Shin Oni
gameplay feels slow because people can just sit back and turtle for free.

It's because the stages are ******** HUGE.

Take a look at ANY other Street Fighter game. No game has had stages as nearly as large at Street Fighter IV.


well that's true. which is why it's so easy to turtle for free and dodge half the s**t thrown at you.


Don't forget about the awesome gravity thing they got going on in SFIV. rolleyes
 
     


"Have you ever stopped raised your face up to the sun and screamed?"
- Atreyu -

Xbox Live Account: sakabato24
 
Man, 3S Sean is terrible. haha

All the weaknesses of the Shotos without any of their benefits. His Shoryu is terrible(you can grab him out of his EX Shoryu), his Tornado Kick can be punished when HIT, his Sean Kick can be seen from like a mile away, his jump is crap, and the basketball would've been okay if it was as quick as the rose. You could probably set up some annoying mixups and mindgames with the Tackle and command roll, but those won't last. His standing MK is okay against counterpoking low attacks, but that's about it.

A shame too, considering all three of his Supers are really good. You can actually hitconfirm cr.MK->Super with Sean more consistently than the other Shotos because of how slow his is.

Fun fact 1:Shoryu Cannon has more priority than Shinshoryuken. Try it out!

Fun fact 2: You can do MP->HK->link Hyper Tornado on Makoto. smile



As for parrying: block everything first, then once you feel like you have a good grasp of the characters and how they operate, try parrying. It's not hard, just tap forward or down.

Some people may think you don't need it, but in all honesty, you need it. 3rd Strike would be a garbage game without parries(Chun vs Hugo would be more impossible than Vega vs Zangief in ST). You'll eventually learn to parry everything, but then once you get off that high, you'll start going back to basic blocking and throwing in a parry when you can see something slow coming.

Then there're red parries, but for a while the only thing you'll wanna attempt is like the last hit of Chun's SA2 or Makoto's SA2.

Also, remember that if your opponent beats you because of a guess parry, think about what you could've done to not get beat by it. You'll eventually learn to not do any moves when up close. That's the scariest thing to do in 3rd Strike, in my opinion.

Quote:
You'd be dumb not to learn how to parry the simple things, though, like the last hit of Chun's super (assuming that it's thrown out without a confirm).


Unless you're using Q. cool
     
http://www.puppyrush.net/aku/images/qrangerbanner.gif
Chun Li has always been my favorite character on the street fighter series. Those kicks could leave a man flat on his back.
 
     
darryldemond
darryldemond
ID#: 21375469
 
darryldemond
Chun Li has always been my favorite character on the street fighter series. Those kicks could leave a man flat on his back.

I'd put her flat on her back if you know what I mean.
     
hi all my #1 fav is cody
 
     
 
my favorite character would definatly have to be Cammy, she was also the first character I played as and I can totally beat anyone with her.


i really hate Guile and Ibuki though
     
KatKri
ID#: 18149544

Ordered Street Fighter EX3 offline two weeks ago. Great game!! Can't believe I missed out on it before.

 
     


I said what what in the butt. redface

 
I just bought Street Fighter 4 and the gameplay feels similar to Super Street Fighter 2, (which was the last time I played this game and it was on the sega mega drive). But there is a lot of difference.

First playing arcade I thought it was pretty generic, but when I got deeper into the game I noticed that there were at first seemingly impossible combo's to perform.

I'm not sure how this is with other releases of Street Fighter, but I am trying challenge mode to master some of the gameplay. And apparently a huge base of it is that you need to use cancel moves. This is what I was reading somewhere.

This is really hard for me. It's kind of hard to explain and I am not sure if I am doing it right. But to make these awesome combo's I have to think in advance what type of move to make.

Like Ryu (jump) High Kick, (down) low kick, Dragon punch.. when going down you like have to perform the low kick and the dragon punch simultaneously almost, with a difference of probably a whole lot less than a second. At first thought I thought that I would go down and do low kick and then perform dragon punch, but you're busy with dragon punch while doing the jump high kick by going forward, then down with low kick and then perform the dragon punch pretty much directly after that.

With Viper there is this move that she has to do High Kick (Standing) and her Super Combo. High Kick up close give 2 hits, for this move to work you have to have finished performing Super Combo before she get to the second hit and cancel that. I somehow managed to do this, but far from perfecting this. I have no idea how I did this.

If people online mastered this type of gameplay, I reckon I am doomed. Some of these challenges seem nearly impossible. And I can't find a good explanation anywhere.
     

Tempus Fugit
Cancels are easy. Street Fighter IV is especially lenient with it. Just finish the input for the special just after the normal move hits. Links are where it gets hard. Linking is when the first move you hit your opponent stuns them long enough to hit them with another before they recover. Example being Ryu's crouching LP into crouching MK. There is no canceling involved here.

But with that said, don't get too concerned with combos. Street Fighter has always put more emphasis on good footsies and zoning than combos. Stick to using simple stuff until you're more confident about your fundamentals.
 
     

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