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jebeebus posted:this also applies to his EX lightning legs : ) I prefer the tanden because its not as unsafe on block if you misread the fireball. Both will break armor, but tanden slightly out ranges it. Legs is probably the more reliable punish since has the invincibility so much faster and tanden can get hit out of startup. Fauxtool fucked around with this message at 03:27 on Nov 22, 2014 |
# ? Nov 22, 2014 03:24 |
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# ? Jun 9, 2024 13:59 |
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All versions of Tanden Engine have some projectile invincibility, also EX versions costs 2 bars instead of 1 like a normal EX move which is enough of a reason in itself not to use it too much. EX lightning legs is actually a ridiculously good move when used on reaction to a lot of things.
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# ? Nov 22, 2014 03:46 |
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wait... EX tanden costs 2 bars??? since when... are you makin' poo poo up Trykt??? and also drat, the USF4 frame data app is saying EX tanden is normal cancelable wat (i don't have access to this game for a while to test for myself)
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# ? Nov 22, 2014 04:30 |
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jebeebus posted:wait... EX tanden costs 2 bars??? since when... are you makin' poo poo up Trykt??? and also drat, the USF4 frame data app is saying EX tanden is normal cancelable wat yes to both, i just tested it
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# ? Nov 22, 2014 04:35 |
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that's um... v.good to know, thanks (yet another reason why i'm so bad at meter management / this game)
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# ? Nov 22, 2014 04:37 |
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A crucial midscreen meterless B&B for Seth is cr.HP xx LP DP -> toe taps into finisher, there are lots of baby Seths roaming the world who only know cl.HP xx HK Legs and they're all very bad. Against some characters you need to do LP DPx2 -> two toe taps into finisher which is significantly harder and IIRC gives you a weaker setup. Seth needs to stay in that rear end no matter what though. Your frame advantage/disadvantage with Tanden depends on how far away the other player was, the further away they were the more negative it is. Six years of SF4 and I still don't know how that works but you'll get a feel for it if you play enough. Besides catching backdashers and generally loving with people you can trip guard with it which is important because Seth can't grounded anti-air for poo poo unless you jump on his DP. EX Tanden has always cost two bars because if it didn't Seth could do combos that would last for literally 60+ seconds, maybe 99 with four bars against Honda I forget. You don't want that.
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# ? Nov 22, 2014 04:38 |
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^ could be wrong, but i thought for some characters it was MP DPx2 (with the 2nd DP delayed as much as possible, can't just mash it out which is why it's hard) i'm still mindblown about EX tanden costing 2 bars because i would always mess around in training mode and do cr.HP xx EX tanden over and over, how did i never notice jebeebus fucked around with this message at 04:49 on Nov 22, 2014 |
# ? Nov 22, 2014 04:45 |
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Trip report for babys first tournament. I ended up in third place! It started at midnight and ran till like 5am. Everyone was chill and good times were had. I mainly used gouken and I ended up getting bopped by the 2 dudes running the thing. I (barely) put the 2nd place guy in losers earlier in the tournament but he made a great comeback at my expense when I was put there by 1st place guy after winners finals. I got flustered and made a lot of dumb moves and ended up eliminated. r.i.p. Some of it was streamed so I'll try and dig it up later. Since 1st and 2nd place guys ran the punchman event the prizes went to 3rd 4th and 5th place instead. I left at around 6am with that neat usf4 bible. I'll be going back for casuals tomorrow.
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# ? Nov 22, 2014 14:10 |
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Mio Bison posted:Your frame advantage/disadvantage with Tanden depends on how far away the other player was, the further away they were the more negative it is. Six years of SF4 and I still don't know how that works but you'll get a feel for it if you play enough. I used to wonder this too: it's because tanden engine goes into the final recovery frames when the other guy gets sucked in next to you. So if you do the attack from very far away, it goes into recovery very late and you have like -4 frame advantage, but if you do it up close you'll recover faster potentially with frame advantage. It's kind of like how Balrog's dash punch has extra, variable startup frames until you get close, only applied to the recovery of the attack instead of the startup. Bottom-line: Seth actually recovers earlier if you use it up close than if you use it at range or whiff it.
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# ? Nov 22, 2014 23:08 |
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What's up with the timing on Cammy's cr.lk cr.lp cr.lk xx spiral? Or really any combo ending in cr.lk xx spiral. The special cancel timing seems to be different but I can't tell if it's dependent on when I do the special cancel or when I input the last low short. edit answering my own question it seems like I have to input the last low short pretty late. leaving this here in case i'm wrong and someone can correct me Synonamess Botch fucked around with this message at 17:28 on Nov 23, 2014 |
# ? Nov 23, 2014 17:22 |
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Synonamess Botch posted:What's up with the timing on Cammy's cr.lk cr.lp cr.lk xx spiral? Or really any combo ending in cr.lk xx spiral. The special cancel timing seems to be different but I can't tell if it's dependent on when I do the special cancel or when I input the last low short. I'm gonna assume that you need to link, not chain, the last cr.lk for it to be cancelable, as with almost every combo involving a light move and a cancel.
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# ? Nov 23, 2014 17:41 |
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i think there was a vid explaining how that specific combo or chain cancelling is bugged and harder than it actually should be, but you shouldn't be using it anyways because that combo has become obsolete since AE instead go for: cr.lk, cr.lp, cr.mp xx hk spiral (2f link) cr.lk, cr.lp, cr.mk xx hk spiral (1f link, for situations when the cr.mp wont reach) on the few characters where the hk spiral only hits once, you want to use mk spiral instead for optimized dmg edit: here is said video: https://www.youtube.com/watch?v=o8fhpT1UFv4 but again, shouldn't matter unless you're playing Super Cammy in edition select jebeebus fucked around with this message at 18:00 on Nov 23, 2014 |
# ? Nov 23, 2014 17:50 |
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Ah thanks jebeebus. I usually go for cr.lp cr.lp cr.mp xx hk spiral anyway because it's easy enough, any reason to open with cr.lk or not? i'm guessing cr.lk hits low.
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# ? Nov 23, 2014 19:30 |
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yeah that's exactly it, great for stuff like empty jumps into cr.lk, or opening with cr.lk after a delay during blockstring to try and catch them trying to walk away, etc. i always just input the cr.lk as a crouch tech as well (cr.lp+cr.lk) so that you can OS any throw attempts during said situations above jebeebus fucked around with this message at 20:19 on Nov 23, 2014 |
# ? Nov 23, 2014 20:15 |
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just go for full sako every time.
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# ? Nov 23, 2014 22:38 |
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Can anyone throw some words at me for help picking up Rufus? I've never really played a dive kicker and I'm mainly looking for what mentality I should use to approach. I'm used to fireball poking chars (sagat/poison) and I'm having a hard time adjusting to the idea of actually jumping at people. I get the idea is to get on their head then crush crouch techs with more dive kicks and frame trap pressure, are there any spacing sweet spots I should be aiming for and strings to get me back there after pressure?
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# ? Nov 23, 2014 22:42 |
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Toilet.Duck posted:Can anyone throw some words at me for help picking up Rufus? I've never really played a dive kicker and I'm mainly looking for what mentality I should use to approach. I'm used to fireball poking chars (sagat/poison) and I'm having a hard time adjusting to the idea of actually jumping at people. not their head, their feet and knees.
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# ? Nov 24, 2014 03:13 |
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Toilet.Duck posted:Can anyone throw some words at me for help picking up Rufus? I've never really played a dive kicker and I'm mainly looking for what mentality I should use to approach. I'm used to fireball poking chars (sagat/poison) and I'm having a hard time adjusting to the idea of actually jumping at people. It's hard to give specific strings cause divekicks land at different spacings most of the time, depending on height spacing angle etc. Usually you follow divekick with standing lk, and do more stand lk or crouch lp. Stand lk can tick into throw or you can do another divekick. And, of course, it links into st.hp (this is Rufus's only hard link and you have to learn it). But you have to play it by ear based on spacing. Aim low with divekicks for more frame advantage afterwards. You can frame trap with stand lk stand mp as another pressure option
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# ? Nov 24, 2014 06:41 |
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As for getting in, switch up your divekick timing to beat their antiair if they're using normals to antiair you. You can also do j.hp or hk instead of divekick. Your antiair is cr.mp, or air to air j.hk, or ex snake strike. J.hk juggles into ex snake strike or ultra 1. Always pick ultra 1. You want to be dive kicking and throwing them, and push them to the corner. Once you have them in the corner, don't let them out. And... Bait their reversals, cause a fat man stepping on your face repeatedly scares people. As a side note, df. Mk can be a good way to get in too. Or landing a sweep. burger time fucked around with this message at 06:49 on Nov 24, 2014 |
# ? Nov 24, 2014 06:46 |
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Patch v1.04 announced for mid/late December after Capcom Cup with as-yet unrevealed balance changes, new trials and all 44 of your favorite furries.
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# ? Nov 25, 2014 03:01 |
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FINGER PUZZLES ARE BACK!!!! http://www.capcom-unity.com/combofiend/blog/2014/11/24/patch-104-content-information quote:If you thought our support for USFIV for was going to stop anytime soon, let me be the first to tell you that you’re sadly mistaken. Shortly after Capcom Cup, we’ll be releasing a patch full of all the things that will make your USFIV experience that much more entertaining: Edition Select online, New training mode trials, Omega Mode (online and offline) and compatibility files for the Wild costumes.
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# ? Nov 25, 2014 03:02 |
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When's the last time they did actual balance changes and not bug fixes that weren't sold in the next edition?
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# ? Nov 25, 2014 03:04 |
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# ? Nov 25, 2014 03:23 |
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Kappa Honda is just another checkmark on Combofiend's "How Can I Troll Mike Ross" list.
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# ? Nov 25, 2014 03:30 |
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no netcode fix lol
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# ? Nov 25, 2014 04:38 |
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Good, play against people you know, loser.Tae posted:When's the last time they did actual balance changes and not bug fixes that weren't sold in the next edition? AE 2012
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# ? Nov 25, 2014 05:41 |
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I do play offline 90% of the time but it would be nice to be able to play online after work now and then
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# ? Nov 25, 2014 05:43 |
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Tae posted:When's the last time they did actual balance changes and not bug fixes that weren't sold in the next edition? Well it sounds like they will try and make DeeJay not the worst character in the game (which means he'll be second worse ahead of Dan).
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# ? Nov 25, 2014 05:52 |
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trials hype furry hypeTae posted:When's the last time they did actual balance changes and not bug fixes that weren't sold in the next edition? AE v2012 SFxT v2013
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# ? Nov 25, 2014 06:23 |
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yuck, they are just wearing literal fursuits, not just the characters as animals And 2 wolfs, cmon capcom there a plenty of animals to pick from
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# ? Nov 25, 2014 06:30 |
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What the hell is Rolento supposed to be?
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# ? Nov 25, 2014 07:07 |
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Archenteron posted:What the hell is Rolento supposed to be? awesome.
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# ? Nov 25, 2014 07:07 |
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Honzo Gonzo of course.
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# ? Nov 25, 2014 07:30 |
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I didn't know 'fun' and 'balance' were mutually exclusive makes u think
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# ? Nov 25, 2014 12:29 |
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Cool, Edition Select online. The thing I've wanted from Day 0 but didn't get until now. The PC netcode being broken is about the only thing preventing me from buying it at this point.
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# ? Nov 25, 2014 13:04 |
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I don't understand why Omega Mode and Edition Select needed to be smashed together?
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# ? Nov 25, 2014 13:14 |
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Wezlar posted:I don't understand why Omega Mode and Edition Select needed to be smashed together? Because Omega Mode is an edition that you have to select via Edition Select. I don't get why not, it means you can pit standard characters against hilariously overpowered versions for maximum fun.
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# ? Nov 25, 2014 13:15 |
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SuccinctAndPunchy posted:Because Omega Mode is an edition that you have to select via Edition Select. Yeah but do people really want to play Omega Mode vs some dude playing 2012 Yun?
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# ? Nov 25, 2014 13:16 |
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Wezlar posted:Yeah but do people really want to play Omega Mode vs some dude playing 2012 Yun? Yeah, why not? Sounds like a larf.
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# ? Nov 25, 2014 13:16 |
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# ? Jun 9, 2024 13:59 |
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SuccinctAndPunchy posted:Yeah, why not? Sounds like a larf. It just seems to me like a decision that doesn't really benefit people interested in either of the modes
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# ? Nov 25, 2014 13:32 |