[Archive] Street Fighter IV - Topic général. [Avr. 10]

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Publié par Callime
Vu les possibilités de zoning (notamment aux projectiles) et la puissance des reversals (Dans 3.3, Le shoryu à la relevée PERD face à un meaty, pas de trade), ça paraissait pourtant évident que Makoto ne sera pas aussi forte que dans 3.3.

Il ne fait aucun doute que Makoto sera un perso très joué durant les premières semaines suivant la sortie du jeu...Tout comme je n'ai pas de doute sur le fait les top tier whores finiront par abandonner le perso.
Ah ca va alors, je suis abonné aux persos "low tier"
- Cammy
- Fuerte

Donc bientôt Makoto ahah !
Je ne pense pas pour autant que Makoto finira low tier, elle garde un mix-up assez violent (même si elle vaut pas Gouki) et des setups d'ultra assez accessibles, là où Cammy ne case son ultra en combo que derrière un dragonz FA back dash cancel, et Fuerte bah...Quand Capcom se chie sur le gameplay d'un perso ça donne ça.

Quand SNK pond un perso adepte du Lucha Libre tu as Ramon. Capcom te sort un Fuerte. J'crois que tout est dit (Ramon est clairement pas un top tier non plus mais son gameplay n'est pas DU TOUT random )
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Publié par Farad77
...
J'aurais bien aimé tester la connexion Martinique Réunion, mais impossible, ça doit être marrant... Je ne veux même pas imaginer ce que vous subissez, vu que j'ai un meilleur ping (401) sur une distance presque 5 fois plus grande (7050 mi) vers Dar es Salaam... Effrayant... Et Dieu seul sait qu'on a de la merde...


Sinon vers Paris c'est du 200 de ping en moyenne...
je sais pas vous mais je commence a trouver le temps long... le pire etant que j'ai des exams qui arrivent et je pourrais donc pas profiter du jeu.

(( neeeeeeed
Je viens de mater la Genki Cup de 3.3, Boss est vraiment impressionnant, le Strike de la team en finale c'est magique.

Et le full pary de MOV sur la super de Nuki ça arrache aussi.
J'ai un pote qui a pris le jeu sur xbox aujourd'hui, on a pas le mode 'Championnat' dans le menu 'Xbox Live', c'est quoi le truc, y faut forcer le jeu à s'updater pour qu'il ait le mode champ ?

EDIT : ah ok, c'est un DLC, c'est bon maintenant :|
Citation :
Publié par Mastergouki
Hyuun Sai si tu es de Madinina on peux tester un de ces 4 je suis en gwada c'est p'tet possible de jouer dans des conditions pas trop dégueulasses vu qu'ont est pas trop loin
Je voudrais bien, mais ça fait un moment que je n'ai plus le jeu, il faudra attendre la sortie du Super.

Sinon j'avais déjà testé avec un guadeloupeen dont le gamertag sur le live m'echappe, ç'était du 4 barres et vraiment agréable...
Vous pensez que les magasins comme micromania l'auront un ou deux jours à l'avance en rayon?

Sinon je relance mon appel pour les gens sur Montpellier, si vous voulez qu' on se voit le WE de la sortie du jeu je suis pret a accueillir 3-4 personnes. y a Ryugan qui s'est manifesté en MP pour l'instant
Ca sera sympas de decouvrir les nouveaux perso en local (avec quelques grammes d'alcool dans le sang tant qu'a faire )
@Orochi : t'habites ou sur Paris ? Si c'est pas trop loin je passerais p'tet Je vais surement pas me prendre SSF4 tout de suite à la sortie et attendre la fin de mes exams. Ca me permettra de tater le jeu un peu
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Publié par Hyun-Sai
J'aurais bien aimé tester la connexion Martinique Réunion, mais impossible, ça doit être marrant... Je ne veux même pas imaginer ce que vous subissez, vu que j'ai un meilleur ping (401) sur une distance presque 5 fois plus grande (7050 mi) vers Dar es Salaam... Effrayant... Et Dieu seul sait qu'on a de la merde...


Sinon vers Paris c'est du 200 de ping en moyenne...
Non mais c'est ce que je disais plus haut, le test de speedtest ne veut pas dire grand chose par rapport à la connexion à sf4.
Je ping paris a 250ms en moyenne mais le serveur de speedtest me geolocalise à la réunion et du coup me mets dar es salam comme serveur le plus proche, mais ma connexion passe toujours par orange metropole pour repartir vers l'afrique du coup,ben voilà quoi.

Le truc marrant c'est qu'il y a quelques années meme pour communiquer avec mon voisin de palier ma connexion internet fesait 20 000km pour adresser ses paquets .
Pour sortir du HS, J'ai plus vraiment touché a SF4 ces 2 derniers mois mais je suis vraiment impatient d'avoir ce SSF4! Apparemment ici pas encore moyen de savoir si on pourra l'avoir à l'avance en soudoyant les vendeurs, j'hésite à le prendre en import pour l'avoir le jour de la sortie du coup.
Plus je regarde les vidéo de Makoto, plus ca me donne l'impression d'avoir une random tier sans beaucoup de possibilités comparé au 3.3.

Dites-moi, c'est bien le même personnage la ?
Eventhubs parle de Hakan et Balrog (boxer)
Citation :
Hakan
If you have trouble understanding what some of the moves are, check out the Super Street Fighter 4 Hakan guide here on EventHubs.com.

• He can not Focus Attack Dash Cancel into his Oil Shower. Perhaps he can from a buffer or from a stronger oil (only tried Light Kick) for some odd reason, but I wasn't able to experiment with that.

• He can Focus Attack Dash Cancel his Slide from anywhere on the screen.

• According to Seth Killian, Hakan's 360 Punch Grab — Oil Rocket — has more start-up frames than a normal throw. This was evident to me as I was being thrown by Gouken many, many times by another player during otherwise viable setups.

• According to Seth Killian, Hakan's Level 1 Focus Attack bears neutral frames. Though I forgot to ask whether that was on hit or block. Even if it's only on hit, that's still better than most of the cast's Focuses. If that's on block, that's pretty phenomenal.

• Light Punch 360 grab has awful (yes bad) range, possibly has the same range as his normal throw. Upon being oiled, this is a very different story, the range is pretty ridiculous.

• He can do a Light Kick Oil Shower twice, doubling the duration. Any further Light Kick Oil Showers do not stack. This means that other combinations could stack though (possibly Light and Medium Kick Oil Showers).

• Toward + Medium Punch has an extremely long cancel window allowing you to verify a hit into slide with relative ease, however the move has sub-par priority and slow startup. Expect to be counter-hit.

• His Ultra 2 — Oil Combination Hold, works with an opponent extremely close to the ground (after a jump).

• His Jumping Medium Punch allows for a juggle state combo and appears to be more reliable than his slow Jumping Hard Punch.

• His back dash is horrible, don't expect to get out of anything unless it's a throw. It stays grounded for what seemed to be the whole animation, moves an embarrassingly short distance backward, and has very few frames of invincibility.

• Neutral Jumping Hard Punch is not nearly as effective as E. Honda's. It has slow startup and I was counter-hit out of it by half the cast. It cannot sway like Honda's or Balrog's. The (slow to access) active frames of the move are extremely effective. Jumping Back Hard Punch works well to prevent jump ins.

• Hard Kick Oil Shower (even medium) after a Light Punch 360 grab (the most practical time to oil up) on certain characters is very risky. Makoto can EX-Hayate (Dash Punch) on reaction easily. Light Kick Oil Shower is very unsafe against characters like Chun-Li for obvious reasons...

• Toward + Hard Kick, Standing Medium Punch and Standing Hard Punch appear to be his best pokes. Standing Hard Punch has incredible priority and range, however at max range only the last hit (of two) has a tendency to connect, making it do awful damage.

• Without being oiled up with his Oil Shower Hakan is very, very weak. With oil, it provides marginal buffs to priority and frame advantage, with obvious buffs to range. The buff on his Focus Attack and grabs appear the most beneficial. The supposed “frame advantage,” his normals gain off oil, was so insignificant, I couldn't actually tell if there was any.

• Hakan's best combos are simple two-in-one combos (Crouching Medium Kick into Slide)

• Hakan's Links are more difficult and unfulfilling than most. i.e. Standing Light Punch, Standing Light Kick, Standing Light Punch, Standing Hard Punch is pretty difficult with no real reason or reward for doing it. His links are very poor and strict even with oil.

• I completed his trial mode in about 10 minutes (very limited options).

• His Hard attacks do around 200 stun.

• Toward + Hard Punch has insane priority but an odd hit box and mediocre range. Will have uses in certain unforeseen match-ups.

• Crouching Hard Punch has a lot of range but I wasn't able to experiment much with its effectiveness.

• His Super doesn't appear to have the ability to anti air jump-ins.

• His jump is very, very low to the ground causing dramatic problems with certain characters. The timing to jump over Sagat's high tiger shot is fairly strict because of its low altitude. Makoto can also punish him jumping a near full screen away, almost at the peak of his jump (perhaps even that), with her EX-Hayate (Dash Punch). Makoto was able to anti-air him with Toward + Hard Punch and even Standing Medium Punch with relative ease. Chun-Li can punish him from at nearly any point during his jump with her Standing Hard Kick.
Citation :
Balrog (boxer)

• Trade Headbutt still connects.

• His Ultra 2 — Dirty Bull, (720 Grab) is actually extremely effective. The fact you can jump out of it has little consequence as you aren't going to be using it like Zangief's 720. There are plenty of ways to set the opponent up for frame traps, shenanigans with this move. The key to the move's success is to make the opponent think you are vulnerable by using moves with marginal frame disadvantage. With this simple concept in mind, you can apply dangerous setups to many areas Balrog would otherwise lose match momentum.

Ultra 2 — Dirty Bull Set Ups (720)

• Deep Level 1 Turnaround Punch to 720 is incredible. Most players know that Turnaround Punch is -2 or worse on block so they nearly always attempt to start a block string or throw after wards. The -2 frames allow for a perfect 720 setup if they do anything but jump or backdash away. Simply by having selected Ultra 2 starts a whole meta-game around Turnaround Punch, making opponents fear the trap causes them to randomly jump or dash back. Once the opponent has been conditioned to escape the setup you can punish with a Dash Punch or Headbutt.

• Shallow Dash Low Straight into 720. Since Dash Low Straight is punishable by certain characters you can buffer the 720 upon block, snatching any failed punishment attempts or misjudged spacing.

• Deep Dash Punch into 720.

• Semi-shallow Dashing Overhead Punch into 720.

• Deep EX-Dashing Overhead Punch is very, very effective. Many players do not know it's -1 and impossible to punish. Though they do have enough time to extend a normal that can be counter-720'd.

• Whiff overhead in front of opponent as they are waking up from a knock down, 720. The awkward recovery on the move should bait a follow-up unless they expect the setup.

• Whiff Turnaround Punch in front of opponent as they are waking up from a knock down, 720. The awkward recovery on the move should bait a follow-up unless they expect the setup.

• Well timed reversal, nuff said.

• and so on...

• Selecting Ultra 2 over Ultra 1 (Violent Buffalo) will be completely preferential and in concordance with the knowledge of your opponent. 720 will obviously be able to punish certain specials that Ultra 1 is simply too slow for or can't because of charge. I have a feeling it will be very effective against Adon and his jaguar kicks. 720 also obviously has the ability to stifle pressure from the opponent with reversals. This could make cross-ups on Balrog less effective as he doesn't need to store a charge to worry the opponent of punishment. Though Ultra 2 seems very viable, I don't see any reason to use it over Ultra 1 against fireball characters. Ultra 1's fireball crushing properties are simply too useful to be substituted by a limited punishment/shenanigan Ultra.

Balrog vs. Makoto
Balrog's Standing Hard Kick and Standing Hard Punch seemed to shut Makoto down at their optimal ranges, however once Makoto got into Toward + Medium Punch range I had a tendency to get counter-hit because of its long active hit frames and fast recovery. I was hit a pretty good number of times by Makoto's Toward + Hard Punch, particularly because of its range. I was Anti Aired by it a couple of times as well. Not certain how much priority it has.

Balrog's Dash Punches ruin Makoto's life. Especially EX-Dash Punches. They counter her Hayate (Dash Punch) very well. I counter-hit her out of EX-Hayate many times. Once Makoto adapts and begins to use focus, this could change the match up greatly. Her Focus seemed to be pretty quick despite the awkward animation. Standing Light Punch does not work on her while she's crouching, however Crouching Light Punch to Standing Light Punch worked which was very bizarre and very effective. I only recall that working in block strings, however. I feel that the Makoto player could have been playing too much like her 3rd Strike incarnation.

Balrog vs. Dee Jay
I didn't get to fight him much but my opponent was capable of doing Jumping Medium Kick, Crouching Light Punch 2x, Crouching Medium Kick. As you would expect, Dee Jay's exceptional Jumping Medium Kick gave Balrog some problems. Apart from that I didn't notice anything really outstanding about this match-up aside from the fact it seemed easy to keep Dee Jay out.

Balrog vs. T. Hawk
After playing Seth Killian's T. Hawk it seems that Standing Light Punch is capable of shutting him down just as it can Zangief and other large characters. Standing Hard Punch was able to counter-hit and counter-poke T. Hawk out of nearly everything, including his fabled Standing Hard Punch and Crouching Medium Punch. Hawk's Condor Dive was easily punished on block with Dash Punch Super. A whiffed Condor Spire can be punished on reaction with a normal of choice, though the timing is relatively strict and could lead to a free 360/720 for T. Hawk. I have a feeling this will be an uphill battle for T. Hawk.

Balrog vs. Adon
His Jaguar Kick and Jaguar Tooth (Wall Dive) thing were not very effective against Balrog. I was able to Hard Punch Headbutt the Hard Kick Jaguar Tooth upon reaction, as well as Ultra it. At one point I Ultra'd the Light Kick (possibly Medium) Jaguar Tooth from nearly full screen. I timed it right as he touched the wall and it managed to connect. The stronger Jaguar Kicks can also be Ultra'd or EX-Headbutted on reaction.

The times in which I found myself losing a lot of life was when I was getting hit by reversal or random Rising Jaguars (Adon's Dragon Punch). I was able to throw him out of a couple of reversal Rising Jaguars, not sure what strength. I have a feeling that wouldn't work on the EX versions. Doesn't appear to be a threat, all of his specials seemed easily dealt with, however my opponent was spamming them and predictable. I was amusingly able to throw him out of the start-up of his Rising Jaguar. A better Adon may not set himself up for so much punishment and those moves may remain effective in moderation.

Balrog vs. M. Bison
Not much to say here except that his Crouching Hard Kick was much harder to deal with and that my Jumping Hard Kick was beaten clean by M. Bison's shins as he passed under me with Psycho Crusher. Yay, for Bison players.

Balrog vs. Ibuki
My Standing Hard Kick traded with her Ultra 1 (I believe), which was very surprising. Knocked her out of it entirely.

Overall it seems Balrog is doing very well against the new characters I fought, that is until counter-strategies are learned. Balrog's typical tools will be more than sufficient from what I could tell. They all have an extremely hard time competing with his pokes. There are no real nerfs that I could discern and no real buffs either. The purported buff to some of his Dash Punches were not obvious to me and Seth Killian wouldn't give me a straight answer. His reluctance was strange so maybe the rumors are true.
source: http://www.eventhubs.com/news/2010/a...s-impressions/
Citation :
Publié par V@mp
Eventhubs parle de Hakan et Balrog (boxer)



source: http://www.eventhubs.com/news/2010/a...s-impressions/
Les setup d'ultra2 de Boxer
Dire que certains pleuraient déjà sur le coté useless de cette ultra...comme quoi il faut toujours attendre d'y jouer. Un peu comme Juri qui avait été annoncée comme la future top tier abusée difficile à maîtriser et qui d'après les 1er retours et assez noob friendly et pas du tout abusée.
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