[Archive] (Super) Street Fighter IV - Topic général. [Oct. 10]

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Tu peux déjà séparer en deux grosses catégoriees : les persos à charge et les autres, deux gameplay bien different.
Une fois que tu as trouvé ta preference, tu les test un peu tous et tu vois celui (ou ceux) qui te plait au niveau des commandes et au feeling + le look pourquoi pas.
Tu peux aussi te poser ce genre de questions :

- perso accé sur le zoning ( projectile, coup normaux a grosse portée et rapide ) ou perso rushdown ou ton seul but et d ouvrir la garde pour mettre gros combos et/ou mettre a terre

- la capacité a combo l'ultra ou pas/peu ( ryu/sagat/rufus par exemple ).

- perso demandant un enorme travail de training pour avoir une bnne execution de combo ou pas ? ( viper/gen )

- perso ou leur BreadNbutter (bnb ou combo type) repose sur des link just frame ( abel/rufus).

Perso jme suis posé toute ces questions a l epoque de vanilla et j'ai mis longtemps a trouver mes main ( running gag jol ). Aujourd'hui j'ai un boxer/dictateur/honda relativement solide.

L'avantage c'est aussi que maintenant j'aborde les matchups avec une meilleure connaissance du jeu et des coups de mes opposants.

Pour super j'aimerai bosser vrmt un autre perso a QCF. on verra

/cheer.

Ps: desolé pour les fautes d ortho. iPhone toussa
- perso accés sur le zoning ( projectile, coup normaux a grosse portée et rapide ) ou perso rushdown ou ton seul but et d ouvrir la garde pour mettre gros combos et/ou mettre a terre

PlutôtRushdown je pense

- la capacité a combo l'ultra ou pas/peu ( ryu/sagat/rufus par exemple ).

Pas forcément mais ultra utilisable assez facilement au niveau de la manip ( pas comme celle du Guile par exemple )

- perso demandant un énorme travail de training pour avoir une bonne exécution de combo ou pas ? ( viper/gen )

Çame parait pas terrible ce genre de perso pour commencer

- perso ou leur BreadNbutter (bnb ou combo type) repose sur des link just frame ( abel/rufus).


J'ai pas vraiment compris la désolé

Merci a tous de l'aide au fait
Pour la question sur le just frame ca rejoins ta reponse sur viper/gen . Mal compris que tu débutais, my bad.

Le temps de bien comprendre les mechanismes de jeux je te conseille vraiment :

- balrog ( charge, mi rushdown mi zoning, tres facile a prendre a main ) sympa pour se familiariser avec un perso a charge

- ryu ( passage semi obligé perso tres solide en attaque comme en defense ).


Si tu cherche du perso plus exotique et pas trop compliqué tu as :

- rose ( pas bien compliqué et pas mal efficasse )
- gouken ( pas de combo tres dur, sauf dans le coin )
- honda ( meme sans maitriser les milles mains le perso est solide ).

En esperant t'avoir un peu aidé
Balrog pourquoi pas, il m’intéresse pas mal
Ryu pas contre, le fait que ça soit le perso le plus joué j'aime pas trop
Après Rose, Honda et Gouken m’intéressent pas trop

Et sinon les persos de la version Super il sont comment ? j'aime bien le style de Juri et DeeJay mais a voir en jeu.
Et sinon ma question, sur ps3 y a du monde ?
Merci encore de l'aide
Ça il me semblait bien aussi mais sur JoL y a des joueurs ps3 ou pas ?
Parce que j'aimerai bien aussi avoir une Xbox mais bon, on fait avec ce qu'on a.
Y'a tout à fait assez de joueurs sur PS3, et y'a plein de joliens.

Sur ce thread tu trouveras recensés les différentes personnes. On fait assez régulièrement des sessions JOL d'ailleurs (pas plus tard que hier j'en ai fait une avec Kef_13 et | Gouki |).

Et comme perso pour commencer, Ryu reste le must imho.
Citation :
Publié par NaeNo
Ça il me semblait bien aussi mais sur JoL y a des joueurs ps3 ou pas ?
Parce que j'aimerai bien aussi avoir une Xbox mais bon, on fait avec ce qu'on a.
Oui y a des joliens sur PS3 mais de ce qu'on en voit un peu partout sur les fofos, y a plus de monde sur 360.
Moi je joue avec les flèches, certainement parce que ça se rapproche plus du clavier, et que j'voudrais pouvoir jouer avec.
J'ai bien failli passer au stick, mais y a eu un imprévu et maintenant il faut que je me remotive.
Sur PS3 je sais pas, mais sur xbox, t'as des ampoules après 10 minutes de jeu au pad. :|
Le stick arcade reste le must, si t'accroches bien, parce que c'est un petit investissement quand même.
Hop hop hop Changelog de la semaine :

Citation :
Guile

Unique Attacks

• Deleted hittable box for his Reverse Spin Kick (Toward or Back + Hard Kick) from his knee and below during the first few frames after starting up and reduced its damage. With this adjustment, it's possible to make attacks like Ryu's Crouching Medium Kick whiff and hit them out.

• Spinning Back Knuckle's (Toward + Hard Punch) damage reduced.

Special Moves

• Sonic Boom's meter gain at startup is halved, and we adjusted his meter gaining rate through the match.

• Light Kick, Medium Kick and Hard Kick Flash Kicks damage reduced.

Ultra 2

• Sonic Hurricane's damage has been reduced, and the startup time is a bit slower.

Overall

• Damage nerf is applied to Special Moves and his Ultra 2, so we can say his damage is reduced throughout.

• He will require more attacks to finish off opponents.

• There are almost no changes to his frame data, so in Arcade Edition he can do everything that he can already do.

Seth

Normal Moves

• His Toward Jumping Hard Punch's number of active frames is doubled, so it's easier to hit with now.

• Far Standing Medium Kick's active frames were lengthened a little, and his hittable box when he extends his leg horizontally was reduced, so it will function better as a poking tool.

• Close Standing Medium Punch's startup is faster and the total duration of the move is reduced as a result, plus frame advantage on hit was increased, so it got significantly buffed.

• Crouching Hard Punch's start up is faster.

• Crouching Medium Kick has slightly more active frames.

• Neutral Jumping and Jumping Away Hard Punch (Stretchy Arms) now is his Jump Toward Hard Punch animation. The jumping stretchy arms attack has been removed.

Unique Attacks

• His Dive Kick's hitstun and blockstun were decreased, so it's slightly harder to use the move as an offense tool.

• All three Head Stomp moves had their active frames reduced, and the timing to hit all three of them was changed.

Special Moves

• Sonic Boom's recovery was reduced by 1 frame, and EX Sonic Boom's recovery is reduced by 3 frames. Now regular attacks into his regular or EX Sonic Boom, Focus Attack Dash Cancel and a follow up combo are pretty powerful.

• His Spin Kicks (Hyakuretsukyaku) deal more damage and less stun.

Super Move

• Super's invincibility window was lengthened, and "the pursuit priority is increased." [Translator's note: It's assumed this means it will connect more hits against airborne opponents instead of the attack not fully connecting when someone jumps into it.]

Ultras

• Ultra 2's recovery was shortened.

• Full invincibility was changed to 12 frames, and after that Seth is only invincible to projectiles until the end of active frames. In SSF4, according to the frame data, Seth was invincible for the first 88 frames of animation, so this is a significant reduction.

• Ultra 1 deals more damage, but has a longer recovery time.

Other Stuff

• Stamina increased to 800, stun increased to 900. In SSF4 it was 750 for both his stamina and stun ranking.

Overall

• The changes on SSF4 Arcade Edition happened only where they affect the way he is played.

• He looks weakened in the first glance, but he also got strengthened in various points, so please research his playstyle in SSF4 Arcade Edition.

Dee Jay

Normal Moves

• Far Standing Light Punch's hittable box around his arm was removed, so it's more difficult to beat this attack.

• Crouching Medium Punch's priority was strengthened, and it deals more damage.

• Close Standing Medium Punch's active frames were increased by 1, so it's easier to use as anti air.

• Far Standing Medium Kick was changed to be a 2-hit normal, and it got adjusted in damage distribution, in startup, and in the total duration. Now, the 1st hit is Cancelable, so combos such as Crouching Light Punch, into Far Standing Medium Kick, into Special Moves and also Close Standing Medium Kick into Far Standing Medium Kick into Special Moves combos are possible.

• Close Standing Hard Kick, when it hits airborne opponents, will knock them out in the air, and the 2nd hit of the move has pursuit property.

• Far Standing Hard Kick's startup is 1 frame faster, and the active frames for it was increased by 1.

• Crouching Hard Kick's distance was shortened, but has more active frames, and it will recover faster after the active frames end.

• Toward Jumping Medium Kick's pushback on hit is adjusted, so combos after crossing up with it are easier.

Special Moves

• Air Slasher's (Fireball) recovery got shortened, and the hitstun/blockstun got reduced as well. There are no changes to EX Air Slasher. Opponent's attack will now be registered as a counter hit if you get hit out during the whole move, so if the opponent jumps in on you, you will be in a world of hurt.

• Light Dread Kicks' (Double Rolling Sobat) startup was changed to 12 frames, and his lower body invincibility was lengthened as well. It's comboable from Light attacks now. It's throw invincibility and airborne state were removed.

• Medium, Hard and EX Dread Kicks (Double Rolling Sobat) 1st hit deals longer hitstun, so landing the first 1st hit, Focus Attack Dash Canceling, and following up with a combo may be great.

• Machinegun Upper's damage was increased.

• Light Jacknife Maximum (Up Kicks) damage was increased, and is completely invincible until active frames end.

• Hard Kick and EX Jacknife Maximum hitbox was adjusted in order to prevent it from whiffing some hits after connecting it.

Ultra 2

• Ultra 2's recovery time was reduced as much as possible.

Other Stuff

• Dee Jay's forward dash has more frames where you can input a Super or Ultra command. As a result, his forward dash into Ultra 2 is easier than it was before.

Hakan

Normal Moves

• Standing Hard Punch's hittable box around his arm got smaller, so it's easier to use as an anti air attack or a poke.

• When Oiled, even when his normals are inputted during a forward dash, he will still slide a little. (Translation incomplete.)

Unique Attacks

• Step Low (Toward + Light Kick) is now Cancelable.

Special Moves

• For Oil Shower, the duration of the oil will be stacked now. The maximum duration is 30 seconds. Also, the Medium, Hard and EX versions of the Oil Shower have 5 frames less recovery time, and the EX version can be Canceled into Guard Position (Coward Crouch).

• Oil Shower is one of Hakan's follow ups after an Oil Slide. The effect is the same as Light Kick Oil Shower, and he will be in advantage nevertheless.

• Light Punch Oil Slide has a faster startup, and can be connected from Crouching Light Punch or Step Low (Toward + Light Kick).

• Oil Dive, including the EX version, while holding button, can be canceled into Guard Position (Coward Crouch).

Other Stuff

• Oil Rocket and Oil Dive's input property is adjusted, so the feeling will be same with that of Zangief's Spinning Piledriver.

Q&A Session

Zangief
Q: In the location test, if EX Green Hands hit a backdashing opponent, you could land Ultra 2 after wards. How does it work now? Also, does it have any pursuit property? Are there any changes to Lariats?
A: Same with loctest, as long as the opponent is airborne, it is possible for his Ultra 2 to connect. However, there is no pursuit property on the move so it cannot be comboed into. There are no changes to Lariats.

Sagat
Q: Would there be any changes in Tiger Knee's damage distribution?
A: We tried adjusting damages here and there, but in the final version damage adjustment applied only to his Standing Light Kick and Tiger Uppercut.

Dan
Q: You said Crouching Medium Punch 2x combos, since you did not touch recovery, would it mean that the hitstun is increased?
A: We didn't list this change last week, but other than the already mentioned 5 frame startup time Crouching Medium Punch's recovery was reduced by 3 frames.
Q: About Far Standing Light Punch into Crouching Medium Kick, 7 frame startup combo, does this imply that Far Standing Light Punch's recovery got adjusted to have +7 on hit and +4 on block, or is it a hitstun increase as well?
A: Far Far Standing Light Punch's recovery got reduced to the point where Dan's frame advantage on hit is +7.

Dudley
Q: Should I take "increased priority" as simply having more range, or as the 'hitbox/hittable box' adjustment so that it's harder to get stuffed, or both? Also I want to know if there are any changes to moves like Standing Hard Kick, Crouching Medium Kick and his Stomach Blow.
A: For the increased priority, there could be many possibilities, such as increased range or increased hitbox vertically, in order to increase its usefulness. There are some moves with frame data adjustments and some not, but to take Standing Hard Kick as an example, recovery got reduced by 3 frames so the total duration is reduced by the same amount as well.
Hmmm pas mal de changement sur Seth et ses normaux notamment. A voir en live, j'ai un peu peur concernant son dive kick, sinon le reste semble plus ou moins intéressant. L'ultra 2 qui voit son recover baisser et qui devient sensible aux projectiles ce qui en soit n'est pas gênant puisque si l'adversaire peut en envoyer un, c'est que de toute façon le Seth s'est raté quelque part. Spin kick up, miam, enfin mon coeur balance entre le stun et les dégâts ! Et ultra 1 up en damage ! Quid du recover, de toute façon l'ultra pousse à l'autre bout du screen, c'était safe sur quasiment tout le cast donc bon, ça me paraît logique que ce soit nerf.

Enfin, évidemment, plus de neutral jump HP
Comment vais-je faire ? Ah oui, c'est vrai que je ne l'utilisais jamais !
Ah j'ai dit de la merde pour l'ultra 2 de Seth. Il est insensible aux projectiles après 12 frames d'invulnérabilité au start up. Donc il sera possible de counter ultra désormais. Dommage, j'aime bien gratter avec
J'ai quasiment tout le temps du monde de connecté sur ce jeu...refaites vos FL

Bon ça fait quelques jours que j'ai pas lancé le jeu ni la console (2 mns hier soir), j'y serais peut être ce soir.
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