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InfestedOreo

From Scrub > Competence > Confidence > Authority

By: InfestedOreo Dec 6, 2010 | 6 Comments

How to become great at street fighter 4 or anything else for that matter.

For any gamers out there who want to improve their skill level, just take a listen to what I have to say will ya? Don't be ignorant. Just listen.

If you want to become better, you have to PRACTICE. I mean REALLY practice. Practice until you've perfected your art, your skill, your combo, your moves. Find every situation where you can utilize your character better, your strategy more effectively and your tactics delivered more efficiently.

I know. I know. You say "I can never beat Daigo or "Insert Pro Gamer Here"? Do you need some CONFIDENCE? Well confidence, my friend, is derived from COMPETENCE!

I repeat:

COMPETENCE! COMPETENCE! COMPETENCE!

Become proficient with your game. Develop a clear strategy. Practice every day to utilize your combos better and better. Learn shortcuts. Learn new moves. Associate yourself with like minded players AND experts in the field. Don't forget the experts. They have a wealth of information. If you can't associate with them. Watch their replays, their videos, commentaries, interviews, etc. They're expertise is invaluable. And most of all commit yourself to go the distance and to consistent execution. GO ALL THE WAY. 

As in to COMPETE! 

 

AND SOMEDAY my friends, you'll have it all. COMPETENCE! CONFIDENCE! AND BECOME THE AUTHORITY IN YOUR FIELD!

Some brief history about me:

Street Fighter 4:

When I started off in Street Fighter 4 Vanilla, looking back from today, I was worse than scrub. I was plain bad. I knew NOTHING about frames, OS, Plink, FADC, etc. I only knew how to throw fireballs, dragon punches and hurricane kicks with proficiency and general fundamentals of the game. That got me only so far.

StarCraft 2 Beta:

When I played it in Beta, I lost. ALOT. In fact I lost to almost all of my friends. Yeah i was horrible. When SC2 finally released, i picked up the game, did my initial placement matches. I RANKED BRONZE. OMG what a noob! Of course the game was new but damn! I considered myself to be a great player IN GENERAL. Sorry that doesn't work.

Today

Super Street Fighter 4:

Although I don't compete in professional events, I've played enough games and practice enough to KNOW that i possess an above average skill level in the game I would be deemed a worthy opponent. My friends that used to play the game religiously and already had serious problems beating me. I prevailed from a small time ranked noob to Rank A (at least in Vanilla) until i ran out of time in Super. With a few exceptions, I still have my days and I'm always learning and watching replays... but trust me.. I'm quite good.

Starcraft 2:

Today, I'm ranked Diamond. At one point I was ranked 2 in my division, however after not playing enough games, my points went down and I suffered on the leaderboards. However, the point goes to show that I started from the bottom and rose pretty high to the top with commitment and dedication. Today, I beat ALL of my friends. I rarely lose from any of my friends. I'm considered a top gamer by all my colleagues and coworkers.

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One of the Best Ken Players I've Ever Seen

By: Cinderkin Jan 27, 2011 | 11 Comments

0ShinAkuma0 uploaded a Super Street Fighter 4 compilation of Playerjun52's Ken showing a bunch of highlights from his matches. With some intense comebacks, crazy combos, and just straight beat downs. This is something to watch. Check it out!

As a Ken player this guy has truly inspired me to become even better. His execution is top notch. If you look at his button inputs everything is exactly as what is shown on screen. No button mashing here Jimmys. Tell us what you think in the comments. Don't be a Jimmy!

 

Source: 0ShinAkuma0 YouTube Channel

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Ultra Challengers Pack 2 is out now!

By: Cinderkin Dec 7, 2010 | 13 Comments

The alternate costume pack for Juri, Cody, Ibuki, T Hawk, and Adon are now available for download. Check out the in-game screen shots.

The costume pack will set you back 320 MSP or $4.00 PSN.
 

Cody and Juri are my favorites. Which ones do you like or don't like and why? Tell us in the comments. Don't be a Jimmy!

 

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VesperArcade Sliding, and Double Tap Tutorial

By: Cinderkin Dec 20, 2010 | 4 Comments

Vesper Arcade is back with two more videos from his awesome Super Street Fighter 4 tutorial. This time he focuses on Sliding and Double Tapping inputs. Get your game up and check these videos out. Don't be a Jimmy!

 

Source: http://www.youtube.com/user/VesperArcade

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2 Insane Gouken Combo Videos!

By: Cinderkin Dec 20, 2010 | 5 Comments

RuLeZ and Stiffler2100 have both created 2 Gouken Combo Videos. Gouken to me is one character who I just don't understand, and I've never seen anything like these combos before. Check it out!

RuLeZ Gouken Combo Video

 

Stiffler2100 Gouken Combo Video

I wanna play Gouken now after watching these videos. He actually looks like Ryu, and Ken's Master.

Tell us what you think in the comments. Don't be a Jimmy!

 

Source: http://www.Eventhubs.com

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The Complete list of SSF4 Arcade changes

By: Cinderkin Sep 15, 2010 | 16 Comments

Complete list of Super Street Fighter IV Arcade Changes as of September 15, 2010.

Found this over at http://shoryuken.com/

A lot more info than what was posted originally. Still take these with a grain of salt, as they are changes that are being tested and may not remain.

 

General Notes
Yun and Yang have been added to SSF4 as of the Osaka location test. Another location test is scheduled during Super Battle Opera. The game is expected to release in December.

Character Changes

Yun

  • Genei Jin is his super
  • Yun feels stiff like Makoto does, but has his target combos
  • build meter FAST because of the speed of his light palm ( ? ).
  • LP forward special punch is good for block string, it's safe on block.
  • His Dive kick is the same as Rufus.
  • Arc jump is dictator like.
  • Viper Walk speed.
  • C.mk is crap.
  • His super is about juggle, can take 40% life on Hawk.
  • Ultra are useless outside of corner
  • Yun can Tetsu Zankou (Shoulder) xx FADC xx Ultra 1
  • I couldn't FADC Nishou Kyaku (Up Kicks) at all, this may mean I suck or it may mean wake up Dragon Kick isn't a great option for Yun
    Yun's Zesshou Hohou (Lunging Punch thing) was armor breaking
  • Yun color 1 is Blue, color 2 is yellow.
  • Multiple sources saw a Yun Genei Jin combo doover 50%, it looks like a very strong super
  • Ultra 1 looks like a few punches, then a Balrog Ultra 2 foot/ground stomp then a Makoto Ultra 1 punch into the air
  • Ultra 2 was a few hits, then a Gen leg hurricane into the air, footstomps on their back back to the ground.
  • Shoulder seemed to have worse range than you'd hope.
  • Dragon Kicks seemed to trade quite a bit
  • His overhead (Toward and MK, can crossup a downed opponent).
  • U1 You Hou, U2 Sorai Rengeki. Super is Genei Jin
    U1 is 4-hit, last hit is a launcher. If the first hit connects cleanly, will go into animation. If not, Yun does the other attacks anyway. Very similar to Makoto's U2. Can follow up U1 with Zesshou (lunge punch), or GJ combos. Only if GJ is activated before U1. I tried to activate afterwards, could not get anything to connect in time. Short range, does not hit on any FADC'd moved.
  • U2 is a punch rush, if the final hit connects cleanly Yun goes into animation where he rides the opponent in the air like a skateboard, then kicks them down to the ground. Similar to Fei Long's U1. Does not combo from any FADC's. Short range.
  • Genei Jin - shadows, cancel recovery on all moves, everything juggles. Was able to get 40-50% off GJ combos mid-screen, 50-60% in the corner. Can be super-cancelled off Tetsu Zankou (shoulder check).
  • Kobokushi (palm move) - Jab is a fake, Strong/Fierce change the distance at which the opponent flies away. EX Nishou Kyaku (up kicks) will probably be good anti-air. Ultras do not combo off MK launcher.


Yang

  • Yang also has his 3s target combos
  • L/M/H Dive kicks do not change angle.
  • Dive kicks would not come out as low as Rufus.
  • EX Palm has a wall bounce
  • Ultra 2 after Wall Bounce didn't connect, could have been timing issue though.
  • c.LK xx Slashes works
  • Window between slashes is quite lengthy.
  • Yang Ultra 1 startup lost to T. Hawk Dragon punch but beat T. Hawk SPD
  • Yang can Kaihou (Up kicks) xx FADC xx EX Slashes (execution fail on Ultra test sorry)
  • c.mk into Slashes does work
  • Yangs dive kick is the same as Yuns as far as I can tell.
  • Yang's Super is double QCB + Punch, can cancel into into it from QCB + P (Palm)
  • QCB + LP seemed to be fake palm.
  • Yang color one is Pinkish, color two is purple.
  • Yang's command dash was in and crossed up like Ibukis.
  • EX Slashs looked like a great move, crazy fast.
  • Super was Seiei Enbu
  • Ultra 1 was a fancy ass version of Gens Punch Ultra 1, (it looked f'in cool though)."
  • U1 Yang throws out a single attack - if it connects cleanly, animation follows. If not, the ultra ends there - similar to Makoto's U1. Animation is sort of like Gen/Guy's, but with Yang style. Close range.
  • U2 Yang rolls forward and goes up in the air with his rising kick. If Yang connects cleanly on the ground with the roll portion, animation kicks in. If not, Yun goes up in the air with kicks - looks like Yun's Nishou Kyaku. U2 will pass under fireballs. Seems to have some tracking properties - if U2 started while opponent is in the air, Yang will rise up with kicks where the opponent is for non-animation damage. Combos off FADC/MK Launcher for non-animation damage.
  • SE - Works similar to 3S. Doesn't seem nearly as useful as Yun's GJ of course.


Abel

  • command grab damage nerf
  • more recovery on breathless
  • rolls have a little bit more recovery


Adon

  • Adon doesn't get up as quickly after a knock down now, although it still seems to be quicker than other characters.
  • EX Jaguar Tooth doesn't do the yellow glow, like other EX moves, until after you reach the wall. Not sure what effect this has, if any, on the move.


Akuma

  • Same as ryu, escaping hurricane kick nerf
  • Ultra 2 is faster and apparently can be comboed into from a Shoryuken, Focus Attack Dash Cancel.
  • EX Dragon Punch damage reduced.
  • Hard Punch Red Fireball damage increased.
  • May have slower walk speed. Akuma was tied for fastest walk speed in the game in SSF4.


Balrog

  • Ultra 2 is indeed 2x Half Circle


Bison

  • U2 now charge motion, way more recovery


Blanka

  • Blocked Blanka Ball now recoils at half the distance, much easier to punish.


Cammy

  • Normals easier to combo
  • tiger-knee Canon Strike no longer possible. Can still Canon Strike normally, EX can still be tiger-kneed.
  • HK spiral arrow's distance to get 2 hits is shorter


Chun Li

  • sweep doesn't seem to deal as much stun


Cody

  • faster walk speed
  • ex zonk distance is shorter
  • Medium ruffian is longer
  • Hard ruffian may hit some crouching characters, like Gief


Dan

  • Higher jumping taunt


Dee Jay

  • Ultra 1 seemed to do less chip damage
  • standing HK is now overhead


Dhalsim

Dudley

  • Rose taunt has less recovery
  • EX Ducking, with less recovery than regular
  • crouch HK comes out faster


El Fuerte

  • Ultra Spark got a damage nerf


Fei Long

Gen

  • Ultra 2 (啼牙? jump QCF x2 one) is faster


Gouken

  • Gouken's LP rush punch has no forward movement, but is faster.
  • His counter is now DP + Punch. LP for low body counter, MP for upper, HP is unclear.


Guile

  • Damage down


Guy

  • Hitbox tweak on mp hp combo, doesnt wiff crouchers anymore.
  • Lp hozanto is safe from spd and light hawk spd
  • U2 is decent now, less recovery on whiff, distance fixed.
  • His flip grab has been toned down, 120 damage instead of 200
  • Hp Hozanto is faster than before
  • forward -> MP overhead is now 2 hit


Hakan

  • Slide has now 2 options afterwards: P -> additional attack, K -> auto oil up
  • oils stack
  • 360+K can now be cancelled
  • Jump arc changed?


Honda

  • Ultra 2 is now HCBx2
  • Damage decreased


Ibuki

  • Can connect target combo to HK? (not sure what this means)


Juri

  • The upkick part of her fireball will combo into the fireball itself now if you do not store it


Ken

  • EX Tatsu can be blocked low.
  • More recovery on jab SRK.
  • Can follow up jab SRK AA with EX Hadouken, just like Ryu


Makoto

  • gets Armor Break EX Hayate,
  • more invincibility on Oroshi,
  • damage boost on Fukiage.
  • File under "Wild Speculation". It *looked* like her Fukiage (Up Punch) hitbox had been moved forward a bit. Also I may have seen her combo into Fukiage after EX Hayate in the corner but tbh I'm not really certain what I saw when that happened. Crazy mixups were afoot


Rose

  • lost all invincibility on Soul Satellite.


Rufus

Ryu

  • hurricane kicks are not good for escaping anymore


Sagat

  • more recovery on tiger knee
  • damage BUFF on tiger uppercut
  • Vanilla's standing lk is back. One hit, special cancelable, vanilla distance, does near 40dmg.
  • light kick Tiger Knee is vanilla like, mk and hk are useless.
  • More recovery on high Tiger Shot
  • angry scar is now done using kick button


Sakura

  • I noticed absolutely no easy-to-see visible changes. There may or may not have been damage changes, but I didn't really notice any.


Seth

  • no more jump HP
  • air down+MK steps have weakened hitbox
  • Ultra 1 is now "fireball-like" - can be deflected by other character's fireballs
  • j.Fierce looks like he is doing a shoulder charge, similar to how his focus attack looks


T. Hawk

  • now has a standalone EX Condor Dive (KKK), and can be done on back jumps
  • U2 startup and hitbox are improved.
  • St. FP has better properties which aren't known, either bigger hitbox or more priority (or both?).


Vega

  • Ex flip kick = viable reversal now.
  • Less damage on ex wall dive grab.


Viper

Zangeif

  • EX green hand no longer knocks down
  • Defensive EX SPD beat out Attackers SPD after an EX Green Hand on hit
  • Zangeif jab SPD range seems bigger, but the source says it could be eyes playing tricks
  • Range on U2 increased, recovery also increased

 

Tell us what you think in the comments. Don't be a Jimmy!

The latest episode of Cross Counter has been released. This one is featuring Justin Wong vs Gamerbee from Seasons Beatings Redemption. Check it out!

 

Tell us what you think in the comments. Don't be a Jimmy!

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The Ultra Brawlers Pack Is Out Now!

By: Cinderkin Dec 21, 2010 | 14 Comments

The Ultra Brawlers Pack is out now for Super Street Fighter 4. For 320 MSP or $4 PSN You can brawl with the best of them, for Zangief, El Fuerte, Abel, E. Honda, and Rufus. Check out the Screens.

Abel

El Fuerte

Zangief

E. Honda

Rufus

 

Tell us what you think in the comments. Don't be a Jimmy!

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VesperArcade Piano Input Tutorial

By: Cinderkin Dec 2, 2010 | 5 Comments

VesperArcade has uploaded another Tutorial for Super Street Fighter 4. This time it's the Piano Input Method, which comes in handy for mashing special moves for characters such as Chun-Li, Blanka, E. Honda, and Gen. Check it out!

 

 

Tell us what you think in the comments. Don't be a Jimmy!

Most know that Daigo (The Beast) Uhmehara is one of the best in Super Street Fighter 4. He won Evo earlier this year, but in Ohio at Seasons Beatings Redemption this past weekend Daigo finished 25th overall. Say what? Check out the videos to see how.

The match that put Daigo into the Losers Bracket.

The match that eliminated Diago from the tournament.

Tell us what you think in the comments. Don't be a Jimmy!

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Guile New Alt Costume Combo Video!

By: Cinderkin Dec 18, 2010 | 12 Comments

MoD1ns1d3 has created a combo video featuring Guile in his new unreleased alt. costume. It also shows all of the unreleased costumes for the remaining cast. Check it out!

 

Tell us what you think in the comments. Don't be a Jimmy!

Source: http://www.youtube.com/user/MoD1ns1d3

Ever had trouble doing a standing 720 ultra move? Do you even know what it is? Well Desk has a very good tutorial showing off how its done. Check it out!

Here is the description:

This is a new technique and entirely different from the method used by Vangief and other Zangief players. The existing method requires the player to hide or 'buffer' half of the motion in a normal or jump. This does not.

Its practicality is exactly parallel to how hardcore a player you are. So, if you're not hardcore, then it won't be practical.

Although technically, you only need 4 inputs after initiating your jump animation(up, right, down and left). You will most likely be going past diagonals. This will mean you have 7 frames to hit 7 inputs.

 

Tell us what you think in the comments. Don't be a Jimmy!

Source: Desk's Youtube Channel

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