3S for the SSF4 player..?

Sf4 inputs are hella slow.

I disagree entirely dude. If the controls are so good, then why is it so common that good players miss basic things like Dictator’s Ultra 1 and get Teleport and such? I’m not talking about scrubs, I’m talking about good players. There’s a vid from Vanilla where an Abel player fought Daigo, and even he fucked up once do to input shortcuts. He did jump in HK, then st, then he went for the Rekka but got that fucking AAA Throw instead. I had the video but I can’t find it now. He did eventually beat Daigo in a clutch moment though. It’s something very common in SSF4, and doing 360’s in that game are obscenely easy.

YES, which is why i don’t think I’ll try using Hugo. I’m just too accustomed to forward > up-back spds. 570’s > 720’s too.

EDIT:
And also cant punish massively unsafe blocked moves by buffering during blockstun. that annoys me. (But yes, auto block is the reason why sf4 is so mash friendly, so its a 2-sided coin for me)

I never said the controls were ‘so good’. What I said is if your execution is good it’s just plain good. Adapting to each system more often has to do with timing/input window. Which is where most of the weird mistakes and goofiness of SF4s controls come out.

I don’t really know if the inputs are slow so much as because of the input window you need to sort of pause in some situations to not have your inputs combined. Like dashing into hadouken, it’s easy to get an srk because the input window is big and it remembers your dash as part of the command for an srk. That has nothing to do with how good your inputs are. It’s whether or not you know how the system works and are accustomed to it.

I’m not defending how SF4 works because I think it’s a bit unnecessary personally. But saying ‘my inputs are FLAWLESS’ and then messing things up tells you everything you need to know. People make mistakes the only difference is if the character has a move for an alternate input (like Ryu) that move may come out if you were really sloppy with it. That and the input window like I said.

Also I don’t know how much harder 360s are to do in 3s. They need to be quicker in 3S but that’s about it as far as I can tell from experience.

You still can, you just have to be careful to only start buffering after the hit’s been blocked, so you’re in blockstun but there aren’t any more hits coming. Reversal super after blocked Dudley machine gun blow or blocked Ken super is good practice

360s are easy to do in 3S, and I think the f->ub motion input works in 3S as well. It’s just you don’t really need to, considering a full raw 360 standing is just as easy. I don’t remember the timing for SF4 360s, but Hugo’s is definitely easier than Gief’s in Super Turbo if that helps any.

Gigas is FUUUUUUN to do in 3S because of buffers and even partitioning.

For some reason walk up 360s are much easier for me in 3S compared to 4. Dunno why but they’re no problem in 3S. In general stuff feels better in 3S. 4 just feels sticky and mechanical compared to 3S. 360s are much harder in ST, definitely.

Anything is harder/stricter in ST.
To make a move, you need to, well, make the move, not 3/4 or 5/4 of it…
Best tool to check execution ever…

It may feel trickier to do Hugo’s motion more consistently, but with a little practice it’s totally worth it. 360ing the twins out of badly-spaced dive kicks is too much fun.

This is why more people should use Hugo: H-ugo ??? ?? ? ???(??)

Oh tell me about it dude. The first time you rip a red parry xx Gigas is one of the most exhilarating moments in any game.

And yeah ST is definitely stricter. Walk-up 360s with Hawk require patience and practice to nail, and even then you still see players like Toutanki mess them up occasionally.

What would you (anyone) the primary difference in gameplay between Hugo and Alex. I don’t see Alex land many power bombs in vids which i find odd in a game with parries.

http://shoryuken.com/f160/3s-new-player-faq-directions-start-here-112266/

Questions go there.

Character specific stuff in their respective threads.

I’ll take a shot at this: Alex is faster than Hugo and has a few more combo options. Hugo has better pokes and higher damage, right after Q taunting 3 times Hugo takes the least damage but he’s slow as shit. At high level not many people use Powerbombs because LP+LK grabs beat them unfortunately. Alex makes up for this with some great mixup options. Hugo is like a walking tank. Both characters are hard to use but play entirely different.

I’d say that Alex tends to rely on momentum and scary stun potential for the most success, whereas Hugo typically relies more on patience and cunning. Hugo physically can’t compete with Alex in terms of speed, so he sometimes has few options but to let his opponent take a few gambles and get close because the risk/reward pay-off with Gigas is terrifying. But this is just crass generalising of course.

Power bombs leave you too far away to continue pressure and alex’s kara grab is really good and leaves you right next to them. also since he is further out he can bait you into hitting a button and then punish much like chun does but just not as good.

What??? Command grabs lose to throws in 3s?

In sf4 even if a command grab is 5 frame it cannot be thrown by a 3 frame lp+lk because it has startup throw invulnerbility…

– Sent from my Palm Pre using Forums Beta

I think 360 beats throws. Don’t quote me on that. But yeah, throws beat command grabs.

The thing with Alex’s command grab is that the range exceeds that of a regular throw so there’s more thought required than just walking up and doing the motion. You gotta space it properly and if you don’t have that luxury then you gotta time it properly so that it grabs before their normal grab executes.

woo woo

This.

Also, it’s not as simple as X beats Y. It depends on the distance and when the throws were executed. Alex’s Powerbomb is best used in the corner where you have enough time to dash in and continue your pressure. If you do Powerbomb mid-screen, there are some slash elbow setups you can use to close the distance. Just be careful, because good players can anticipate it and parry accordingly. Mix it up.

Pls dont get me started on Viscant

Alex thrives on corner games, thus he has to play offensively for success. Once he DOES get the opponent cornered though, he can start his mixup games until the opponent gets stunned. The problem here though is that once he gets put in the defense, he’s not that great. He has to work to build that momentum, but he does have some parlour tricks to help him out in sticky situations.

Hugo can be played either aggressively or defensively. His pokes may be slow, but when properly distanced they can surprisingly beat out a lot of other pokes. The Clap especially does decent against Chun from a distance. It’s harder to play aggressive with Hugo than Alex because he doesn’t have stuff like EX Elbow Slash to push the opponent to the corner easier. It’s a slow burn, but a Hugo that walks forward can be incredibly scary. Defensively is just mainly standing your ground, taking advantage of parry-360s or reversal 360s.

In terms of the Alex vs Hugo matchup, Alex is the better, but in terms of overall matchups…I dunno. I guess Alex has a slight lead. He may lose against Chun real bad, but Hugo loses just as badly against at least three characters(Dudley, Necro, Healing Elena).