Yeah first of all why aren’t you cr.teching after two jabs? Second of all teh backthrow does one whole point of grey damage and then proceeds to scale the Ultra combo by 80%. Not to mention it messed with a lot of other damage options we had like one hit j.mp EX tatsu (no rediced by 30 someting damage) and lp.fireball xx Super. Used to do 400 damage, now does less then regular super.
God forbid the old man has a deterrent for people getting all up in his grill, it’s gotta be something for his shitty defense/slow normals imo.
what’s crouch tech
I only know s.Hk
This is the exact reason why I stopped giving a shit about this game. Capcom fucked up this game on purpose b/c they knew we’d buy it and so it would give us a reason to buy another version towards the end of the year or beginning of next year. This shit is retarded, this mofo is waaay worse that Vanilla Sagat imo.
With DLC it is easy to balance the game and fix bugs with patches etc. so why not fix this bull shit amongst other things???.. And the frustrating thing is they went to the lengths to nerf almost all the entire cast, only to introduce these 2 broken characters so the kids would want to play SF. Brilliant $$$ scheme, but seriously… why not just make an easy mode or something??? One button specials, programmable combos the whole 9… and when you play easy mode you play against some one else who’s playing easy mode. This shit makes me furious and is gonna make me really want to mash someone in the damn face if it happens to me.
I’ve never seen such a different extremity between the good characters and the bad ones, and it’s mostly b/c how much BULLSHIT they have. If you have a character that can spam safe moves and make some one say BULLSHIT, then you have a good character. Is this what this fucking game has come to??? You could even compete with the Detroit Lions when you played Madden, but this shit is just stupid…
Now every damn Yun I play is going to just keep hitting me after they knock me down now?? Fuck this game, it’s no need to play this game to be competitive any more. Maybe I’ll just play super from now on… AE is bull shit.
No doubt someone is going to do this shit in EVO and get their ass beat for it.
Are you serious?
Let me quote Desk on that matter:
Read this carefully and think about it again. Don’t get it? I’ll tell you: NOT PRACTICAL. Is this really the reason you stopped caring about SSFIVAE? If so, you cannot be helped, son.
Shut your ass up and go back in the hole you crawled out of. You ain’t even breakfast, you’d be more like a light snack.
And who the fuck uses “son” in 2011??? That shit went out of style with Wu Tang.
Now Get This… read the title of the thread, attempt to wrap your feeble mind around the POINT of the thread, and don’t come around here NO MO!
[media=youtube]uk6DAZ5LqaU[/media]
No, I can’t teach you how to read and comprehend properly.
Something reasonable like making the twins more susceptible to dive kick traps after a knockdown would be nice.
Greenflag, this is the ‘bitching about shit’ thread. The twins, Yun especially, are clearly designed to be stupid good in this game and Gouken was clearly nerfed hard. This ridiculous Yun-sweep “bug” is just one more thing in a long line of Yun’s bullshit. So don’t bother coming into this thread and defending this stupidity. We don’t care.
And the worst part is he is only 4 posts deep on the SRK board and he is already burning bridges… The nerve of this clown.
not to jump on the bandwagon, but if you’re talking about reading comprehension, checking the thread title should have been enough of a deterrent to be tossing shit at Iam. People, especially us Gouken mainers, are EXCEPTIONALLY frustrated with the gimmicky bullshit we have to deal with regarding Yun/Yang.
This is not the thread for rationalizing frustration
Cancelled my subscribtion today. I wish I could say that playing this game a has been a lot of fun, but the fact of the matter is I’ve had more unpleasant experiences playing this than any other ‘Capcom fighting game’. But despite this, I kept playing on, telling myself I was wrong, inexperienced, impatient, ignorant of what my character is capable of and that there really is a solid, logical game that rewards experience, knowledge and skill; that regardless of the character you’re facing, it is entirely possible to affect the outcome of a match to a reasonable degree. I was mistaken.
However, what I still believe is that a universal gauge can be applied to all fighting games as a mark of good design: risk VS reward. I found a mocking, perverse example of this in SSFAE, and as such cannot accept that it bears the traits of a good fighting game.
Good bye, Capcom. I hope one day you have the courage to design a game for its sake, where you pay heed to your predecessors, study their ground work and understand their progress. I hope you find the bravery to respect the players of your games so that they can create their own strategies, mix-ups and approaches to playing fighting games and are not forced to fall in line with what you’ve so hastily worked out for the sake of your own convenience. I hope you find the creative energy to pursue new projects which shine with artistic freedom, and open up new ways for people to enjoy the one-on-one fighting game expericence, as was the case over a decade ago. But most important of all, I hope you slow down on the production of a new SF4 game and take ample time to analyse SF4 and reflect on how risk VS reward can help with the most difficult of balancing situations.
I’m sick of these pressure close jump ins… and you can’t do anything good… s.MK is hard EX Tasu risky that it whiffs, s.RH hard to land for a counter above… c. HP hard to land so close… FDCA out of a close in…
and the Akuma Match Up is just horrible… gouken is so hard to deal with pressure. especially your opponent waits for your counter… the tight block strings are also hard
You can Kongo, not sure what you are talking about with s.mk, but you can kongo or cr.mk. The other option is to not let them get that close to jump in by using st.mk to control teh space out in front of you. I used to use cr.hp and cr.hk to control that space but learned it doesn’t suffice.
a little bullcat rage
http://www.youtube.com/watch?v=8ir4G_4u9rU&t=14m28s
I can’t say that I blame him, it’s a shitty matchup especially a player of xians caliber.
I hear you, Middlekick.
And I remember your R. Mika days on Kaillera. Yo!
I agree. I’ve about had it with Gouken’s short-comings - although he is a cool and very fun character. But the Akuma match-up is a total joke against anybody who knows it. The worst thing is that while Gouken’s buffs are coming in handy, they still do not stop Akuma, who has retained all of his no-fun and little–skill bullshit he had from the beginning.
Long range? Watch out for his EX flip, or 3-hit no-EX fireball.
His damn flip has the punch that comes out instantly - meanwhile, Gouken’s has that gracious delay before anything comes out.
Mid range? Watch out for the standing HK harassment. Not only is it great on its own, but it leads to more combos, and a knock-down. And the damn thing is not only safe on block, but it leaves him yet again with the initiative.
The icing on the cake is that Akuma’s character is a total faggot, and losing to players who choose him and think of their win as an accomplishment, is about as encouraging as seeing a millionare win the lottery.
Sry, late response.
Sure would be a option, but I still have to get a better routine for the unexpectable Kongos.Most players expect it, if it comes to often
s.MK for close or mid-close anti airs. Yeah, I use these anti air also.
I’m trying to switch to the j.MP juggle canceld into a air tatsu… as a anti air - if it works.
But after 300 fights with gouken… still not satisfied.
One of the great mysteries, that I try to understand and exploring is the** j.MP into Ultra 1** or in some strange cases j.MP it connects with a standing Tatsu - but seldom.
I do progresses, but it’s hard to execute and recognise in a game. tough stuff.
ultra and tatsu only juggle off of 1 hit j.mp. You have to get the 2nd hit of the j.mp to hit then use you’re special.
I think it’s the 1st hit actually, not the second. First hit does 50 and second does 30. It’s def first hit.
As for antiair, you really shouldn’t use s.mk, it can funtion as an anti air but it is not a good one to be honest.
cr.mk, cr.hp, cl.st.hk, are all situational and EX tatsu and Kongo are self expanatory. You just need to learn when to do it.
As for people “expecting” Kongo, keep doing it till they stop attacking in the air, then you can use whatever punch or kick you want since they aren’t attacking.
You can’t far Kongo more then they do otherwise it is useless. Use EX tatsu and your normals for anti airs out in front of you, use Kongo after yout ry to crouch tech and they jumped or when they do cross up or they jump a fireball.
It’s SO money after a jumped fireball.
My mistake, I don’t like j.mp 1 hit stuff, I never use it.