Matador Video Thread

^^^

The first idea.

I usually mask my charge with a jump, or flip, or slide, etc. then I do the motion quickly as I land. If they press a button or anything, I tap KKK to react. If not, the motion sends me jumping backwards. It just helps you in ultra’ing faster off a reaction. Usually when people react to something, the input they want will come out slower than the recovery of whatever they were reacting to. If you buffer the inputs before you see a move (saving the last input for the actual reaction) you’ll ultra wiffed moves more consistently.

Sometimes though, admittedly, I just throw it out if I expect them to do something. Like, after the balrog player techs a throw, I just did it. Wasn’t the smartest idea, but usually people like to do something after a tech, or at the recovery of a move you perform. I remember Tatsu did an EX walldive to Valle that night, and Valle blocked it. As Tatsu crossed over him, he landed on the opposite end of the screen. Valle read that Tatsu wasn’t following up with something, just landing, so he threw out a fireball… and Tatsu ultra’d him. I’m sure Tatsu used the same strategy in that setup that I employ. Sometimes, you can just tell when people are going to press a button or move.

Got it, thanks. That’s a pretty sweet tactic. I’ll have to start training myself to charge while in the air then. If the opponent doesn’t move and you end up jumping backward do you do anything special like another downward charge and try again? Or do you just play off your opponent at that point?

^^^

You can charge and repeat, or triangle jump. Fun stuff. :lovin:

Since this has not been clarified enough somehow, how do YOU input FA -> Backdash -> Ultra?
When do you start charging, and is there such a thing as charge partitioning in SFIV?

What with that j.mk move? Seeing alot lately from Vega’s all over the world. I assume it has a better reach?

Step 1: FA lvl 2 or 3 (hits)
Step 2: Input motion for dash (The dash actually comes out later than the input, allowing you enough time to sustain a charge)
Step 3: Begin a charge immediately after you input the dash
Step 4: Hold the charge until the end of your dash
Step 5: Input the rest of the ultra motion at the end of (or slightly after) your dash
Step 6: Hit :k::k::k:
Step 7: Bust out the popcorn

p.s. If you’re getting walldives after the dash, then you’re either A) not charging fast enough, or B) not hitting all 3 kicks at the same time.

p.p.s. I’m not really sure if the ultra does more damage off a FA than doing df. hk into hk scarlett terror. Maybe at full ultra, but at half… probably not. Can anyone verify this?

Yea, just better reach. I actually like vertical jump hk better, but it doesn’t reach as far as the mk version.

I usually start charging downback as soon as my FA, connects, normal back dash, and complete the ultra motion as the backdash is finishing,and when you’re charging downback, you can just look at it as, the second you see vega crouch after your backdash, complete the ultra.

I don’t think there’s charge partitioning in SFIV, and if there is, I don’t think it works like how it did in 3s.

No partitioning, just a lax system… I suppose you could say.

FOR INSTANCE

If you watch my video against UTJ closely, you’ll notice that towards the beginning of the 3rd round, I poke at him twice, walk foward slightly, and EX scarlett terror. I was baiting him to try and throw (since the last 2 times i did cr. jabx2, I did kara throw) but I guess he didn’t pick up on it, and I just wiff an EX in his face. Anywho, the point is, there are some really lax things in this game… input wise. It’s the reason why we can do normal dashes into ultra.

That’s how I do it. It’s incredibly consistent too.

Lvl 3 FA -> Ultra (roughly half full) = 365 damage, 200 stun

LVl 3 FA -> Ultra (full meter) = 455 damage, 200 stun

Lvl 3 FA -> df. HK -> HK ST = 316 damage, 420 stun

Lvl 3 FA -> df. HK -> EX ST = 330 damage, 455 stun

df. HK -> HK ST = 240 damage, 300 stun

df. HK -> EX ST = 260 damage, 350 stun

^^^ Hmm… that’s interesting! Thanks General! :bgrin:

p.s. Could you test that with lvl 2 focus attacks? For each combo? Including the df hk ones?

Sure, I’ll post up a little later with the info.

Then again better reach gets pretty useless in combos with EX barcelona endings against half of the cast anyway. :sweat:

Oh damn, and I was experimenting with charge partitioning and all that stuff. … Thanks a bunch!

Lvl 2 FA -> Ultra (roughly half full) = 305 damage, 150 stun

LVl 2 FA -> Ultra (full meter) = 395 damage, 150 stun

Lvl 2 FA -> df. HK -> HK ST = 256 damage, 370 stun

Lvl 2 FA -> df. HK -> EX ST = 270 damage, 405 stun

In case anyone is wondering, all these tests (including the previous ones) were done on Ryu (with full health). I would also like to point out that in all the FA -> Ultra combos, all the stun comes from the FA itself, not the Ultra. I just thought I would mention that in case anyone was interested.

You can’t partition in SF4

Interesting stuff. We need some more tests with Vega just to see which moves we need to do in specific situations for MAX damage.

Good research guys.

Quick question… Is Vega’s Ultra 0 frames once he ‘flashes’ on wall?

You can dash into ultra. Not exactly partitioning, but it gets the job done. But you can’t use that with the FA cause you have to do the dash early, and can’t do the ultra because to ultra form a dash, you have to do it very fast, and the dash takes too long.

And it’s 1 frame.

once he hits the wall it takes him one frame to fly across the screen.

Incredibly helpful. Thank you! :lovin:

Ultra’s are also doable after KKK flips in much the same manner.

So Tatsu’s videos weren’t recorded…at all?