SFIV in Tacoma now!

Yeah those sticks def needs to be replaced. I was struggling to throw out tiger shots and dps with Sagat as well as dashing with every other character.

Good games to everyone I played though (especially to Ray for beasting the hell out of us early on with Guile to the point where the game kicked HIM off for winning too much. Really, wtf is up with that). I was the guy rockin the evo 2k7 shirt playin CvS2 Bison lol. I learned a lot today about SF4. You definately need to play the game to know how it feels. Its completely different from thinking how it’ll play from a video. I really wanted to learn Abel but its completely different from studying a video of him and applying that knowledge. Hopefully when the game comes out I can finally learn him but for now I’ll stick with Bison because he feels the most familiar of the cast (speed, jump arc, etc). And Sagat’s backdash is possibly the slowest backdash I’ve ever seen.

I had fun. I gotta try to make it up there more often. Oh and XTG’s gief is a beast. He’ll be grabbin foos from any part of the screen. Even before they touch the ground. Beware the red cyclone. Gold = very very bad.

Oh so that was you? I hella thought you were Fusulu. It is nasty they set a win streak limit on the machine, but tight because my streak of 18 will remain unscathed until they take it off hahah. It’s a shame we got there when we did so we could’ve had more games. What was pretty bomb was after everybody left, Nate, Brent, and I took turns on each cabinet fighting against the computer trying to learn stuff. Overall, it was a very good SFIV session.

I’m gonna head back to Narrows either on Monday night, Tuesday night, or Wednesday night. Depends on when peeps can go out to play.

Good games to:

Mandel - I need to stop throwing Sonic Booms when you have revenge meter.
XTG - Gief vs Abel is fun. I still didn’t get a shot after you’ve done Gief’s Revenge super.
Brent - Vega can airthrow, I can airthrow too =)
Mike(?) - Cvs2 Bison vs Cvs2 Guile? hmmmmm…
Everyone else that was there - You’ve got a lot to learn, before you beat me. Try again kiddo! hahahahah

Thanks to Brannon (the other Guile player) for taking me up there as well. Passive Guile vs Aggressive Guile is fun!

EDIT: When I got there around 12:30pm, the tech adjusted the screen so that it’s displayed in 720p rather than 480i. He then set the 15 Win streak limit as well. I’m hoping next time he disables the Beginner and Novice options as well as set the win streak limit to infinity.

Will probably hit this up sometime next week. Partied to hard the past two days :wasted:

damn Ray came up and I missed it? D:

was anyone there today? didn’t think anyone I played was anyone from srk. I was there 2-5ish, filipino dude wearing a green track jacket and a core drill necklace.

Me and Femto are hitting up Narrows hardbody tommorow (monday night). I only got to play ONE game at evo cus the lines were so fucking long!

So I am gonna be using Dic, C. Viper, Abel and Bailrag. Are there any tight combos in this game yet, or is it SF2 status? Either way works for me.

I am glad people are HYPE.

Where do you live at man? You should come play ST sometime.

Paul and I went up to Canada on Saturday to play SFIV on nice cabs with nice controls and tons of competition. Long story short, the new build is a great disappointment to me, especially the reversal system, the SHANKING of many of the characters that had good moves and combos before, and the general pace of the games with the reduced damage for almost every character.

Specific notes on characters in this build:

  • It’s almost impossible to win with gief against anyone with any spacing skill whatsoever, as his lariat is more vulnerable to jumping attacks now, his spd execution is slowed down considerably, all his crouching normals have higher recovery times, and EX running bear grab no longer beats special moves of any kind (except a hella late fireball).
  • El fuerte is hella fast, but does little damage, and his wall flip is slow on the way down and does less damage on the air grab than before. On the positive side, his splash will beat shoryus on crossup, and is totally safe on same-side block.
  • Abel’s throws are reduced in priority and damage, his roll is slower, and his main anti airs are greatly reduced in priority and comboability, most notably down+fierce.
    -Ryu’s fierce shoryu tracks to a degree (according to Paul) and hits behind him, his jumping forward trades or beats all shoryus, and beats all shoryus on crossup, and his crossup spammability (the only character that can punish him once he crosses up with jumping forward, cr.jab, cr.jab, jumping forward(crossup), cr.jab, etc is another ryu), and his combos are hella easy and damaging. On the negative side for him, his super/ultra speed and damage has been slightly reduced.
    -Sagat has lost much of his comboability, and his tiger shots have been reduced in speed and damage(they do almost no damage on a standing character). Tiger knee has less priority, but traded tiger uppercut still combos into super.
    -Rufus is less spammable, pushes farther away on hit and block (making many old combos more difficult), and his moves have less hit stun. His changes, though slight, seem to affect him more than other characters.
    -Honda’s EX hundred hands no longer break fireballs and do less damage on both hit and block, but his super/ultra is improved slightly in damage and speed. Headbutt has more priority than before, as well, but oichio throw got shanked hard.
    -Ken is solid, but his shoryu doesn’t do shit for wakeup crossups. He seems to be the most balanced in terms of skill to performance in the game. Not any noticeable change that’s worth noting.
    -Blanka’s df+fierce is shorter, so going under fireballs is more difficult now. His electricity has less priority against normals again, and his ultra comes out slower, but does a little more damage I think.
    -Guile’s flash kick hits for a shorter time and gets beat by Ryu’s j.forward, and does not hit behind at all, even with ex. His sonic booms have longer recovery and have come out a little slower, too.
  • I don’t have much reference for comparison with claw, but he seemed kinda slow compared to a lot of other characters, and his charge times are ridiculously long.
  • Dictator seems solid, but his blocked specials are very punishable with the exception of devil’s reverse. His ultra does good damage, and his teleport seems to be less vulnerable when reappearing.
  • Boxer is hella solid. Much like Ken, I think he is well balanced in terms of skill to performance.

Didn’t really see other characters used, so nothing on them for now. All in all, I’d like to see the characters balanced out more before console release. Hopefully they update gameplay regularly throughout the year, because the game looks great, and has lots of potential, but there are too many things preventing it from being a solid SF game yet.

Just regarding the game overall, does anyone else not like the way jumping works in this game? You jump hella high and come back down super fast, but don’t move forward very much. All in all, horizontal movement period seems slow in the game, aside from a couple of projectiles. Also, the way ultras come out so slow is kinda weird to get used to, but that would be fine if the rounds went faster to begin with, really.

I sort of just skimmed that long ass post, but Blanka’s down forward Fierce is amazing in this game. Just ask Ondre, who was throwing it out at various times during his matches. It would clear fireballs with ease and beat out all sorts of moves.

I disagree!:razz:

I think SF4 is hella tight. Claw’s charge times are fine, and spacing doesn’t do shit against the bulldozer that is EX Banishing Fist.

Julien, I may be down for going with you and Mike to Narrows tommorow. I’ll let you.

I just said it was shorter, which makes timing it to go under fireballs more strict. Nothin about the move being bad, I think it’s really good compared to the previous incarnations of blanka, where it only slid under dhalsim, guile, and Dee-Jay’s projectiles. Aside from CVS2 slide, that is. That shit was too good.

I guess I haven’t seen ex green hand used properly, then. Zangief vids online are kinda sparce, too… :sad: He reminds me a lot of CVS2 gief.

Here’s a match between me and BrentoBox(?) :

[media=youtube]SbCHWourqeM[/media]

YabukiStyle has some videos posted up too. His Youtube nick is Yabuki13B.

what build are you comparing this too? As far as I have heard the build at evo is the most up to date build available as far as character changes are concerned? Did you play an early beta-build somehow? or the build before seth? I am confused.

Ray - with guile your main combo is probably going to be cr.jab, cr.strong xx rh flashkick pretty reliable from most ranges. You can do two jabs after a crossup short. You should use more df+rh to anti-air. That shit is very good. Cr.fp also still works amazingly if done early.

Brent - I heard cr.lp x 2, cr.mp combos into the roll ball attack, though I am not a 100% on that. Maybe only cr.lpx2. When I was watching people play in vegas it looks like i has a crossup kick, similar to iori’s from snk. Maybe try b+rh or db+rh… it might be another kick button though.

Yabuki - Bison is like a combination of CVS 2 bison and ST bison in this game. He shouldn’t have too much problem with fireballers… use the st tactic of kicking them through their fireballs and trading for more damage. Shit works. St.rh is amazing anti-air. I hear ex psycho is a decent reversal. Use ex devil reverse or ex headstomp as a get me the fuck out of there move. You can use headstomp as a ghetto anti-air if you react to them jumping (doesn’t work on fast jumps like vega) ex will always work. St.rh and st.mk own gief for free… and ultra juggles off of j.mp!

How are the sticks people? Convex buttons are lameeee.

Wow, thanks Ray. A lot of those jump back and kicks I do in Yabuki’s videos were me trying to activate Claws Ultra. I sort of figured it out after Nate let me stop halfway into a match and try it. Full Ultra does about half damage.

From what I’ve seen, Claws super doesn’t do much damage. You could probably do more using your EX bar. If you activate super and miss, you still use your super bar, and the opponent can see it coming, so I am guessing they gave his super throw better properties to make it harder to miss.

I’m only gonna talk about the characters I’ve used and that I’ve fought against. Jamie, I’m not too sure what SFIV you played because…

Zangief’s spd doesn’t have slower execution if anything it’s ridiculous now having been spd’d out of ex low tiger and ex tiger knee. I’ve heard his SPD is zero frames now and I believe it. I think you’re talking about tick setups that can be jumped out of (lord forbid SFIV turn into anymore of a SPD fest than it is currently). Zangief has good normals in this game (low jab, standing short, standing forward, low forward, jumping fierce) so he can force openings if he has to. Not to mention the fact that ex banishing flat has a hit of super armor and it knocks down on hit. I’ve seen lariat beat or trade with most air attacks, only time I’ve seen it lose to something was Rufus’ dive kick.

Blanka’s slide is really good as well. I saw it hit Kenny out of a low tiger shot and not even get hit by the fireball.

Sagat having no comboability is probably the worst part about that post. Sagat is crazy now. He’s got good juggles off easy anti airs (tiger uppercut, FACD, tiger knee or ultra or anti air f+rh, into whatever the hell you want). Without even being able to do half the cancels he has I know you can focus attack cancel after a low tiger and dash then combo into tiger uppercut/knee. Anytime you land a short short, you can tiger uppercut into…yeah.

Brent, Julian, Mike-If you guys are heading out to Narrows tonight, I’d be down to meet you guys there.

not to mention he has combos like st.lp., st.mp into tiger knee or dp. Or cr.short x2 into dp or tiger knee. which can then be focus canceled to ultra. I heard you can do focus canceled dp into fwd+rh into ultra… and maybe more.

He means the build he saw people play on in youtube videos.

To emphasize what Deezo said, Sagat is a monster in this game. I don’t think we have seen a Sagat like this before with so many options available to him. Once Mandel masters saving attacks set ups he will make you hate this game. I know these things, because I have been black to the future.

I need to get a better feel for Giefz. Once I figure out what I can abuse repeatedly I know he can be good. This may take a while, because I don’t watch match vids for any games. It keeps my style pure.

Yeah I was confused when I did st. rh. I was expecting that long poke he usually has but it wasn’t there. I found that cr. strong is still good as hell as a poke though. I’ll try the jumping strong into ultra if I ever play it next.

Here’s the playlist for all the videos I took:

Oh yeah. I also love how theres low tech throws in this game like 3s. This game is definately a fusion of everything.

Is it safe to say that while there is still an unwavering popularity and “hype” to this actually being in a local spot - that the $1 per play is starting to ween people off of showing up on a consistent basis?

It’s seemingly become more random and sporadic when people show up over the last few days (especially so given it’s the weekend), and it’s only concerning me more that Bill still adamantly has this at a $1.

I think the real question is how much are you willing to undertake to go out of your way to play SF4 for a dollar? Given that the cost of gas, food, vehicle stress (continual long treks), mental stress (shitty drivers and setting up meets/dealing with people being late/etc) are all part of the experience, how long will it take before the shiny new SF4 machine’s luster is lost amongst the rational thought of how much you have to undertake each time you want to play…and on top of that, would all of this drama be circumvented with a lower cost per play?

Don’t get me wrong, the idea that we actually have a SF4 machine is top notch, but one has to wonder what must be done to keep the flow of people who will actually put lots of coin in this cabinet (re: not the local scrubs, but the higher level players) coming back on a consistent basis.

Maybe it’s me, but this just seems to feel like the VF3/T5 debacle all over again (new fighters coming out to a dying market at a price that’s not standard within the culture itself), and I for one sure as hell don’t want to see a spot like Narrows (which used to be one of the shining gem/premiere places for the local players) lose one of the only games that could help bolster it’s dying community of local players due to a pricing issue.

north seattle, lake city. next to one strip club, and down the street from another. I’m not too good at ST… I haven’t been active in the community since CvS1 / early CvS2… hoping SFIV brings me back for good.

yeah, I was talking the same thing with my friends on the drive back. most of us are more willing to pay more to play it at somewhere more accessable like gameworks (like 1.50, better yet, just go thursday night). there was hardly anyone there sunday afternoon, so we’ll try to make the trip maybe on a saturday night. anytime during the week is totally out of the question coming from north seattle.