En lidt mere prof hands-on af SSFIV.
RYU:
-His HP Dragon punch hits twice (100-50; 1rst hit-2nd hit) It seems to have lost significant priority as an anti-air and if it does connect it’ll only deal 50dmg ^^ (last hit).
-Trade DP to Ultra doesn’t work anymore, though it could probably work in the corner (not tested)
-Trade DP to Super does work though.
-You cannot cancel the hadouken’s recovery frames with a Super anymore. NO MORE! You can only cancel the startup frames thus resulting in an instant super cancel. Hence no more Super traps (e.g. baiting a neutral jump from your opponent to catch him with super)
-Otherwise, EVERYTHING that worked in SF4 works in SSF4, combo wise, so not much has changed though I did not have access to frame data so there might be subtle changes.
-His Ultra2 isn’t really stellar. It doesn’t connect fully off a DP-FADC and only deals partial damage just like Gouken and Ken’s whiff Ultras. However, there is one set up that worked in the corner for the full 3 hits:
>>> J.HP, c.MP, c.MP, c.MK, HP hadouken, FADC, U2
KEN:
-His HP Shoryuken is invincible on start-up so it actually functions as a real anti air now.
-You can do HP Shoryu, FADC, HP Shoryu, FADC HP Shoryu (though you could do that in SF4 as well iirc)
-His Ultra2 is also lackluster though it can be combo’d into with set ups similar to U1:
1) Jump ex.tatsu, U2 (you can hit confirm the ex tatsu)
2) Ex Hadouken, FADC, U2 (Ultra connects fully)
GUILE:
-Regarding the character itself without taking into account the Ultras, it seems nothing has changed… No crossup flash kick, he still has the very same tools. His HP Sonic boom might travel faster but that’s not guaranteed (didn’t spam enough of them to make a clear judgment ^^)
-U1 changed somewhat; the majority of its damage now comes from the final hit “STRIKE~!” which allows it to be much more reliable as an anti-air or as a juggle after an AA Flash kick.
Here are some of the Guile challenges:
1) FA, c.lp, c.lp, sonic boom, super, U2
2) J.HP, c.MP, Flash kick, Super, U2
3) J.HP, c.MP, EX Sonic boom, FA, U2
4) J.HP, c.MP, Sonic boom, c.lp, c.mp, LK Flash Kick
5) c.lp, c.lk, c.lp, Super, U1
BOXER/BALROG:
-Nothing really changed with Balrog. YOU CAN STILL THROW ALL OF HIS DASH PUNCHES, even Exes, just like in SF4. U1 still juggles after an headbutt. LP->HK still works… just like everything we’ve been accustomed to in vanilla.
-His U2 isn’t that good as you can jump out of it after the flash (just like any counter/grab ultra) USELESS! [Though it does deal 700 stun iirc!]
AKUMA/GOUKI:
-Aside from the missing loop, all the combos that worked in SF4 are back.
-You can link a jab after HK but it doesn’t work the other way (jab -> HK is gone)
-You can still beat DPs with Demon flip dive kicks and follow-up with a nice BnB combo… just like in SF4.
-U1 deals 510hp at most now.
-His spinarooni U2 is useless… Doesn’t even work as an anti-air. Only one known set-up has been found thus far:
J. ex hadou (2hits), PPP/KKK teleport, U2 (actually you can cancel the demon slide with U2… Though I don’t really see how this could possibly work, seeing as getting both ex FB hits to connect is hard enough as is) [hopefully this makes more sense to you than it does to me..]
HONDA:
-The startup frames on LP and EX headbutt are invincible. He doesn’t quite have enough inv. Frames to travel through an entire fireball but it can be useful to escape meaty fireballs on wakeup.
-His two headbutts are thus even better as anti-airs.
-His Buttslams can be DP’d on block (don’t know if that was the case in SF4). Anyhow, you cannot block the incoming DP so that changes a lot of things.
-U1 seems to have a bigger window allowing it to travel through fireballs though we might need an actual Honda player to confirm this statement and not a scrub like me
CHUN-LI:
-No notable changes.
-You can juggle her U2 practically anywhere on the stage but it’s not that strong. For example she can do:
HK hazanshu, c.lk, EX legs, U2
VIPER:
-I felt like her walking speed was noticeably faster, but I could be wrong.
-I really liked her U2, comboing into it was a breeze anywhere midscreen… even easier than U1!
-Notable combos:
1) EX seismic hammer, Super jump cancel, U2! Totally free in mid-screen, and U2 also fully connects
2) HP, Super jump cancel, U2! No skill required! Connects fully anywhere on screen~
No need to dash cancel the SJC anymore or falling back on obscure motions to land the Ultra.
3) c.HP, HP thunder knuckle, cancel, U2. Totally free! Why not?!
4) J.HK, c.HP, HP thunder knuckle, FADC, U2
5) EX Thunder knuckle, LP seismic hammer, SJC, U2
-There’s a lot to be celebrating about with Crimson~ Her U2 doesn’t connect after a burning kick like her U1, but its far easier to combo into, no more worrying about whiffing due to miscalculated juggle heights and whatnot. Ezpz macaroni.
RUFUS:
-His EX Snake Strike deals less (read: scaled) damage. That’s it ^^
-Ahh about his U2… It’s useless. He does have dubious set-ups like Far HK -> U2, which does not connect fully… Trash.
SAKURA:
-Her U2 is really neat. PPP version for the regular shinku hadouken and KKK for the anti air (45 degree) version.
-She can combo into it in such ways:
1) J.HK, c.HP, EX Tatsu, U2 (450 dmg)
2) J.HP, HP, lk tatsu, lk, EX tatsu, lp shoryu, U2 (KKK)
ZANGIEF :
-His U1 deals 510 dmg.
-His lariat doesn’t hit low after start-up. Believe me, the difference is quite noticeable and it feels good. Even if the real giefs don’t spam lariats continuously, random strolls on xbl should be fairly more bearable now.
ROSE:
-Her U2 can actually be used as a reversal, it deals 240 damage and you can juggle from it (like Rufus’ HK). A good tool that will make her even harder to approach.
-She has a few interesting set ups for her U2:
1) J. HP, U2, HP, soul spiral, Super
2) FA, U2, HK, HK, soul spiral (you can juggle a HK after each of the Ultra’s balls connects)
3) J.HP, HP, EX Soul spark, FADC, HP reflect, U2, Ex soul throw (470 dmg, requires full super bar)
VEGA:
-His df MK is an overhead but it leaves you at -1 or -2. Great for applying pressure.
-Vega can now latch onto any wall without fault, no more whiffs!
-The best change about Vega is his revamped U1! Like his Ex Barcelona, his U1 launches you on the way to the wall so if you happened to be doing anything but block, you’ll hit his ultra in full. But that’s not all, even if it doesn’t cover as much range as ex barcelona’s, U1’s launcher goes through any and all projectiles ^^.
It works wonders as an anti-air as well and its pretty much impossible to counter if you’re on the receiving end, in the air. Can’t jump on Vegas now! Trust me, it’s now one of the best Ultras in the game now.
The best charge Ultra by FAR. You almost want to claim its broken ^^. The Ultra does not function as a reversal though and you can safely waste it with a meaty on wakeup.
All In all, this should greatly help Vega, maybe a tad too much even because if you’re not smacking him around while he has his Ultra, you can start crying as you’ve suddenly lost A LOT of options.
[Also his claws take for more time to drop, but we knew that]
I did omit a few returning characters but in general, aside from their U2s, not much has changed. I’ll thus move on to the newcomers. I won’t really theorycraft on tier placements at this point. I’ll mostly go over the challenge combos to display the possibilities granted by each character.
T.HAWK:
-This is the character I’ve played the most so I’ll have a lot to say.
-New move: Condor Spire [reverse DP + P]
Probably his best move, EX goes through fireballs and you can juggle after it if you use it as an anti-air (good for option selects). Its motion is a big handicap though as it is quite a challenge to pull it out while walking forward which will often register as a THbuster (DP+P). Hurray, shortcuts! Gotta be really precise with the inputs if you don’t want to get screwed over…
-He has 1200 hp, he’s the character with the most HP In the game.
-His tick throws are monstrous. With three 360 command grab variations, the stronger the punch the farther your opponent his sent and the harder it is to mix him up afterwards on wake up. His EX 360 has the same properties as HP 360 while sending your opponent at the MP 360 distance. Insane range on those grabs is expected, and just like Giefs, he can also grab limbs.
-He does not have a short jump.
-He has good normals, he can zone well.
-His Dragon Punch isn’t really that good though, it doesn’t reach as far as you’d expect it to.
-His U2 is too good as an anti-air. Reallllyyy efficient, and totally scares your opponents into jumping on you (not as bad as Hakan though :P)
-I honestly really like T.Hawk though I do envision some bad Match-ups. He builds up super really fast, hurts like a truck and takes hits like a tank. Definitely a solid pick.
-Here are the challenges to give you an idea of his combo capabilities:
[As reference:
Tomahawk Buster DP+P
Condor Dive: In Air + PPP
Typhoon, Cyclone: 360+P
Condor Spire: RDP+P]
1) lp, mp
2) lp, c.mp
3) mp, mp
4) HP, c.MK
5) LP, LP, c.LK
6) MP,Dp+P
7) MK,Rdp+KK
8] Rdp+PP, Dp+PP
9) Dp+LP, Dp+PP
10) Jump HP, LP, LP, MP
11) Jump down+HP, c.LK, Dp+P
12) FA, LP, MP, Dp+PP, PPP
13) Jump HK, MK, Rdp+PP, Dp+PP, PPP (corner)
DEEJAY:
-Life ain’t easy for our poor DJ. Even if he has a couple of combos that work well, he can’t really zone as well as Guile. He recovers a lot more slowly on just about everything, his anti-airs aren’t as good, his normal AAs are even less spectacular.
-He almost doesn’t have any good confirms into Ultra other than in the corner, and even then, he doesn’t have many tools to actually pressure his opponents into such a precarious position.
-His s.HP moves you forward so you can sort of mask his Air slasher with this.
-You can juggle two jack knives but the conditions are hard to come by.
-His U1 doesn’t have a lot of range, not enough to be a good option against pointblank fireballs at least.
-U2 can’t be used as an anti-air and it also deals mediocre damage. That being said, his Super is really strong.
Challenges:
[As reference:
Max Out / Air Slasher : charge b, f + P
Double Rolling Sobat: charge b, f + K
Machine Gun Upper: charge d, u + P (mash all three punches)
Maximum Jackknife: charge d, u + K]
1) c.LP, HP
2) MK, c.LP
3) LK, MK
4) Jump HP, MP, max out
5) Jump HK, MK, double rolling sobat, SUPER
6) machine gun upper, machine gun upper
7) ex machine gun upper, ex max jacknife
8] c.LP, c.LP, c.MP, double rolling sobat ( his main BnB )
9) Jump HP, c.LP, HP,HK double rolling sobat, SUPER
10) FA, c.LP, c.MP, Ex machine gun upper
11) c.LP, ex max out, c.LP, ex machine gun upper, HK max jacknife (corner)
12) Jump MK, c.LP, c.MP, ex machine gun upper, ex double rolling sobat
13) Jump HK, MK, ex max out, FA,U1
14) Jump HP, LP, LP, LK, max out, SUPER
15) Jump HK, c.LP, c.MP, ex machine gun upper, U2 (U2 connects fully, but this combo only works in the corner )
GUY:
-I wouldn’t be surprised if Guy ended up being really good.
-He has a good vortex against opponent’s wakeups, a cross between Akuma and Fuerte with run cancels, run overhead, run slide, bushin flip grab, etc.
-His Ex Tatu is GODLIKE. It’s the new ex messiah, which also works against cross ups. The destroyer of all or almost all pressure (Akuma might be able to find a way through it :P)
-Only his U1 can be hit confirmed from a combo, and they’re quite beastly in the corner.
-His Houzanto (dashing elbow) is really good, especially the EX version which is a launcher.
-He has amazing priority in the air with his air grabs. Izuna drop beats EVERYTHING, like guile’s current air throw. His flip grab is just the icing on the cake, with a monstrous range; even if he’s already passed above you in the air. It’s really strong!
-His jump goes really far and it’s quite hard to gauge. He has a good cross up with MK.
Challenges:
[As reference:
Dashing elbow: QCB+P
Run: QCF+K; LK: stop, MK: Slide, HK: Overhead kick
Flying elbow: (In air) Down+MP]
1) c.MP, LP
2) c.HP, HK
3) HP, LP dashing elbow
4) MK, MK dashing elbow
5) c.LK, LP, c.MK
6) dashing elbow, Ex dashing elbow ( corner )
7) Jump HK , SUPER
8] HP, LP dashing elbow, SUPER ( corner )
9) Jump MK, MP, HP, Run~Slide
10) Jump down+MP, LP MP HP HK, Ex dashing elbow ( Big damage with target combos and a juggle finisher off a simple dropping elbow. Very powerful BNB. Of course you can replace the Elbow with anything (cross up, etc) and I believe you can land an Ultra from the juggle~)
11) LP MP HP down+HK, ex hurricane kick ( let’s go! )
12) HK LP MP HP HK, SUPER ( we’re on a roll ! )
13) c.LK, c.LK, c.LK, LP MP HP HK ( why not ?! )
14) Jump HK, c.LK, c.LK, c.LK, lk tatsu, SUPER ( corner )
15) Jump HK,LP MP HP HK, FADC, U1 ( OUCH ! that being said, U1 whiff if this combo is not performed in the corner but otherwise it hits in full and you can start off this combo by replacing J.Hk with c.LK; really strong in the corner)
16) Jump HP, HK, c.MP, ex dashing elbow, FADC, U1 (also only connects fully in the corner )
CODY:
-THE new character most newbs will flock to for sure. Say good bye shotos and hello pebbles!
-His slide kicks (QCF+K) all do break armor and they’re pretty much safe from the right distance. The MK variation travels realllllly far. HK is the ultimate anti-air and LK hits low.
-His rocks are too good. His annoying laugh (AHAH!) as he throws them will make you cringe throughout the entirety of the game. He can even combo his U2 from it in the corner…
-His knife does chip damage on block but Cody seems stronger without it.
-His J.MK crosses up.
-You will understand by seeing his combos, really simply and efficient.
Challenges:
[As reference:
Stone/Knife throw: QCF+P
Ruffian kick: QCF+K
Criminal Upper(tornado): QCB+P
Zonk knuckle: Hold P, PP for EX version
1) LP, MP
2) HP ,c.LP
3) bas LP, c.MP
4) HP, criminal upper
5) c.HP, HK Ruffian Kick ( c.HP forces stand )
6) MP, EX zonk knuckle
7) Jump MK, c.MP, Criminal upper
8] Jump MP, MP, Ruffian Kick
9) HP, Criminal Upper, SUPER
10) Stone throw, U2 ( in the corner at the right distance, this is CA$H )
11) criminal upper, ex criminal upper
12) (Knife) knife throw, ex ruffian kick, ex criminal upper
13) Jump HP, HP, PP*, ex criminal upper
14) Jump HK ,HP, HK ruffian kick, SUPER
15) Jump HP, HP, HK ruffian kick, FADC,U1 ( hits fully in the corner )
16) Jump HK ,ar MP, c.LP, criminal upper, SUPER
17) Jump HK, ar MP, c.LP, c.LK, HK ruffian kick, ex criminal upper
18) c.LP, c.MP, criminal upper, FADC, c.LP, HK ruffian kick, FADC, U1
IBUKI:
-Don’t really have much to say about her since I didn’t get to play her much. But from what I’ve seen, she seems really strong. She has so many target combos its ridiculous.
-She can Super Jump Cancel just like Viper.
-About her challenges, when there is no comma between the kick/punches, it means it’s a target combo:
Challenges:
[As reference:
Raida: HCB+P
Kunai: (In air) QCF+P
Hien: RDP+K
Tsumuji: QCB+K
Kasumi Gake: HCF+K
Kazekiri: DP+K]
1) MP,MP
2) LP,MP
3) Jump LPHP,LP MP c.HK HK
4) b.MP, Raida
5) HP, Raida
6) FA,U1
7) Jump Kunai, SUPER
8] Hien, SUPER
9) HP, MK, Tsumuji
10) Jump HP MK, LP MP HP, EX tsumuji, Raida
11) c.LK c.LP, LP, c.MP, HK Kasumi Gake
12) Jump LK MK, MK, Kazekiri, FADC, Raida
13) c.LK c.LP LK c.MK, SJC , U2 ( free Ultra from a low kick )
MAKOTO
-What can I say, the 3rd strike players weren’t really taken aback by the new Makoto. Only the tick karakusa after hayate did not work, but you could Hayate FADC Hayate instead.
-Her instant air tsurugi (Jump QCB+K) is not an overhead, but it opens up combo possibilities. The EX is an overhead but it knocks down.
-The biggest new tool is the possibility to cancel Hayate to link. I don’t know how many options that opens up but just know for now that HP, Hayate cancel, c.lp is effectively a 2 hit combo.
-To perform the cancel you do not even need to piano, you can simply press P+K almost simultaneously (like plinking) and it cancels automatically. In other words, QCB+LP+LK results in a hayate cancel. A lot easier to perform than Viper’s.
-You can juggle your opponent after her U2. U2 also has two effective ranges, short and long.
Challenges:
[As reference:
Hayate: QCF+P
Karakusa: HCB+K
Aerial Axe Kick: QCB+K (in air)
Upwards Punch (fukiage): DP+P]
1) LP, MP
2) HP, Hayate
3) HK, SUPER
4) Jump HK, MK, MP Hayate
5) Ex Fukiage, Ex fukiage
6) Lp fukiage, FADC, lp fukiage
7) lp fukiage, jump Aerial Axe kick
8] Jump MK aerial axe kick, c.LP, LP Hayate, FA
9) FA, U2, Jump MK Aerial axe kick, EX Hayate ( the juggles after U2 work everywhere)
10) Jump HK,HP, SUPER, U1
11) Karakusa, HP, HP Hayate, SUPER, HP, HP Hayate
12) HP, Hayate, cancel, c.LP, Hayate, SUPER, U1
DUDLEY:
-Not much to say about him, all that is known has been said already (via Jwong’s walkthroughs and whatnot). This character is just too good. I think the challenges really display his strengths and versatility.
-You can link a HK from his overhead f+MK. Its brutal, but you need to be quite close to your opponent and standing. Reversals will beat it so it’s still quite risky to go for.
-His super is REALLY useful like in 3rd strike. You can even land it from an overhead.
Challenges:
[As reference:
Cross Counter: HCB+P
Punch & Counter: HCBF+P
Machine Gun Blow: HCF+P
Jet Upper: DP+P
Short Swing Blow HCB+K
Ducking HCF+K; Ducking+Ducking+P = Ducking Straight, Ducking+Ducking+K = Ducking Upper]
1) MP, MP Machine Gun Blow
2) LP Jet Upper, HP Jet Upper (a bit too good, works in mid screen against on KDd opponent)
3) HK, Ducking Upper
4) c.HK,U2 (corner, in midscreen, you need to perform a duck to connect. It’s really good. In the corner you can connect two c.HKs before going for the Ultra.)
5) LP Jet Upper,U2 (Doesn’t work on trade DP )
6) Jump HP, c.MP, Jet Upper
7) c.HK, Ducking, SUPER
Jump MK, MP MK HP, SUPER
9) HK, LK Short Swing Blow, SUPER
10) Short Swing Blow, U2 ( as an anti-air )
11) Jump HK, HK, EX machine gun blow, c.HK, U2 ( only works in the corner. Mid screen, you have to FADC the machine gun, which costs 3 bars. Also absolutely requires HK as an opener so it isn’t that reliable)
12) LP, LP, c.MP, MP Machine gun blow ( this is really useful the the link is hard to perform. Doing a half circle after a c.MP requires a lot of practice as there’s no shortcut for this motion) [Actually this isn’t true, you can do Down, Down Back, Forward for the c.MP to machine gun. DB+F is effectively a shortcut for HCF]
13) Jump HP, F+LP MP, Jet Upper, FADC, U2
14) Jump HP, F+MK, LP, LP, Jet Upper, SUPER
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