Hey I didn't know we had ultra street fighter 4 for iPhone. In case you missed the sarcasm and the last 40000 posts worth of discussion, this is iPhone street fighter and some some peculiarities. Technically if you get your focus attack interrupted early enough, any character with an air throw can grab anyone airborne during crumple. However, fa1 only works as CH. Oh and no charge required for air throw. I am 100% sure you're wrong. If you want to disagree please upload a video to YouTube showing otherwise
I'm confused... I cannot even find the comment you're replying to. Well whatever, so a couple of days ago I got a crumpled Sagat with Chun and I figured: let's try the tap-tap-tap combo by jumping on him when he's airborne. I think one of you guys made a video of it. Turns out I did not remember the setup well, so I jumped vertically and tapped only twice There is one dude using Blanka, that I played against in past few days, and he now knows that he can use Blanka's ultra anytime when facing my Guile, because I always attempt (and fail) the airgrab.
He got banned. If you want to air grab blanka's ultra, you need some space, and you need to aim roughly at the peak of the ultra
Combo challenge: which chars have 4 bad combos (excluding ultras) that deal more damage than their respective super? Assume same start. Eg both starting with j.k, s.HP (where applicable)
I still remember playing street fighter II in my friends living room. I can't even begin to imagine what this game feels like on a touch screen today.
In my opinion it plays better than street fighter II. This game has great control (assuming you are using an iphone 4S or lower).
That sounds sweet. I'll check it out. But 4s or lower? As in you think it works better on older iphones?
I cant believe its been all this time since we had a update for the larger screens or a new app. I would pay $19.99 for a good street fighter game. And to rub it in you get this message in app saying a update is coming
Yeah. On my iphone 5 it's unplayable because of input problems (I don't know if that is fixed on the 5S or 6), also the screen doesn't fit on the larger displays, so you end up with black bars.
GGz. Yes, I dislike autoblock. It should be avoided as one ends up learning bad habits. I have the impression my gameplay is very uninspired recently. It's like there is no character I fully enjoy playing. Also, it's becoming increasingly common to find opponents that switch to a different character every match, at least in friendly. Could it be I am not alone?
I've noticed that as well. If you want a real challenge, start playing off/off and learn a new character
I'm pretty happy to play almost character, except I refuse to play sagat/akuma and I can't play Honda well. My Sakura and makoto suck too What I did a while back for fun/learning was to play 200 ranked matches with each character and see how well I could do
I've been toying a bit with off/off recently. To be honest, with charge characters I execute 90% of the times when the connection is good.
Charge characters and off/off don't count try a shoto and for even more pain, try sim (I still can't do his b&b combo).
Then I'll start trying Sim's challenges with sp off as an exercise and see how much it takes. The shotos' challenges are easy on sp off, but online is quite another story... During christmas time I decided to get the 30 survival medal once and for all. When I was bored to die at 26th-29th and about to use the close-the-app trick to restart the round, I discovered that with Blanka it is sufficient to just crouch and use hp when the opponent gets close. Then the 31st foe was cammy and she could just punish cr.HP with srk on reaction like neo in the matrix. In survival the difficulty curve increases over time, after the first 30 rounds are they already at grueling level?
Not sure about comparison with arcade mode, especially since they scale HP in arcade mode with difficulty too. Though, survival requires a different set of skills. You want to minimize damage taken. HP recovered per round is set (unlike other sf games) but obviously diminishes the higher level you go. Meanwhile combo challenge: starting the corner, obeying meter restrictions, how much distance can you cover in one combo? (Genei jin not allowed, no rog)
Makoto: FA lv3, FA lv2, ex Fukiage, Tsurugi, ex Hayate Covers 3/4 of training stage. Of course you're gonna tell me it is an obvious combo. I sort of remember some situation in which one can hayate and then ex hayate an airborne opponent. That should cover some space but can't figure how to set it up.
I don't quite understand what the challengue is about. Covering distance as in how close you can get the opponent to the other corner or your character? If it's the former: (Makoto against Honda) FA3, dash, dash, dash, FA2, EX Fukiage, Hayate, FADC, EX Hayate. I guess that stun combos are out of the question. @zomarz For Hayate, EX Hayate: (against Honda too) FA3, FA3, EX Fukiage, Hayate, EX Hayate.