iPad STREET FIGHTER IV Volt - [Capcom]

Discussion in 'iPhone and iPad Games' started by ImNoSuperMan, Jun 29, 2011.

  1. Snooper

    Snooper Well-Known Member

    Jul 14, 2011
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    #4281 Snooper, Oct 7, 2011
    Last edited: Oct 7, 2011
    Ok, everyone happy :D

    I put guile ryu to 5-5. Its almost 6-4 guile imo because guile gets more meter from fireballs, so hell be able to get out an ex boom quicker, so he wins the fireball war.

    And i left dhalsim guile at 6-4, pretty hard for guile to get in.

    Also some other small changes.
     

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  2. ivwshane

    ivwshane Well-Known Member

    Oct 7, 2011
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    I disagree, blankas slide is an excellent counter to guile sonic booms and blankas ex rolls make guiles think twice about spamming sonic booms. I'd rank guile a 5/5 or even a 4/6.
     
  3. Snooper

    Snooper Well-Known Member

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    mmmmmm im not so sure. Guile recovers so fast from the sonic booms that i dont think that blanka can slide/ex roll on reaction, he has to guess. Same deal with alot of moves that usually punish fireballs (cammys ultra, abels ultra, ryus hurricane kick etc.)
     
  4. caligari

    caligari Active Member

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    looks like i can only accept friends request.. what do u all think is the pro for "unable to connect"?
     
  5. fffan7777

    fffan7777 Well-Known Member

    Jul 1, 2011
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  6. mooken

    mooken Well-Known Member

    Jul 4, 2011
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    Are you on an iPod or an iPhone?

    Have you tried other wifi connections, like at a coffee shop or at a school or a friend's place? It might be your home wireless router's issues.

    I was unable to connect until I upgraded my wireless router at home.
     
  7. eev

    eev Well-Known Member

    Oct 26, 2009
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    i know it is tough matchup for bison vs gief but after many games i would say it's even. i know bison is not sagat but his standing kick is still good, knee press is good too and he has good mobility and ways to escape corner situations. agree with DoctaMarion of guile matchup and sonic boom move.
     
  8. Jibba

    Jibba Well-Known Member

    Aug 18, 2009
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    I've always seen this as one of the classic matchups in the SF series since it seems so even. I definitely don't see justification for 6-4 in Ryu's favor. SRK is't a huge issue since Guile's block is so quick. Fireball matchup is pretty even. Hurricane kick gets past Sonic Booms but is very punishable by Flash Kicks.

    The headbutt thing is identical to Guile's Sonic Boom but people still see that matchup as 6-4 for Dhalsim. And aside from that move, teleports own Balrog since his moves are just so long. It's very easy to predict when he's about to start punching away and a quick air teleport behind him makes for a very easy air punch-standing punch combo. Ex punches do beat fireballs so that's in his favor but isn't he punishable after a block of Ex moves and other specials? The only real concern I ever have with Balrog is that he does significant damage when he's able to connect. But I just think he has too much trouble actually connecting.

    Well I won't argue this one since I admit I haven't played many good Yuns, but I'd definitely disagree with 7-3 in Yun's favor. There's no way he's on Cammy's level as far as giving beatings to Dhalsim. I think there are like 3 7-3 matchups currently and I can't see adding another one here. But when you talk about punishing teleports, do you mean ground teleports or air teleports? I almost never ground teleport and I'm constantly adjusting the height of air teleports depending on the opponent.

    I don't think I'll ever agree based on how much trouble Guile can give me as a Dhalsim player, but I guess I'll chalk it up to the fact that I'm not a turtle-style player.

    I'll give this one some thought. Abel's who pressure well give me some trouble, but I feel like I can break even with all but the best Abels online (and I'm far from the best Dhalsim).
     
  9. mikkel1977

    mikkel1977 Well-Known Member

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    #4289 mikkel1977, Oct 7, 2011
    Last edited: Oct 7, 2011
    I think (in my most humble opinion) Gief and Bison should be 5-5. Or even slightly in Bison's advantage. If he becomes super defensive and teleport and jump around alot without attacking Gief, Gief will have a tough time in catching him. Think Dhalsim. My Bison usually loses to Gief coz I keep jumping in to attack (and got countered) kekeke!
     
  10. mikkel1977

    mikkel1977 Well-Known Member

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    I thought Fuudo won Evo with Fei Long? Lol...
     
  11. Snooper

    Snooper Well-Known Member

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    i was joking, it just seems like that cos 85% of matches online are against ken, sagat, akuma or ryu.
     
  12. Snooper

    Snooper Well-Known Member

    Jul 14, 2011
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    @Jibba, too hard to quote properly on my ipod, so:

    yep ryu-guile is 5-5.

    with balrog, thats a good point about teleporting away, all of his dash punches start up slow. but no, all of balrogs special moves are safe on block except headbutt. overall though youre right, teleport really screws him up.

    with yun. this is dhalsims hardest matchup in ae, probably the worst in the game. yun kinda sucks in volt though. ans lunge punishes both kinds of teleport. if you ground teleport hell just hit you, if you air teleport hell recover faster and be in the perfect condition to upkick you. i saw on the thing where everyone puts their gc and character details there was a guy i havent seen before ~2000bp who uses only yun, forgot his name but maybe shoot him a request? xd4rksh4dowzx also plays yun but to be honest his wasnt that good last time i played him, his ryu is WAY better.

    well just have to agree to disagree on guile-sim, i definitley see that as being in dhalsims favour

    i had no trouble with dhalsim when i played abel. if i landed a step kick then at first i would go for tornado throw. then they would learm and i would jump and kick which beats everything except for ex upflame which nobody uses. plus abels ultra, fast dash and just high damage output.
     
  13. DoctaMario

    DoctaMario Well-Known Member

    Mar 2, 2011
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    I think in other games it WOULD be even, but not in Volt. If Guile had faster booms that weren't EX I think that would help even things out. But as it is, he loses the fireball war by a good margin because in order to keep up he has to use meter for EX. And the issue with SRK isn't blocking, it's that because Guile can't hang with Ryu's fireballs, it gives him one less option of somewhere to go to attack. Ryu's recovery is good enough that if Guile tries to jump over a fireball, he's still gonna get tagged by an SRK.

    Hurricane Kick IS very punishable by Flash Kick, but HK is usually used to punish Booms, and chances are, Guile won't have time to charge up a FK unless he's a good distance away or was already crouching.


    Again, all you have to do as Dhalsim is get a bit of a life lead and just keep up the teleport-punch pressure and there's little Guile can do about it. If Dhalsim didn't have teleport, I could see your point, but as it is, even IF Guile's able to get in, you can still just teleport away and start things all over. If Guile had faster booms, it'd be more even.

    In order to even GET EX roll, you'd have to either get hits or throw out specials, neither of which is easy especially against a spammy Guile. But even if you do get EX roll, it's pretty easy to punish once you see it coming. Same with slide. They are two of Blanka's only answers in that matchup, but they're both easy to see coming and easy to punish.
     
  14. Jibba

    Jibba Well-Known Member

    Aug 18, 2009
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    I agree but a good Guile will be able to bait the HK in my opinion, particularly on Ryu's wakeup, and be ready to FK by the time Ryu is whizzing over his head.

    With a lot of things, it comes down to timing so I could be judging this off of weaker players, but I've had a lot of luck jumping in on Ryu with safe jumps (if that's the correct term) where I don't attack during the jump. I jump in, depending on the timing of the fireball and my distance from Ryu, holding block. I'm then able to block the SRK and FK punish.
     
  15. Jibba

    Jibba Well-Known Member

    Aug 18, 2009
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    You make some good points, but like you say, sometimes it's best to agree to disagree. And it's great that the game is what it is in that there can be very differing views on matchups, etc.

    As for Yun, I'll take your word for it and look forward to eventually playing a good one.
     
  16. fffan7777

    fffan7777 Well-Known Member

    Jul 1, 2011
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    Update on the Double Elimination Tournament:

    If there's not enough people interested for a 32 person bracket, we'll just cut it down to 16 people. If that's the case, there's only 2 spots available. The deadline to sign up is at 12:00AM Sunday (GMT-8). If there's more than 16 and less than 32 people, the ones that signed up last will be removed from this tournament and be in consideration for the next one.
     
  17. WCFields

    WCFields Well-Known Member

    Dec 6, 2009
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    steel worker
    anyone using makoto have anytips,using her against cammie? cammie is clobberin me. thanks for any help
     
  18. NotYou

    NotYou Well-Known Member

    Sep 22, 2008
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    I don't know about Makoto specifically, but the same strategy works on 99%+ of Cammie players: block>counter or just counter a she's coming at you with a special move. They're pretty powerless against that.

    With anybody that uppercuts, I just wait for the special move then nail her. Works with everybody at every level.
     
  19. iVoloster

    iVoloster Well-Known Member

    Dec 8, 2010
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    #4299 iVoloster, Oct 7, 2011
    Last edited: Oct 7, 2011
    When I used to play her Cammy was a easy match as long as you had meter stocked up. You want to focus through her spiral arrows then while she is in crumple you have some pretty solid options...

    No Meter:
    Fukiage>Hayate
    Fukiage>Tsurugi
    Karakusa>st mp>st mp>Hayate

    1 bar:
    Fukiage>ex Fukiage
    Fukiage>ex Hayate
    Fukiage>Tsurugi>ex Hayate
    Karakusa>st mp>st mp>ex Hayate

    2 or more bars:
    Fukiage>ex Fukiage>ex Hayate
    Fukiage>ex Tsurugi> ex Hayate

    Cammys Dp is pretty useless so if you get caught by it honestly its your own fault most Cammy's throw them on wakeup so just avoid attacking on wake up. If you see a Cammy throwing out dp's, random ultras or supers use ex hayate to punish the shit out of them after the animation is finished. When at full screen keep using Oroshi to build meter so that you have ex stocked. Low block often to punish spiral arrows if your not good and focusing through moves punish using any of the Karakusa combos you have availble at the very end of the block animations. Cammy's dive kick is also something you can focus through if you time it right but most Cammys have time to throw out dp's after so be careful its easier just to block and punish the predictable sprial arrow or dp they are bound to whiff afterwards.


    Honestly stay out of the air and block low and Cammy is no sweat your biggest fear should only be her ball thing which you can punish using Hayate or Fukiage and if you use the later you can follow up with any combos you have enough ex for. Makoto is tough because she requires really good timing and alot of solid combos involving meter to do any real damage, but she definitly can whoop Cammy if you play patiently and punish thier mistakes.
     
  20. DoctaMario

    DoctaMario Well-Known Member

    Mar 2, 2011
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    But why would Ryu HK unless he was right next to you and could hit you faster than you would recover from the boom? Ryu's SRK is a safer move on wakeup than HK because of its invincibility. It'd stuff the boom and knock you down if you're within range. If you guess right and block it then sure, you could punish, but the odds are against you. HK on wakeup seems too risky imo.

    As for the safe jumping, I only actually learned about that a few days ago, so I can't really comment.
     

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