Darn it sooo much lag in online battles, framerate is like 2-3... -.- nearly impossible to play with charge-style characters =/ Is everyone else experiencing lag in basically all matches? Havent' played a single lagless match yet.
ablueleaf and i had 6 matches and 10 matches in a row, connecting between Canada and Singapore. Tiny bit of lag, but nowhere near 2-3 frames per second. I've also had completely lag-free games with random ranked matches.
Is anyone else having their block broken by ultra attacks (thanks to the small movie sequencing somehow making the device forget that I am pressing backwards to block)? The AI opponents regularly block my ultra attacks, but I am absolutely unable to do so in return, thanks to above-mentioned bug/feature. On a distantly related note, one online mode I would truly like to see is one that requires players to perform all ultra and specials with their original key combos, not just press the bars.
Haven't seen this issue at all. Some ultras can't be blocked - Akuma, E.Honda, Zangief are grabs. Blanka's Ultra hits low, then high. I think C.Viper also hits low.
Yes, at first, I figured that was the case, but after some testing (especially on Viper), it is clear to me I cannot block the AI opponents ultras in the way they block mine (i.e., they can block Viper with a low block when I use her, I can't). Can Ken's ultra be blocked both high and low? I just had AI Guile block it with a low block, after seeing AI C.Viper block it several times with a high block in the match before.
You know , you could just test it out in training room , it's much faster to find out there than asking here
Ken's can be blocked both high and low. CViper has to be blocked low. Try it out in training mode: use the Record function to record some Ryu Ultras -- should give you plenty of time to make sure it's not some weird bug. Most ultras can be blocked high or low, with just those exceptions above, where you have to block low for Viper/Blanka.
Also, with CViper, you have to block the initial ground-pound low, and continue blocking (high or low, doesn't matter) while she spirals up. I've had ppl block the initial ground-pound, then they get caught by the flaming spirals after thinking they blocked me.
Ok I discovered something , zangief's ex green hand does not knock down :O That's a balance change from super street fighter IV arcade edition ! But I don't see other balance changes from even normal super street fighter IV , now this is weird .
Has there been an exhaustive compiled list of changes from SF4->SF4V, either controls or balance changes?
Nope , maybe you would like to start one but I think there is not really a need for that because most players here are casual and the changes won't bother them . I think we should start a tourney , TAexpo2k11 lol
Is the Volt local Bluetooth multiplayer compatible with the regular SFIV? I'm assuming no, but I'm just asking because most of my friends haven't upgraded to Volt.
Changes... I went through and it seemed some characters were doing less damage than before, but it turns out it was just my imagination. A good way to test this is to have, obviously, both SF4 and SF4V on your phone, go into either one open up Training and go to Menu and turn on Attack Data. It will tell you how much stun you inflict, how much damage, etc. Then simply do combos or moves and observe how much damage they do. SF4 and Volt both play different from the Console/PC brothers. Generally speaking, however, damage does scale. Meaning very long combos aren't always very effective, because the long the combo the more the damage is scaled (so you can't K.O. someone in one fell swoop). Disappointingly, Cody doesn't get his knife and Vega is unable to lose his claw and mask (obviously technical limitations might have prevented this, but the iDevices are pretty powerful. Then again, I only paid 1/6 of what it costs to buy SSFIV AE). Anyways, I haven't noticed really any big gameplay changes and I've done a fair bit of testing.
Oh boy. With prizes of surgery to fix damage to thumbs . So you're saying minor changes from SSFIV? Is the main difference the awesome up in graphics then? And of course 2x the character choice. @4shr4f: Isn't Juri shown even in the end no-continue movie in the old iPhone version? Would be nice for them to come through with her in game!
Other Unlockables? I've unlocked Akuma and now there are two question marks on the character selection screen. One is random, but what is the other? Thanks!
I really wonder how they pick the characters to port over to iOS SF games. Akuma was probably the number one character I saw being asked for. As was Balrog. I can see the addition of Balrog and Vega because it essentially completes the traditional cast of characters (Alright, alright, T. Hawk and Fei Long withstanding, but I mean for SF2: CE/WW) Cody is kind of a "wtf" for me though. I mean... Honestly, there are so many more characters that are MORE popular than him. I really think Fei Long/ T. Hawk would be nice, then we'd have the complete ST cast. Even so, I'm happy with the way it is at the moment. SSFIV AE has what? 39 characters now? It really is almost TOO MANY characters.