So I've found that if I'm the person initiating the Online Battles, there tend to be more ragequitters. If I just put myself in training mode, ppl that join me tend to be decent and less ragequitty. In a way, that makes sense -- when you're joining a game, it means someone is either playing the arcade mode on their own, or training and doing challenges. In a lot of cases, these are ppl who don't want to be interruped, or they just got the game and they're complete newbies and messing around for the first time. Try jumping into training with "accept battles" on, and see if that improves things.
Not wanting to be interrupted in single player but leaving the accept challengers function on does not make sense to me (Unless the person in question does not know it can be turned off, but you already covered them in the latter half of the quote above.)
Give it a try a few times, and see how the results turn out. I heard about a parent complaining that they oculdn't turn off the matching, and that their kid kept getting reqs for fights. So stop beating up on 8 yr old kids who only know how to hit SP.
There is absolutely no directly apparent correlation between my quote and yours Did you reply to this one by mistake? What I meant by my original quote was that people ragequitting since they just want to be left alone to do challenges and train is a strange mentality when they can just turn off acceptance of new challengers (and therefore probably not a good explanation of why people quit more when they themselves do not initiate the challenge, though I do believe in that theory for other reasons ).
It's the same as the Akuma fight for Volt. Beat arcade mode without using a single continue. Instead of Akuma crashing through the roof, you get Evil Ryu, with same animation. He's like the most unnecessary character to be added to AE, a complete clone of Akuma basically. Then Oni is a complete clone of Akuma as well, just with more HP but one less move (aerial fireball), and slightly slower I think. Too many Akuma clones FFS. No offence to fireball players but it's probably due to the popularity of street fighters spamming fireballs, it's "in" and "cool", so Capcom added it, just like how they completely ruined Resident Evil 5 (and partially 4) by making it a complete frigging clone of Call of Duty, because it's "action-packed" and "in" with the western audience. Now we'll never see interesting characters like Rolento or Birdie in SF... =/
Ranked match. 1st round: I lost. 2nd round: I won. Final round: I reduced his life bar by 3 quarters, then he ragequitted on me. I love this game so much but I'm getting tired of this. /sigh
I know I am repeating myself , but e-mail Capcom at [email protected] and complain. I have, and hopefully many others have either followed suit or reached the same conclusion Probably the best way to convince them that patching the quit exploit would be a good idea. On a completely different note, I just realized that friendly games are tracked and recorded as well. So, apart from the fact that ranked stats are displayed on the first page of the Player card (while friendly stats are available under the list of most used characters), what is the difference between ranked and friendly (since they both seem to yield SP, avatar training, etc)? Ranked games contribute to GameCenter leaderboards?
It's useless to mail capcom, it never fix the problem, it's interested only in money! It gave us the same game of the last year with minor changes! Shameful!
Wins and losses do get recorded. It's a separate W/L from ranked matches. Because of this, people still ragequit in friendly matches, but it won't show up in their card since that only keeps track of ranked drop rates.
After mostly having avoided online play, while hoping for a fix, I finally decided to get into friendly games in order to get ready for prime time, should a patch ever arrive In my first game, I encountered an Asuma who just stood in one corner, spamming fireballs. When I walked towards him, he (naturally) struck me with fireballs. When I tried jumping towards him, he caught me in the air with dragon punch. When I tried matching his fireballs, his went through mine and struck me (possibly because I forgot to fire them with the SP button). (It also seemed that almost regardless of what moves were executed at the same time, his would win out, and send me flying.) How would I go about approaching and defeating this embarrassingly simple yet seemingly extremely effective Akuma tactic? Here's to hope!
I emiled Capcom earlier today. My first suggestion was to show full player cards up front during the whole loading process. Currently they only show records and name for a couple seconds (not long enough) but not ranked drops. Something as simple as showing ranked drops up front would be very helpful. My second suggestion was ranked drop = loss. My last suggestion was a reset button for connections. If I lose my connection I don't know how to get it back other restarting my iPhone. It's very strange since I've never lost a connection on any other game. Anyway, they'd better do something!
I can never understand people who quit a videogame because they're losing, it's only a game FFS ... more important things to worry about than a win/lose ratio surely!?
I do not ragequit as a form of respect, now I was wondeirng, can dhalism or any characters sidestep? I was watching pro games on youtube, since I use dhalism, and I noticed that he could sidestep to dodge like fireballs, but in the training room, I was unable to replicate that one move, does anyone have any ideas on how to do that?
I tried to use Ryu to SRK and FADC into ultra it seems to be to FADC u no need to press forward or backward twice to dash out or in just press it once and release the FA will do the biggest issue is the quarter circular movement x 2 into Ultra I have to use the shortcut to ultra =/ and is there anyway to combo right after collarbone breaker? and any tips to counter throw? cant seems to get the timing right as i'm grabbed by Zangief all the time
If you're referring to Ryu's B+P, the overhead, you can't combo into it or after it. You can't regular throw gief's command throw, all you can do is jump to avoid it and punish it.
Depends -- which character(s) are you using? There's also uppercut-baiting. instead of always jumping towards him when getting near, jump straight up over the fireball instead, and he'll likely anticipate the jump and whiff an uppercut. Once you get within jump-kick range, you can inch forward a bit and poke at him. Your longer-reaching kicks will disrupt his fireball, since it's got a huge laggy start-up. You can wait for him to make a mistake, as ppl are apt to do in a corner. Most characters will have a counter against this type of strategy.
Apparently it's not quite as easy as that, as I've managed that. A little searching last night, and again just now, revealed something like http://www.ps3trophies.org/forum/super-street-fighter-iv/110775-how-fight-evil-ryu-oni-secret-bosses-arcade-mode.html A bit more complicated, but I'll give it a go, maybe with Sakura as I have highest score in arcade mode with her, just over 1m due to simple multi-hit moves, and wouldn't mind getting even higher ! As for other interesting characters, I would like to see C Jack, Darun, Urien and Oro. All those I only know from watching in the arcades . It does seem a bit much having so many very similar characters, even if they make for an interesting 'story', while not really even being able to exist within the one story world....