Should I keep the original or delete? I only have 1.5gb of space left. And did they lower the level of difficulty? because hard mode is no longer difficult.
I've got nothing against charge characters. If you look i put guile 3rd and bison 4th or 5th. Personally I hate playing as Honda but if other people are good with him then that doesn't mean he should be on the bottom, I'm trying to get other people involved (including you). Seriously, I'm not trying to get new players to just pick Akuma or Sagat. Just quickly put together a tier list from your point of view...and I'll play a bit more Chun Li today and see of I can get the hang of her.
If you're playing chun li, it's important not to jump. Her floaty jump is highly punishable. To get over fireballs, your best bet is the hoppity-flipkick (toward+SP). Stay charged and ready to throw out fireballs, and follow behind the fireball with either toward+SP or sweep or toss, and keep mixing it up. If they block the FB low, then toward+SP. If they block high, then sweep. Once you get them down, do up+K or toss or block, and keep mixing it up. Her spinning bird kick is pretty useless. Keep the revenge for flying through fireballs near end-game, and don't use it unless you're sure you can finish someone off. That way, they'll have to be very very careful in spamming fireballs in the second half of the match.
Thanks. I think the reason I put Chun Li so low is cos I didn't know how to play her. I've tried what you suggested online a few times with like a 70-30 win/loss. Her ultra is great, people don't seem to know it goes through fireballs.
Chun Li's ultra is good but can only be linked from combo to ultra in corner only p/s: for Zangief and Honda's ultra, the double 360 (in fact no need full) will cause the characters to jump forward and perform the ultra. My question in, during fight, how to pull this off within the grapple range? When AI uses Ultra, I don't see him jump forward and ultra me. The AI will perform in on the ground.
@soulsearcher: i don't play as gief much, but from my limited experience, you can do an extremely quick double 360 stick motion during another attack- like he's locked into the animation frames, so he won't jump during that time.
Well I guess I should help out with this, I believe that Akuma is not S tier actually... he is up there, but not S tier. His mixup game has just been.... well its really not there, so to play him as a mixup character is just not really possible on this. My view on the tier list: E Honda Akuma ChunLi Guile Balrog Blanka Deejay Sagat C Viper Cammy Bison Ken Ryu Vega Abel Gief Cody Dhalsim Dont think that the charge chars should be up there, play me and prove me wrong hahahahahahaha xD GC ID: fenrir911
If Akuma's jump kick had more hitbox frames, then he would be in contention to be on top, it's really tough hitting with it and it seems very punishable. As far as his mixup game, I only know of one and can't be used often at all since I need 2 bars for a FADC. It starts with the double round house to SRK. If it's blocked, then FADC(or delay the FA hit then dash) into a grab, sweep, low kick, jump kick, or block hoping they whiff something. And fenrir, I think Dhalsim doesn't deserve last place haha. DeeJay too high and Abel too low, maybe?
Buffer the full+half circle motion during other attacks, like when doing green hand or an empty jump . Or when you are still in block stun you can buffer the motion to do a reversal . I think its near impossible to do walk forward ultra on iphone or console wise , unless you use shortcuts .
thx for many advices and explanation im just a scrub what is option select and reset? how to do them?
Option select is inputting multiple commands at the same time and letting the game choose the best move to counter what your opponent does . For example I think the easiest OS is crouching and inputting throw (LP+LK), with your opponent getting out a block string on you. If your opponent fails to connect the block string properly then your crouching LK will come out and interrupt the opponent. If he does connect properly and then attempts to do a throw on you, you will be able to tech his throw . In short, the game chooses the best move for you according to the situation, if you input option selects . The iphone version of sfiv doesn't have much option selects though, many requires 6 button input layout to work . One good video : Reset is just a normal move that you do to knock your opponent out of juggle state. For example, with akuma, doing fierce>tatsu will render your opponent in a juggle state where you can do multiple moves to continue, like shoryuken or a sweep . Besides those two, you can also do a crouching jab to get your opponent back into the "normal" state of standing, so that you can continue with mixups and combos .
balrog Any expert Balrog players here? I've been trying to master him (I haven't been doing too poorly with Zangief, but I like to mix it up), but I have encountered a series of problems. 1: How does holding punch/kick and letting go seem to avoid some projectiles, but not others? Is there a unified rule for this? 2: How does Balrog counter against the Ryu/Ken game of jumping in --> air kick --> combo, when his anti-air move requires he be charging down (which can't block against air?). I find it infinitely frustrating. Thoughts and strats / combos?
try crouching fierce punch? the jabbing ? or buffalo headbutt u should constantly charging whenever it's possible and balrog has high hp so you should not mind trading hits and gaining revenge meter in the same time. just my opinion thou
The headbutt is the move I can't pull off - it doesn't go "high" enough (goes too far horizontal), so he zones me perfectly with his jumping in. He's able to jump just barely over and behind me, so his kicks are nearly impossible to block as I'm shifting my alignment/orientation, and then he goes into the combo.
The rule for turn punches to avoid projectiles is that you must release just when the projectile is about to hit you . Letting go too early will leave you vulnerable because the invincibility frames of turn punches are in its startup frames . Balrog has another good anti-air : his crouching fierce (down forward + p) , quite effective .
Awesome, thanks. One last question: If I green-hand a crouching guile, is there any possibility that I can get in a block before he flash kicks, or are there simply too many recovery frames?
I agree with your comments on the order definitley. The thing people don't get with Dhalsim is that you should only use the teleport if you really know what you're doing, most of the time just keep the other player at a distance. Also, Blanka higher than Sagat and Bison? http://www.option-select.com/strategy/matchup/?m=125&c=30 All of these vids are AMAZING. Probably the best sfiv vids I have ever seen. This is how you should play Dhalsim against most characters, but if you're up against a Cammy or something you might as well just quit.
Zangief's banishing flat leaves you at -9 frame advantage when blocked . This means guile has a potential 9 frames to mash out a flash kick for a reversal . Guile's flash kick takes only 4 frames of start-up to enter active frames . Thus doing a banishing flat and getting it blocked by guile is unsafe .