iPad STREET FIGHTER IV Volt - [Capcom]

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

  1. Vaceotyn

    Vaceotyn Well-Known Member

    Sep 2, 2011
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    Great games, Inferno! Man your Zangief is scary, especially when you get a knockdown. Those were some really fun matches.
     
  2. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    I'm usually close to C Viper baiting out Hard thunder knuckles
     
  3. 0-FeliX-0

    0-FeliX-0 Well-Known Member

    Sep 25, 2011
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    I haven't managed to get Armor Cancelling to work. It would really be a huge part of Abel's strategy, in my opinion.

    Yeah, Negative Edge is actually useful. Say that I hit my opponent with a slightly out of range Cr. MP. Now, if I quickly move the stick d, df, f, it'll bring out a Zesshou Hohou without any additional button pressing. You could also Cr. K, d, db, b to Burning Kick with Viper. It won't combo, but it'll come out almost instantly without any accidental EX Burning Kicks.
     
  4. Apprunner

    Apprunner Well-Known Member

    Sep 21, 2011
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    Whats negative edge master Felix?
     
  5. -Inferno-

    -Inferno- Well-Known Member

    Dec 24, 2011
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    Loved those games too! You are awesome with every character you choose but your Viper is the real thing. I hope the next time we meet I'll be more of a challenge ;)
     
  6. Apprunner

    Apprunner Well-Known Member

    Sep 21, 2011
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    Good games Youndreamer. Sorry had to leave but at work :( You have a strong Ken. :)
     
  7. 0-FeliX-0

    0-FeliX-0 Well-Known Member

    Sep 25, 2011
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    Cammy vs. Viper is alright for Cammy, in my opinion. If she hits your block with a Burning Kick, and she has a tendency to low kick, Cannon Spike. Just be careful for the ones that will Throw you after a Burning Kick. Really, just apply the pressure, do quick Cannon Strikes around their wakeup to fool them into H TKing, and most things are alright in Cammys world.
     
  8. 0-FeliX-0

    0-FeliX-0 Well-Known Member

    Sep 25, 2011
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    Well, I might have the terminology wrong, but say that you take Makoto into training. If you press down and punch, then quickly do the Hayate motion, it'll come out without pressing punch again. Negative Edge basically helps execution for things like these.
     
  9. Apprunner

    Apprunner Well-Known Member

    Sep 21, 2011
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    Thank you Master :)
     
  10. 0-FeliX-0

    0-FeliX-0 Well-Known Member

    Sep 25, 2011
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    As a better example, take Cammy into the training room, do a Cr. K, then do the Spiral Arrow motion.
     
  11. mooken

    mooken Well-Known Member

    Jul 4, 2011
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    key here, is to release the K button at the end of the motion.

    both the pressing of K, and the release of K, registers as a K.
     
  12. Apprunner

    Apprunner Well-Known Member

    Sep 21, 2011
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    Good games Jibba. I had to run cause at work. You took me by surprise that first game :eek: I had to adjust in the second. From your perspective, were my mixups better in the second. Feedback would be welcome :)
     
  13. Jibba

    Jibba Well-Known Member

    Aug 18, 2009
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    Good games man. I was happy with my Gief that first matchup. I've still been using him less than a week but starting to really enjoy playing him. I don't know the matchup very well, but does Cyrus (or other good Giefs) ever pull off SPDs or other throws against your Cammy? The only time I can even try against a really good Cammy is by dashing forward to get in after a blocked uppercut (and the timing often gets me punished on this) or a rare whiffed uppercut. Otherwise, I think I just accept leaving that aspect out of the matchup altogether, which is a huge loss.

    You definitely did a lot better in the second, although my attention wasn't there in that match unfortunately, especially in the 2nd round. Between one of my daughters crying about going to bed and my wife quizzing me in seven different ways about how long I had cooked dinner, I didn't have a chance against your Cammy. The matchup is definitely more fun with Gief than with Sim though.

    Your mixups were good and I'm finding that's one of my biggest weaknesses with Gief. Gief really shouldn't be standing still but when you do that neutral jump kick (I think that's the right term), it makes it very hard for me to move forward. I've noticed the same thing with Ryus. It seems to always beat lariats and banishing fiats. You let me catch you a lot with lariats, but that just meant that you were the one putting on the pressure. And even when Cammy's down, it's hard to pile on because that uppercut is so scary. If I can time and space it right, I think I can make it work, but the concern is always there and that takes away a bit part of Gief's game (that body splash cross up, jab x2-3, knockdown kick, reset).

    Do you have any matches posted against Cyrus? I'd love to see how he handles Cammys. And if you have any feedback, I'm certainly open to hearing it. Thanks for the matches.
     
  14. D4Gamers

    D4Gamers Well-Known Member

    Feb 2, 2012
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    Examples please?
     
  15. D4Gamers

    D4Gamers Well-Known Member

    Feb 2, 2012
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    Hmm I think thats buffering?? Dont quote me on this though Negative edge and buffering have always been kind of Iffy for me in terms of the exact definition, I often get the 2 confused.
     
  16. ivwshane

    ivwshane Well-Known Member

    Oct 7, 2011
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    #17576 ivwshane, Feb 28, 2012
    Last edited: Feb 28, 2012
    The best example anyone can do or recognize, is if you were to use ryu, throw a fireball, when you press the button don't let go, do another fireball motion and then let go of the button. This all happens very fast of course and when done right it looks like two fireballs coming out with about a fireball and half spacing between the two.

    I can always tell when I'm playing a good ryu because they do that.

    Oh and is called buffering or negative edge.

    Correction, buffering refers to charge moves.
     
  17. 0-FeliX-0

    0-FeliX-0 Well-Known Member

    Sep 25, 2011
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    So I'm handily taking care of a Blanka with Makoto in friendlies. Then I find myself being caught by wakeup focuses ALL THE TIME. Tips?
     
  18. cyrus814

    cyrus814 Well-Known Member

    Nov 24, 2011
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    Um...i can sharing sth about gief vs cammy.

    1. Must heavily punish cammy's uppercut after a guard

    When you guard the cammy uppercut, you must walk forward a bit to have spd. Sometimes you have to lure cammy player to do it. e.g. walk to cammy and just guard on her wake up, most cammy will instinctively give uppercut to protect herself, it is a chance. But some cunning cammy player will use fadc to do it again, so you have to be patient.

    2. Use lariat on the last second

    When you see cammy is jumping forward and have an air kick on you, use lariat. But the trick is dun do it too early otherwise you got hurt. Some cunning cammy player will do a netural jump kick to lure your lariat, so be patient!

    3 Only do the FBA when cammy is almost wake up

    When cammy wake up, she is fast enough to counter your FBA( flying body attack), so don't do the FBA on her wake up too early.

    4. Use the standing punch to protect yourself

    Most cammy players are likely to grab you in a distance (2 persons distance), use the standing punch in case she dash for a grab.

    P.S. Gief vs cammy is a hard battle as cammy is a very fast mover, don't jump unless you have to.
     
  19. 0-FeliX-0

    0-FeliX-0 Well-Known Member

    Sep 25, 2011
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    And then he scrubs me out with Ryu. YUN TIME!
     
  20. mooken

    mooken Well-Known Member

    Jul 4, 2011
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    buffer is pre-entering part of the joystick controls for a move.
    use ryu as an example, low kick > super.
    doing a traditional cancel, it would be:
    d+K, d, df, f, d, df, f+P -- that's a lot of controls to enter in a small amt of time.
    doing a buffer, it would be:
    d, df, f, d+K, df, f+P -- so only 1 extra direction to enter, since you've already pre-entered the first quarter circle.

    negative edge is using the release of a button as a button input.
    use ryu as an example, crouching hard punch > hadouken.
    doing a traditional cancel, it would be:
    df+P, d, df, f+P
    doing a buffer it would be:
    d, df+P, f+P
    doing a negative edge only, it would be:
    df+P(hold), d, df, f+release P
    doing a negative edge + buffer, it would be:
    d, df+P(hold), f+release P

    using ryu as an example again, hadouken > super.
    doing traditional cancel, it would be:
    d, df, f+P, d, df, f, d, df, f+P (super super quick)
    doing negative edge, it would be:
    d, df, f+P, d, df, f, d, df, f+release P
    doing buffering, it would be:
    d, df, f+P, d, df, f+P (since you already input quarter circle once before, it counts toward your super)
    doing negative edge + buffering, it would be:
    d, df, f+P(hold), d, df, f+release P.

    Without using Negative Edge, your P > hadouken could take 2 x P button presses. Using negative edge, you only press once.
     

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