Street Fighter 4

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PremiumG

Platinum Member
Jun 4, 2001
2,030
0
76
Originally posted by: buzzsaw13

Immense depth? Don't think so. The parry system was fun for a little while, and then it got increasingly frustrating.

For one, they made the parry window 8 frames which gives HUGE leeway and being able to tap the stick in advance. It turns 3S into a gigantic guessing game, and with the fact that you can option select parry, there's almost no disadvantage to guessing wrong since you can just hold the stick back and block/mash throw.

It makes jump ins 100 percent safe, no thinking required if you can just jump in and tap forward and parry on the way down. Even if they don't do anything, you get to land and you're completely safe anyway.

The revenge system is done very well, you get one hit of super armor and have a choice of letting your focus attack go through or you can cancel it into a dash. It's balanced, unlike the parry system with almost no consequences for missing your parry.


Street Fighter has always been a game of traps, tricks, cheap moves, and anticipation (what you call guessing game). That's pretty much what all fighting games are.

Parries are not safe in SF3. If you miss a parry, you cannot block immediately afterwards. You must tap towards, of down to parry. Meaning, you cannot tap and hold. There is some delay between a parry input and being able to block. If you tap and hold (almost like the SNK Just Defend system), you will not get the parry.

Jump ins are nowhere near 100% safe. Watch some tournament footage and you see jump-ins punished all the time. If you jump in, and I have a Ryu, for example, here are just a few of my options:

1. Dragon punch (also, I can vary the timing, deep or shallow, parry timing differs)
2. Low kick into fireball or super (if you parried in the air and tried to tech throw when you land, you will eat this)
3. Med. punch into hurricane kick (I use this a lot for people who like to parry on the way in, timing is very different from parrying an EX dragon punch)
4. Throw when you land.

etc. etc.
 

KeithTalent

Elite Member | Administrator | No Lifer
Administrator
Nov 30, 2005
50,231
117
116
Well as a self-professed Street Fighter fanboy, and after watching the numerous gameplay videos on GT, I can honestly say I am very excited for this. I think I'll even splurge and get a sweet 6-button controller to play the game with; can hardly wait!

KT
 

raystorm

Diamond Member
Apr 24, 2001
4,712
2
0
Originally posted by: gorcorps


I didn't know it was coming to the PC officially. Definitely not a game I expected to be ported. Hopefully it's done right, but capcom doesn't do console to PC very well as RE4 shows us.

Well this time around Capcom is doing the pc development themselves as the exceptional ports of Lost Planet: Colonies and Devil May Cry 4 has shown. RE4 was farmed to some other dev group and they did a putrid job..luckily there are tons of great mods for it.


I'll get SF4 for sure though I don't know which version I'll get. Guess it depends on how many people I know get the game and which platforms they choose.

 

buzzsaw13

Diamond Member
Apr 30, 2004
3,814
0
76
Originally posted by: PremiumG
Originally posted by: buzzsaw13

Immense depth? Don't think so. The parry system was fun for a little while, and then it got increasingly frustrating.

For one, they made the parry window 8 frames which gives HUGE leeway and being able to tap the stick in advance. It turns 3S into a gigantic guessing game, and with the fact that you can option select parry, there's almost no disadvantage to guessing wrong since you can just hold the stick back and block/mash throw.

It makes jump ins 100 percent safe, no thinking required if you can just jump in and tap forward and parry on the way down. Even if they don't do anything, you get to land and you're completely safe anyway.

The revenge system is done very well, you get one hit of super armor and have a choice of letting your focus attack go through or you can cancel it into a dash. It's balanced, unlike the parry system with almost no consequences for missing your parry.


Street Fighter has always been a game of traps, tricks, cheap moves, and anticipation (what you call guessing game). That's pretty much what all fighting games are.

Parries are not safe in SF3. If you miss a parry, you cannot block immediately afterwards. You must tap towards, of down to parry. Meaning, you cannot tap and hold. There is some delay between a parry input and being able to block. If you tap and hold (almost like the SNK Just Defend system), you will not get the parry.

Jump ins are nowhere near 100% safe. Watch some tournament footage and you see jump-ins punished all the time. If you jump in, and I have a Ryu, for example, here are just a few of my options:

1. Dragon punch (also, I can vary the timing, deep or shallow, parry timing differs)
2. Low kick into fireball or super (if you parried in the air and tried to tech throw when you land, you will eat this)
3. Med. punch into hurricane kick (I use this a lot for people who like to parry on the way in, timing is very different from parrying an EX dragon punch)
4. Throw when you land.

etc. etc.

Option select parry definitely works, or if you're chunli you can option select her kara throw/standing roundhouse after a guess parry.

Your options for Ryu if someone's jumping in can all be parried easily. You jump and you don't press anything, once you think he's going to do something tap away. Even if you have 1 frame startup on his DP, you get 8 frames in advance to tap forward and most of the time you get the parry whether its a DP or a close strong. It's very easy to anticipate what someone's going to do when you're jumping in, otherwise it'd be insanely hard to get in with characters like dudley.
 

Denithor

Diamond Member
Apr 11, 2004
6,298
23
81
Originally posted by: TheSlamma
Fighting games are a waste of time

Wow, aren't all games just a waste of time?

I just enjoy wasting my time that way more than many other time wasters available...
 

vexingv

Golden Member
Aug 8, 2002
1,163
1
81
as someone who doesn't have a current gen console, but enjoyed playing fighting games in the mid 90's, i'm looking forward to SF4 even though i was always more of an MK guy (was playing a fair deal of UMK3 on the DS through Nintendo wifi connect). i just hope that Capcom releases SF4 through Steam on the PC and not through some other digital distribution service like they did w/ Bionic Commando Rearmed. while Microsoft has done a great job of creating an API that essentially allows PC games to use the 360 controller with no need for configuring, I have a lot of problems with the D-pad on the 360 controller, which is a serious issue for any fighter.
 

soybeast

Senior member
Apr 26, 2006
255
0
76
Originally posted by: vexingv
while Microsoft has done a great job of creating an API that essentially allows PC games to use the 360 controller with no need for configuring, I have a lot of problems with the D-pad on the 360 controller, which is a serious issue for any fighter.

I actually find using the analog stick on a ps2/ps3 controller as a great substitute for an actual arcade stick. No hamburger thumb and smaller distance to travel than a joystick. Maybe I'm in the minority here? Not sure if an xbox 360 analog stick is a good sub though.
 

buzzsaw13

Diamond Member
Apr 30, 2004
3,814
0
76
Originally posted by: vexingv
as someone who doesn't have a current gen console, but enjoyed playing fighting games in the mid 90's, i'm looking forward to SF4 even though i was always more of an MK guy (was playing a fair deal of UMK3 on the DS through Nintendo wifi connect). i just hope that Capcom releases SF4 through Steam on the PC and not through some other digital distribution service like they did w/ Bionic Commando Rearmed. while Microsoft has done a great job of creating an API that essentially allows PC games to use the 360 controller with no need for configuring, I have a lot of problems with the D-pad on the 360 controller, which is a serious issue for any fighter.

I don't see the need to have SF4 through steam, Capcom has licensed the netcode from GGPO for their netplay. Very little lag if you netplay 3S using GGPO.
 

nerp

Diamond Member
Dec 31, 2005
9,865
105
106
I'm buying this. Yeah! I was in my teens when SNES came out. Looks slick.
 

Howard

Lifer
Oct 14, 1999
47,982
10
81
Originally posted by: buzzsaw13
Originally posted by: PremiumG
Originally posted by: buzzsaw13

Immense depth? Don't think so. The parry system was fun for a little while, and then it got increasingly frustrating.

For one, they made the parry window 8 frames which gives HUGE leeway and being able to tap the stick in advance. It turns 3S into a gigantic guessing game, and with the fact that you can option select parry, there's almost no disadvantage to guessing wrong since you can just hold the stick back and block/mash throw.

It makes jump ins 100 percent safe, no thinking required if you can just jump in and tap forward and parry on the way down. Even if they don't do anything, you get to land and you're completely safe anyway.

The revenge system is done very well, you get one hit of super armor and have a choice of letting your focus attack go through or you can cancel it into a dash. It's balanced, unlike the parry system with almost no consequences for missing your parry.


Street Fighter has always been a game of traps, tricks, cheap moves, and anticipation (what you call guessing game). That's pretty much what all fighting games are.

Parries are not safe in SF3. If you miss a parry, you cannot block immediately afterwards. You must tap towards, of down to parry. Meaning, you cannot tap and hold. There is some delay between a parry input and being able to block. If you tap and hold (almost like the SNK Just Defend system), you will not get the parry.

Jump ins are nowhere near 100% safe. Watch some tournament footage and you see jump-ins punished all the time. If you jump in, and I have a Ryu, for example, here are just a few of my options:

1. Dragon punch (also, I can vary the timing, deep or shallow, parry timing differs)
2. Low kick into fireball or super (if you parried in the air and tried to tech throw when you land, you will eat this)
3. Med. punch into hurricane kick (I use this a lot for people who like to parry on the way in, timing is very different from parrying an EX dragon punch)
4. Throw when you land.

etc. etc.

Option select parry definitely works, or if you're chunli you can option select her kara throw/standing roundhouse after a guess parry.

Your options for Ryu if someone's jumping in can all be parried easily. You jump and you don't press anything, once you think he's going to do something tap away. Even if you have 1 frame startup on his DP, you get 8 frames in advance to tap forward and most of the time you get the parry whether its a DP or a close strong. It's very easy to anticipate what someone's going to do when you're jumping in, otherwise it'd be insanely hard to get in with characters like dudley.
You post on SRK?
 
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