Windstar
[12] Conqueror
Command Throws still suck (faster and still not-escapable over regular throws) and its still possible to mash out reversals, but the game does seem a bit better in the offensive department. Probably because there's more block stun now or something.
Game still feels odd, jumps still feel odd or too vertical and there's still a lot of spammy stuff going on, but it's a lot more enjoyable than before. Perhaps its because a lot of the characters feel better designed now, or maybe it's the inclusion of the new characters and their retrofits into the SF4 engine.
Gotta say, though, Juri and Hakan are just like the other SF4 newcomers and still have a lot gimmicky stuff and special move spam going on. Meanwhile characters like Ibuki and Dudley can't poke nearly as well as they used to in SF3 (though Makoto still seems strong in that department).
Cody is extremely beastly when it comes damage and punishing, but seems lack a solid wake up option and gets trounced by some nasty and even simple cross-ups. Also Criminal Upper has an easier input (yet why does Fei-Long remain with his legacy input)? In Alpha 3, Cody's Criminal Upper was a reverse DP input. On the other end, like Juri, Cody doesn't have a DP input, which makes him very friendly to beginners (like Juri). It seems Capcom finally figured out how to make a beginner character and one easy to get into.
Shame they didn't fix the combo system. Everyone seems to use a lot of simple jabs and kicks to create a pressure or easy combo to avoid punishment. Which again seems to show how much defensive play can game the system. Game still feels slower than SF3 and still less friendly with the inputs, but it is a closer imagining to what an SF game is supposed to be and that's a good sign. Though the game may be too combo-centric and too much commitment to attacks and combos, that - with a bad timing - lag or otherwise can cost big. Which is still a big issue on SF4. Luckily there's beginner friendly characters outside of Ryu/Ken and so its easier to play well without screwing up too much.
For the life of me, though, I can't figure out any basic combos for Juri outside of c. MK to Pinwheel. And Ibuki's target combos are a pain in the butt to pull off online. Plus they made her s.MK harder to link (as well as some notation changes to some of her target combos, which is weird). Oh well.
Game still feels odd, jumps still feel odd or too vertical and there's still a lot of spammy stuff going on, but it's a lot more enjoyable than before. Perhaps its because a lot of the characters feel better designed now, or maybe it's the inclusion of the new characters and their retrofits into the SF4 engine.
Gotta say, though, Juri and Hakan are just like the other SF4 newcomers and still have a lot gimmicky stuff and special move spam going on. Meanwhile characters like Ibuki and Dudley can't poke nearly as well as they used to in SF3 (though Makoto still seems strong in that department).
Cody is extremely beastly when it comes damage and punishing, but seems lack a solid wake up option and gets trounced by some nasty and even simple cross-ups. Also Criminal Upper has an easier input (yet why does Fei-Long remain with his legacy input)? In Alpha 3, Cody's Criminal Upper was a reverse DP input. On the other end, like Juri, Cody doesn't have a DP input, which makes him very friendly to beginners (like Juri). It seems Capcom finally figured out how to make a beginner character and one easy to get into.
Shame they didn't fix the combo system. Everyone seems to use a lot of simple jabs and kicks to create a pressure or easy combo to avoid punishment. Which again seems to show how much defensive play can game the system. Game still feels slower than SF3 and still less friendly with the inputs, but it is a closer imagining to what an SF game is supposed to be and that's a good sign. Though the game may be too combo-centric and too much commitment to attacks and combos, that - with a bad timing - lag or otherwise can cost big. Which is still a big issue on SF4. Luckily there's beginner friendly characters outside of Ryu/Ken and so its easier to play well without screwing up too much.
For the life of me, though, I can't figure out any basic combos for Juri outside of c. MK to Pinwheel. And Ibuki's target combos are a pain in the butt to pull off online. Plus they made her s.MK harder to link (as well as some notation changes to some of her target combos, which is weird). Oh well.