Street Fighter 4!

I finally got some SF4 hate from a throw spamming Zangiel. Yea, I know, that's what he's good at. But, this guys was throwing them out from the most retarded distances.

Soooo.......I played keep away with Akuma. Air fireballs all day. He would spin to avoid them (not the short one either) then get caught with the hurricane kick. He'd jump into DPs. I even caught him with the super a couple of times while he did the spin punch. Apparently that's "cheap". He only used the Banishing Hand(?) a couple of times and didn't seem to realize that it worked. Fun times.

I actually like the reflex and dexterity based gameplay of SF4 tho. It feels like how fighting games used to feel back in the day. Granted, somethings maybe a lil much, but QCFx2 being hard?!? But I like being able to get up and block and attack instead of being guaranteed to lose half my health because I rolled to get up. To each his own tho.

Hit me up for some games. I can use the practice.
 
Warble, once again proving he's never played outside his own home. Glad to see it carries over between games.

Troll.

I could beat your ken with my blanka, bitch.

@Windstar : try to beat the hard mode challenges. The type of move chains you're learning there and combos are precisely the type of timing plays you need to make to beat real opponents. Even if it's just a four hit (jumping HK, MP, HP, Shoryuken) the difference between hitting THIS combo versus just hitting a jumping HK is pretty obvious...damage wise...visually...etc. And making sure you're throwing MP, HP, Shoryuken as your standard hit instead of trying single button presses is totally key in Street Fighter. Unless it's a knockdown your moves should always chain, SF is just a big combo zoo in 4.
 
Troll.

I could beat your ken with my blanka, bitch.

@Windstar : try to beat the hard mode challenges. The type of move chains you're learning there and combos are precisely the type of timing plays you need to make to beat real opponents. Even if it's just a four hit (jumping HK, MP, HP, Shoryuken) the difference between hitting THIS combo versus just hitting a jumping HK is pretty obvious...damage wise...visually...etc. And making sure you're throwing MP, HP, Shoryuken as your standard hit instead of trying single button presses is totally key in Street Fighter. Unless it's a knockdown your moves should always chain, SF is just a big combo zoo in 4.

That Ken combo is from his normal challenge. The Hard Mode challenges focus on FADC into Ultras. For me, though, trying to land a jumping HK is more challenging than connecting a combo.
 
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