Hit up 0ShinAkuma0's YouTube channel for more online SSF4 bouts.
wow really good matches. ive been subscribed to bendermac for a while. he also has some great matches. its where i first saw Wildcat (the Hakan player)
The mashers against the Elf players were hilarious.
Gouken's hadouken have fast recovery like Guile's sonic boom. Not quite as fast but fast enough to do a ultra punish against Fei long chickenwing.
SAMURAI, his Ultras only punish bad jumps and fireballs. They can't be comboed into, that's why they do big damage.
Outside of them he does very poor damage, forcing him to trick the enemy way more than other characters. More work for reward compared to over half the cast.
The RSF infinite is his balancer. It gives him a big damage combo into a knockdown, and he can only land this infinite if you royally screw up such as eating a really big jump-in or making a bad reversal choice. Also this infinite doesn't do much damage after about four hits because of damage scaling.
Also, it's not a glitch, for the last time. It's a recovery trick that a lot of characters in other games have(EX:Saki in TvC). Viper was given such a technique as well.
@#17/Nyoronoru:
It's all true, but that doesn't necessarily make it right. It's kind of like the instant Cannon Strikes, Cammy wouldn't need this cheesy pseudo-glitch if the rest of her moveset was more balanced. I would never suggest taking either those or RSF away without adequate compensation, and I do mean adequate, not what Capcom usually considers to be such, but they are pretty lame. Characters shouldn't need glitches to stay competitive.
And by glitch I mean that the move was NOT intended to work that way.
Cross up
Kara
Ultras and some supers(when used as counters/fireball invincibility)
they a lot of glitches like that weren't meant to be that way but stayed that way because it doesn't break the game just makes it deeper RSF is just another example of that since it is hard to set up and keep going and makes Fuerte a huge threat up close
Cannon Strike close to the ground is not a glitch. It was put in intentionally by Capcom to allow Cammy to cancel her pre-jump frames into it to give her better offense and beat tech throw attempts. Capcom is very well aware of Tiger Knee inputs and Instant Air tricks.
A glitch is something that breaks the game engine. Canceling the recovery of a Hard Punch into a special move to give it less recovery is not a glitch. I don't know how many times I have to repeat myself, but it is absolutely not a glitch. A glitch would be if El Fuerte could do unblockable Hard Punches, or if he could freeze the other character in place infinitely from a Tostada Press.
And in this scenario doing an attack over and over again is OK because after about four hits it's utterly worthless to keep doing it. If you decide to keep the infinite going with Fuerte instead of stopping like you should you'll stun the opponent and get absolutely crappy damage for no reason. No to mention that keeping it going past four or five repetitions is pretty hard.
Last post, guys. They aren't taking it out, it's not a glitch, it's not broken, it was unintentional but he needs it. End of story.
Nyronoru is on point.
Tricks like these, inluding instant cannon strikes, only help the metagame and thats what everybody likes. Gives the players something to discover and feel proud of after graduating from beginner status. It's like Tiger kneeing Cable's Hyper Viper beam in MvC2 to instantly do the superior airborne version.
unfortunately, they nerfed the Gen slap-chop combo that players started using because they didn't feel like it was
"Gen-like".....
Eventhubs you guys should post this video I found, it features some nice setups for Akuma's Raging Demons in actual online matches:
http://www.youtube.com/watch?v=rlFnW9...
I like the vid, but I notices something that I've always wanted to address, that is not Akuma's music. It's always bothered me that they use the SF4 theme for his music instead of this
http://www.youtube.com/watch?v=wwqF67...
BTW, dido with #24. You are appositely right my friend.
His vs Ryu Theme is 100 times more epic than his regular Theme
@gtfopanda: The reason Elf has a loop and Akuma's got taken out is because Elf needs it. Akuma has great damage output, good normals, the vortex, and several other things that make him good. Elf relies on his constant mix-ups and tricks to win, it's pretty much all he has. The RSF, as someone said, is a balancer. Akuma's loop wasn't needed for him to be a contender.
@ SeoulZombie: I didn't really ask for it to be taken out, really, it's not like every scrub can do it and win matches for free. I just chose unfortunate words I'm afraid, sorry.
Gouki maybe didn't need it in Vanilla (though against Sagat it balanced the absurdity of the LOLcombo), but SSF4's Gouki is totally another story (compared to vanilla's one), and that wouldn't really make him OP or anything, to me - not now that standing roundhouse's 2nd hit whiffs so much.
ANOTHER FAKE MVC3 LIST APPEARS!
http://playstationlifestyle.net/2010/...
What I hate about watching replays is that they never show whether one of the players is lagging or not. I've handed over Perfect rounds to my opponent simply because I could barely move while he could freely whoop my ass. And when I watch those replays, lag never shows. All they show is me standing there like an idiot lol. This is why I'm always skeptical of replays where the matches are completely lopsided.
elf infinite isnt a glitch capcom knew it was in the game and they stated it was hard to do anyway so they left it in vanilla they saw people were doing it so they made it slightly harder in super all it is in a fierce 2 in 1 to his run then stop and another fierce... idk how thats a glitch...and that mvc3 list it seems to be sort of real because none of the characters on that list have been deconfirmed to my knowledge and i looked over that list about 6 or 7 times...if it is real then i am highly disappointed in it
If only games on PSN är XBOX-Live could be like these.
Played it since it came out, same with vanilla, and it's very very rare to see a player actually playing "seriously". All you meet are the throw mashers or jab mashers.
Alot of people sees high difficult combos as a pro way to play but as we can see here, there are no difficult moves in here. Just mindgames and people knowing what they're doing and it's effect. (Except for that cammy... XD)
I'm just talking to myself now...
GET BETTER PEOPLE! XD
@ #40 jjohan35 ... you think that Tokido, Uryo, Momochi could possibly be lagging, that that's a possibility? ... also, this is In-Japan connection, there is NO lag, i have been told by a few japanese players that there is no lag between japanese players... also, in these rounds you just saw in the video, they weren't just standing there being a training dummy, i think that is pretty obvious. i can't believe i'm actually replying to such a statement. :P
"that's why i'm always skeptical of replays that are completely lopsided"
<3 So many good matches.