Monday, May 4, 2009

Some Videos from PSN of Shibuya Sports Land Gaijin Players

We've all been playing on Japanese PSN for a little while.  Currently JohnnyRotten, aka JohnnyRotten123 on SRK, winner of the Beginners Night TRF Nakano Tournament is top ranked among the group.  

Anyway, here's a couple matches from our guys.

Me: Grits-Chan (Honda) vs Kraken0082 (Vega)  LOL ENDING



LOL ENDING!

Me:  GritsNGravy Honda vs KevinxChan Honda (Not a "Great" match, but a win is a win)




JohnnyRotten (Barlog) vs ??? (his is still processing) G2

Hafiez aka Abelity (cute name lol) vs Some Rose G3


Friday, April 24, 2009

Street Fighter 4 Champion Edition Patch

Today marked the release of the Champion Edition patch for Street Fighter IV, and I must say...

Thank god for that.  In my opinion Street Fighter IV had the shittiest netcode of any game I've ever played, mostly concerning actually GETTING a match.  I am talking PS3 version here, maybe 360 is/was better.  I am sure that the reason I started hating SFIV was that every time I booted up the game, and pressed Online Mode I would search for a match for about 10+ minutes before getting into a lobby, and then I might get kicked due to my avatar, custom title or because the guy knows my nickname.  HOW FRUSTRATING!  And then even if you beat the guy, he can still rage quit!  How can I improve if I have to wait 10 minutes between a match, then play a guy with input lag?  I just got frustrated and gave up for the day.

The CE revision changed a lot of that for the better.  I havent yet tried Ranked or Player match out but I would assume that the netcode overall is improved.  So far when I try to connect to a match on CE mode I will get into the lobby without a hitch, and I am seeing WAY MORE green bar connections.  Also there is blind pick so my opponent wont waste time counter picking, and the disconnect rate is RIGHT THERE FOR EVERYONE TO SEE!

One thing they can still improve though is the title theme music.  Hell, I'm gonna take you for a ride was better from MVC2, which is ALSO coming out soon to PSN!  I'll have to show people oldschool Dr Doom and BH/Captain Commando turtle tricks when that comes out.

I'm not really sure how capcom did it, or what they did, but this is a complete 180.  I was honestly thinking of giving up SFIV just because the home version is so terrible, but Capcom has totally redeemed themselves.

Thursday, April 16, 2009

Becoming Good at Street Fighter 4 - My Plan

I have a hard time with this game.  It is a lot of turtling and many other things I've posted on SRK about.  I don't like 4 as it stands right now.  The major hurdles being the game system and lack of an interesting character, to me, that can win.  

So I think I need to just play everybody, and figure out what their normals are like... and then I'll probably pick Balrog like everybody else and jab my way to victory!

Sunday, April 12, 2009

Tokyo Street Fighter 4 Guide to Joystick Mods

Hey guys, just wanted to post here the answer to a question that gets asked quite a bit on Shoryuken.com.  Well, it's actually a couple of questions the first being "I'm going to Tokyo in 2 weeks to play Street Fighter.  Where can/should I buy a Hori Real Arcade Pro for whatever system" and the second "Where can I buy buttons/replacement joysticks".  I have a couple of easy answers for those questions here.

The best place to buy a brand new HRAP bar none is Bic Camera.  I only have a HRAP3 for PS3 so I am not sure about 360 but I hear its similar price.  It only cost 7,180 yen or about 72 dollars.If you can read Japanese you can sign up for a point card as well that gives a dollar per 10 dollars spent, and with the 7 floors of selection at most Bic Camera locations you will find something you like.  The real trick though is you MUST go to a big Bic Camera to get a HRAP3 or a Hori Real Arcade Pro EX, all you will find at the smaller locations are bad sticks like the Hori Fighting Stick.

Including the nice box, the Sanwa balltop joystick already inside it is a decent stick, but what about upgrading to all Sanwa, how is that possible?  Well, I did it and I am NOT a tech wizard.  SRK has some great guides for that.  I am going to tell you where to get buttons, sticks etc.  The number one place is Mak Japan in Akihabara.  It's on the 5th floor of a building on the main street, leave JR Akihabara Station and cross the street from Taito station.  Walk about 3 blocks, look on the right for "Tenya" which SRK players know the symbol for "Ten" from Akuma's back.  It is across from that restaurant.  If you see a bunch of weird Maid Cafe chicks you've gone a bit far, as they have a "Maid Cafe Casino" around the same area.  Anyway buttons are 210 tax included, Sticks are about 20, and replacement balltops are 210 for regular and 260 for bubble ball.  I purchased 8 Sanwa Buttons and a Bubble Ball for 1,940 so I have THE SAME stick internally now as the TE fightstick and paid about 100$ for it total.

Now, if you're looking for a PS2 or PS1 HRAP you can find it.  XBox never had a HRAP.  You just need to walk around Akihabara in the used stores, sometimes you can find them boxed.  It will run you up to and over 100 bucks though.

The fightstick imho is a ripoff, especially from resellers.  150 bucks is getting into "just buy a custom" territory.  If you're in Japan, grab a HRAP3 or EX, Sanwa Buttons and read Tingboy's modding tutorial! 

Sunday, April 5, 2009

Tokyo Street Fighter. Info

Just a quick informational post that I will be adding a new website to my group it will launch in a few days most likely as I have a lot of things on my plate.

I want to talk about where to play Hyper SFII, Alpha Series, 3S and things of that nature.

Friday, April 3, 2009

Tokyo Street Fighter 4 : TRF Nakano Beginners Tournament 3/25

Originally Posted by Hfz69 on Shoryuken.com shows many of our local Gaijin players in matches from the TRF Nakano beginners tournament that runs every Wednesday around 7PM JST for 300 yen.  

Japanese players under 20,000 Battlepoints are still quite capable, as you will see.
---------------------------
Nakano TRF Beginner's tourney vids!

http://d.hatena.ne.jp/video/niconico/sm6585567 
(part 1:特別な外人(gouki)vs Cviper 1:40, beikoku(ken) vs fuerte - must watch lol 9:21)

http://d.hatena.ne.jp/video/niconico/sm6586919
(part 2: abelity(me) vs ryu (u can skip this one i did bad lol) 10:58, johnnyrotten vs claw(male) 15:40)

http://d.hatena.ne.jp/video/niconico/sm6589880
(part 3: johnnyrotten vs chun 16:45)

http://d.hatena.ne.jp/video/niconico/sm6590139
(part 4: johnnyrotten vs ryu 6:55)

Will update with more.
__________________

Congratulations go to JohnnyRotten from Shoryuken.com for his performance in this tournament.  The Gaijin players from Shibuya Sports Land are leveling up and beginning starting down the path of taking on Japan's strongest players.

Great job to all of you guys and good luck at the future TRF Nakano tournaments!

Thursday, March 26, 2009

Tokyo Street Fighter IV Format Change and Some News!

The Blog here at Tokyo Street Fighter IV is going to move away from strategy and advice and switch over to news in the Tokyo Street Fighter IV scene, as this is what I wanted to focus on initially.  In the next few days I will be talking more about Street Fighter Arcades here, get you some new locations and things like that.  

Also, some great news.  Local Shibuya Sports Land Gaijin player, JohnnyRotten from Shoryuken.com won the TRF Nakano "Beginners" Tournament.  This tournament is for players with an IC Card Battlepoint Ranking of 20,000 or Less... which translates to a few hundred games EASY.  The concept of a beginner in Japan is quite a bit different than the US, and once we get the vids from TRF you will be able to see what Japanese "Beginners" are like!

I am also going to see if Johnny will do an interview and talk about some of the differences between us and Japanese players and also about his experiences at TRF so stay tuned to All Is Fighter dot Com for that!

Saturday, March 21, 2009

Tokyo Street Fighter 4 - What Makes a Character Good?

This is not a subjective question by any means, nor am I talking about how a good player can overcome their character weakness in Street Fighter 4.  This has been true of all Street Fighter games, if you need proof of that check out guys like PONY (Zangief) or America's own Jumpsuit Jesse (Fei Long) from Super SFII Turbo.  I wanted to discuss a little something that's been on my mind lately as I continue my search for "my character."

There's been a huge debate on SRK as to the newest Tougeki Tier List which places C. Viper in S+, a significant jump from the second published tier list.  On the Event Hubs lists the first tiering places her 4th from bottom, then the second list moves her up to 8th from bottom and now she's in the top 4!?  This has been hard for many to accept, but I think we can compare her attributes with a similar character who has NOT moved up very much.  In the original tier list Viper has only E. Honda separating her from El Fuerte, a character I think shares some of her attributes.  How does Viper move up from 4th worst (out of 17) up almost 13 spaces where El Fuerte tops out in lower mid?  Lets play a little Theory Fighter 4 and analyze it.

I believe both characters main strategy is or will ultimately revolve around putting the opponent in stun, and pressuring the wakeup.  Everybody knows about Fuerte's Tostada Press crossup on wakeup, and of course the Run Stop Fierce loop, as well as the run stops.  Viper has a similar game with her burning kick on wakeup, her great overhead, and her feints.  The real difference is what can come off of wakeup damage, Armor Breaker,  realistic damage potential, the ultra and how the initial knockdown comes about.  

Fuerte mostly operates on a single hit knockdown besides the obvious RSF loop that is not really that easy to land.  A single Tostada Press does 200 stun.  Moves off the run or slide kick is the same, and throws do 150.   One can also land an overhead kick combo but to keep things simple we're looking at 5 Tostadas/Slides to stun Ryu.  Of course, your opponent is probably not going to let you land it 5 times without doing anything and he will lose the stun potential, but that's not really the point.

Lets compare that to Vipers stun potential on wakeup, as she operates on combinations.  Her most basic combo on wakeup is low fowardxxMP Thunder Knuckle or SJ Burning Kick (200 stun).  The low forward TK combo does 300 stun by itself, so it takes her 3.33 of these to stun Ryu.  In most practical cases Viper will get that stun much easier than Fuerte because his major stun option is RSF punch loop.

Viper's basic combos and Stun Potential:  Jhk, hp, Seismo Hammer (EX), SJC Burning Kick will do around 500.  low short, stand short, low strong x MP Thunder Knuckle does 380 and low forward into MP Tunder Knuckle does 300, neither of these knock down so it is possible to continue the pressure.  These also take no special setup or even a bait to land, though the option is definitely there.

Fuerte's combos:  RSF Loop- can do up to 100% stun (though you wouldn't want to in general), as for other combos he's pretty limited... you can bait and do close HK, Guacamole Grab or overhead toward mk+a string of jabs but niether of these will top 300.  The only thing Fuerte can do that leads to that big stun potential is the RSF loop, which we all know can be a real bear to set up.  The Loop is also one of the most difficult techniques to master in all of Street Fighter IV as well.  (not saying C.Viper's combos are any easier!)  You will mostly be knocking your opponent down with a Tostada Press or a throw.

Also of note is the Armor Breaker-  Fuerte only has one move with this designation, though the Run Grabs will work as well.  The Quesadilla Bomb is very difficult to employ as an Armor Breaker or to even throw out as it takes a button charge.  Viper on the other hand uses a fireball motion and it is one of her most used specials to begin with, it is also very safe on block for the MP and LP versions of the Thunder Knuckle.

Connecting the Ultra:  Fuerte can't land his ultra except from his Focus Attack or as a fireball punish/anti air.  It is one of the hardest in Street Fighter 4 to use.  Viper can land hers from many of her options in any area of the screen, though it is harder to use than other characters.  

Comparing Anti Air-  Both of Fuerte's special options have to be done rather early.  The Guacamole Throw and the air throw both require quite a bit of pre-emption.  In comparison, Viper's thunder knuckle can be used similar to a shoto DP though it's not nearly as good.  Fuerte's low fierce is definitely a lot better than Vipers back+hk though I will admit.

Mobility:  Fuerte is obviously quite a bit more mobile.  His run definitely wins this category and (this is theory) he might turn out to be a bit of a runaway character.

On balance, I believe Viper is better because of all her options.  That's what Street Fighter 4 is all about anyway, having those options to counter or overwhelm your opponent... Fuerte certainly CAN do that, but he has a much harder time to do so.

Good luck with your learning Street Fighter 4.  I myself, still have a very long way to go.

Edit:  There are some things I wanted to mention, but it got a little long anyway.  One thing that definitely makes a character good in 4 is how good their low jabs and shorts are.  That's got to be at least 80% of Balrog's game!  (joke exaggeration, but Rog players do mash jab allllll the time)

Wednesday, March 18, 2009

Street Fighter IV Recommended Joysticks

Throughout my entire time playing Street Fighter I've heard a lot of things about joysticks, with the one common complaint that commercial joysticks suck.  Although it is true that most commercial joysticks DO suck, there are three that I can definitely recommend to you.  One is out of print and hard to find, and the other two are rather expensive.

Why is that?  Because any serious Street Fighter player needs a serious good quality joystick.  You will find that a top quality joystick is a lot more durable, reliable, and just plain better to play on.  Also, if you're using an arcade quality joystick you won't have issues in transitioning to live play.  A lot of players with a low grade stick will eventually "upgrade" it or have it break and need to put in new higher quality parts regardless, so lets skip that step shall we?

First on my list:  The Official Street Fighter 15th Anniversary Joystick.  Created to coincide with the release of the Playstation and X Box version releases of the Hyper Street Fighter II Anniversary Edition and Street Fighter III 3rd Strike port this was a top quality joystick in the American style and one of the few to be done correctly.  It featured the standard straight across layout, red white and blue buttons as common in the US, and featured a medium spring HAPP 8 Way Competition Bat style joystick and HAPP Concave buttons, this was the home version of the joystick we all played on as kids at the arcade or 7-11.

There is a used one currently going on Ebay for around 90 dollars.  

Why you might want to consider getting one:  This joystick and the American style in general have a much harder snap and shorter "throw", meaning you won't have to manipulate the joystick as far as on a japanese style.  The gate is also octagonal or round as opposed to square, so it can feel a bit more accurate when moving to a specific direction.  The snapback will also help with things such as charge supers as the stick will do some of the work for you, with japanese style you have to do the motion with wrist power.

Why you might not:   The American style joystick has fallen out of favor in the US due to newer players simply preferring Japanese style, especially Street Fighter III 3rd Strike players.  Also, the newer Joysticks being produced by US companies are ball style as well.  It can be a bit difficult to do double qcf motions due to the stiffness of the spring, you need a lot more wrist power to get it back to neutral and back around for the second fireball motion.  The buttons also must be hit with a lot more power to register than a Sanwa or Seimitsu manufactured button.

Games that are best played on a HAPP:  Marvel vs Capcom 2, America's game, is played almost 100% on American style joysticks so keep that in mind if you'd like to play that in the arcades.  

Other ways to play on a HAPP:  Get a custom stick builder to make you one, that's it!  I own a Custom HAPP joystick built by my friend that fits what I said about the Anniversary Edition, except mine has a HARD spring.

Hori Real Arcade Pro Series / Madcatz Street Fighter IV Tournament Edition:

There are a lot of people talking about the Madcatz TE and for good reason.  It has all Sanwa parts out of the box, a nice design, and a low profile.  It is going for fairly ridiculous prices due to supply and demand at the moment.
It is the only good Xbox360 joystick that I know of though.

I mainly wanted to talk about the Hori Real Arcade Pro.  Popularly known as the HRAP these joysticks are fantastic, I own two models.   I own the HRAP 3 for Playstation 3, and the HRAP 2 SA for PS2.  The main difference is that the HRAP3 is built with Hori buttons which are not bad by any means, they are quite durable and arcade quality, but they are a bit more difficult to activate than Sanwa.  Any HRAP model that ends in "SA" is a Special "Addition" (sic) that will feature ALL Sanwa parts, and a metal overlay.  The SA's are a super limited edition and can be resold at a premium price, for example when I bought my SA2 it was sold out in under a month from then... and I pre ordered!

Why you might want a Japanese stick:  It is more popular, and the motions are done with a lot less wrist effort.  Definitely get it if you are a  Street Fighter III 3rd strike player.  Buttons are also a lot more sensitive as well.

Why you might not:  Basically, the square gate is a tough adjustment.  Rather than doing qcf's you seem to be doing quarter squares, also the sensitivity of buttons is to such a degree that you might make some execution mistakes.  A Sanwa button can be activated by the weight of 2 quarters.

Have fun playing Street Fighter 4!

Friday, March 13, 2009

Videos from Shinjuku Shibuya Sports Land!




Exterior Signs

Fighting games in the basement



This is the BEST Shibuya Arcade.
Just a quick update.  Ones that came out too poor didn't get put up.  Sorry for poor quality my camera was on lo-res setting! Better, and MORE vids next time!






Street Fighter IV Character Selection, "Honorable characters" etc

If you click my user profile on AllisFighter.com and look under "Street Fighter 4" you will see that all my selected character portraits are Sagat.  This is because I have very little interest in playing anybody else, even for "casual" play.  Sagat is widely considered the best character in the game, and a lot of players are getting derided for choosing him, or for switching from a weak character to a better one.  As a utilitarian person, I don't see the problem with using a character I not only like but is also really strong as a bad thing.  I can, however, understand why some players feel "betrayed" when their favorite player switches to one of the top/upper tier characters. 

Are some matches made easily winnable by Sagat's options?  Absolutely.  Is this a bad thing?  Some players seem to think so.  Sagat has some tough matches as well, I consider Akuma and Blanka to be particularly difficult.  Some players also seem to want an uphill battle every time they play, by knowingly picking a character that THEY KNOW is bad simply for the reasons that the character they could be good with is "overpowered" or "broken."  Everybody is free to pick Sagat, Akuma, Viper, Fuerte whoever they'd like so I don't see the issue in wanting to switch.  The words Overpowered, Broken, Unbalanced all sound the same in my head as "cheap", some players can transcend the "throwing is cheap, fireballs are cheap" etc but seem forever unable to overcome the "this character is cheap!" mindset.  If you have a legitimate reason for picking a low ranked character, such as unlocking their hidden potential or you are very strong with them then I say go for it.  One player I always cite as making the best out of a bad character is Hayao (Hugo player) he makes Hugo's high priority and turtling style into an art form by using the system, his knowledge, and his execution talents to win against top tiers.  Hayao plays Hugo because Hugo suits his style and abilities, not because it's "HONORABLE" to do so!  Same thing in 4 with Iyo Dhalsim, Iyo has been playing Dhalsim in CVS2 for a long time and has figured out Dhalsim on a level others haven't in 4.

What I'm saying is, don't limit yourself because "honor" straps you to a character.  If you start playing "honorable characters" it's a slippery slope (back) to scrub mentality.  Just like you should have a reason for what you do IN MATCH, you should have a reason for what you do on the select screen!

Another thing that particularly irritates me is when a well known player changes characters to one that they are better with.  One case a lot of people know about is Tokido switching from Urien to Chun in 3s, Tokido was a great Urien player... but some think that he became an even better Chun player.  His results certainly reflected that.  Especially since 4 is so young, players are going to be switching all the time.  I heard recently that Kindevu changed from Rufus to C. Viper.  No doubt there will be players criticising them for these switches, I say it's nuts.  Why be a strongly ranked Urien when you can be a top of the line Chun player.  Don't feel betrayed if your favorite player switch one, two, or many more times throughout SFIV.  This happened with well known Smash player Gimpyfish, he announced he was going to switch from Fei long and his blog got completely buried in derisive commments.  The man has been playing for less than a month by my estimation, let him get accustomed to who he should play.  Myself, I went through the whole cast except for Viper, Ken, Rog, and Rufus to finally settle on Sagat.

Another note:  This game is not yet fleshed out 100%, somebody may take that throne from Sagat and others have moved into his S+ tier in the recent lists.  Not saying it will be as drastic, but during the earlier days of Marvel characters that could control space with a lot of projectiles and traps were the top ranked.  The character rankings of those days included Dr. Doom pretty much at the top, and Sentinel was considered terrible.  We saw that perception change completely and now Sentinel is one of the "Big four" possibly even the best character in the game!  There is still a lot to be discovered, and maybe the console characters will shift things a bit more.

Thursday, March 12, 2009

Privacy Policy

WE USE THIRD-PARTY ADVERTISING COMPANIES TO SERVE ADS WHEN YOU VISIT OUR WEBSITE. THESE COMPANIES MAY USE INFORMATION (NOT INCLUDING YOUR NAME, ADDRESS, EMAIL ADDRESS, OR TELEPHONE NUMBER) ABOUT YOUR VISITS TO THIS AND OTHER WEBSITES IN ORDER TO PROVIDE ADVERTISEMENTS ABOUT GOODS AND SERVICES OF INTEREST TO YOU. IF YOU WOULD LIKE MORE INFORMATION ABOUT THIS PRACTICE AND TO KNOW YOUR CHOICES ABOUT NOT HAVING THIS INFORMATION USED BY THESE COMPANIES, MESSAGE THE BLOG OWNER.

GOOGLE, AS A THIRD PARTY VENDOR, USES COOKIES TO SERVE ADS ON YOUR SITE.
GOOGLE'S USE OF THE DART COOKIE ENABLES IT TO SERVE ADS TO YOUR USERS BASED ON THEIR VISIT TO YOUR SITES AND OTHER SITES ON THE INTERNET.
USERS MAY OPT OUT OF THE USE OF THE DART COOKIE BY VISITING THE GOOGLE AD AND CONTENT NETWORK PRIVACY POLICY.

Thursday, March 5, 2009

That Guy 1.5


My New IC Card for Sagat! (Arcade BP Ranking Card)

This is my quick update to my main page post on www.AllisFighter.Com, sort of a supplement to tell you something about those friends that you have, the ones not in your head, that are a negative influence and why it is so.

The walking personification of "that guy" is known in the rap world as the "hater."  A hater is anybody in your life that disrespects what you want to do and downplays your success.  We've all had a "friend" like this at some point, and my advice to you is that you're better off without him.  You might think that this guy is a good influence on your life because this type of person keeps you grounded in reality, I say... why stay "grounded" when it's better to FLY?  The sad part is, that even if you disregard what this friend says as nonsense, it gets to you on some level.  The human mind keeps a lot of stuff in the subconscious.  Personally, I'd rather not have a negative outside influence that can affect me even .001%.  Do you really think Edison kept haters in his life?  "Oh Thomas you will never make the lightbulb, you've failed 100s of times."  Probably not, he never gave up and today we have harnessed electricity and all the wonderful things it brings.

If you look at the life of a hater, you realize they never get anywhere with their own happiness.  They only seem to be having a good time when bringing you down, why is that?  Well, fundamentally I believe a hater is somebody who starts off wanting good things in life and wanting to achieve his goals, though when that doesn't happen he starts disrespecting those around him that do achive or do have goals.  The old saying goes 'misery loves company' and these guys are some of the most miserable of all.

Some do make a career of being a hater, some critics fall into this category.  Of course it is good to have them so that we know that "Street Fighter:  The Legend of Chun Li" is an even bigger shitbomb than "Street Fighter: The Movie" and can avoid watching it, but why do these people become critics in the first place?  Can they not "hack it" directing their own films?  Maybe, maybe not... how can we know without judging their creations?

The TL;DR of this article can basically be summed up in this quote from composer Jean Sibelius: "Never pay any attention to what critics say…Remember, a statue has never been set up in honour of a critic!"

Good luck.
--GnG

EXCLUSIVE VIDEOS COMING SOON!

I will be getting exclusive video by camera of TOP Shibuya Sports Land players exclusive to this site.

Be shocked and excited by Include's C.Viper
Intrigued and befuddled by Ponyo's Akuma
Angered and Enraged by SuperOjisan's turtle Balrog.  (boxer)

See what a REAL TOKYO ARCADE IS LIKE, FIRST HAND!

Monday, March 2, 2009

My Blog has been picked up!

I will be writing for the front page of allisfighter.com.

The "Close Up" Game Problem in SFIV

This is my opinion, please agree or disagree with me as you wish.  I am going to try to present my argument with facts examples, and some light mathematics.

Let me preface this with the opinion of a respected player, Mike Ross, this is our conversation about this exact topic:

Sheil is the Man: Hey Mike I wanted to ask you something about 4
Sheil is the Man: if you have time.
The GreaterForce: yeah
The GreaterForce: watup
Sheil is the Man: I'm having a real hard time with the closeup blockstring game
Sheil is the Man: I kind of figured it out mathematically
Sheil is the Man: And no matter what you do it's a gamble in favor of the aggressor
Sheil is the Man: every time.
Sheil is the Man: Like lets say Ryu is up in my ass doing low short blockstring, dash+throw shenanigans
Sheil is the Man: What can you do really besides throw out a reversal and hope he's not going to bait it, or tech the throw.
The GreaterForce: nothing
The GreaterForce: LOL!
The GreaterForce: hahaha
The GreaterForce: seriously
Sheil is the Man: Fuckin hate this game
The GreaterForce: its so stupid
The GreaterForce: yeah
The GreaterForce: im sure u've tried it all
The GreaterForce: and it all fails
The GreaterForce: u just gotta react
Sheil is the Man: Pretty much.
The GreaterForce: to their shit
Sheil is the Man: God, so when you're getting RTSD'd
Sheil is the Man: you are like, up against the odds every time
Sheil is the Man: And if you play somebody with no crossup defense (Abel) its a wrap.
The GreaterForce: yes
The GreaterForce: correct

Depending on your style, this might be a boon or a bane.  For me, it is definitely the latter.  The issue is two-fold: No other Street Fighter game has so greatly rewarded the tactics of close low jabs and shorts, and no other SF game has made standing crossups so viable.  Sure, this style of game has been prevalent since the first ever "short short super" from Ken in Super Turbo or DeeJay's crossup trick, but each character had reasonable means to get around it.

In Street Fighter 4 the zoning game is a lot different due to the way your opponents are going to attack.  A lot of players will come out with guns blazing, trying to focus and dash up to get that range, from what I've seen it's becoming the dominant tactic for many of the characters.  Focus/Saving allows a great deal of mobility on the ground, similar to the parry, but coupled with the difference in SF3 and 4 it becomes a more worthwhile tactic.

I'm going to simplify the numbers to make things easier:
Picture the scenario:  you're Sagat fighting against a strong Ryu player, he's got range on you and he can do low short low short low jab etc into combo or dash up throw,  that string and then cross you up, or block and bait.  Let's assume that if he lands the combo you will take anywhere from 15-25% damage (depending on distance and meter etc), if he throws it does around 10%, and if he blocks and baits you will eat the same combo in a punish, or if he lands the crossup you will take the combo.  Your options against a tight blockstring are 1) Get out a Tiger Uppercut, 2) Break the throw or 3) try to push back with your own block string.  Lets say the Tiger Uppercut will do 15% damage when successful, and Teching obviously does no damage.

Anyway, the Ryu player has 4 damaging options: 3 where he will get 15-25% damage or lets say the two combos average out to about 20% (15+25/2=20) and one where he will get 10% damage so if we add these situations together and divide by 4 (situations)  his damage potential for this mixup game is around 17.5%. 

Your options are as such:  Block and try to tech which does no damage, uppercut for 15 percent on the block string or crossup, or try to make them block which can hit sometimes but I am not going to go into that right now cause it would be way beyond the scope of what I'm trying to do here. (we'd need ratios of hit and block)  Let's disregard that, I might take it up later.  So with the 3 viable solutions we have 2 with a damage potential of 15 and one with a damage of 0. (the tech)  The sum of the defender's outcome is about 15+15+0/3= 10%.  

At the very best you lose 7.5% damage on average to Ryu's options.  This is assuming that your execution is pretty strong as well.

Obviously there is a lot I haven't taken into account because the numbers would be too cumbersome, but overall the attacker has much the advantage.  Some characters can warp out, some have very poor crossup defense so the numbers adjust accordingly.  If you're playing certain characters with little anti air defense or a poor reversal you're in a bit of trouble.


Tuesday, February 24, 2009

Sony Japan RULES

11:23 Japan Standard Time.  My broken PS3 comes back only 3 days after having a fatal Blu Ray Drive Error.  They sent a courier to my house to pick it up, and drop it off.  Not only did they re-package everything beautifully as though it was brand new, they decided to send me a brand new Sixaxis controller.  I am really surprised at how great the experience with their warranty was, completely hassle free.

If I had an Xbox360 I probably would have had to wait a couple weeks at least.

Monday, February 23, 2009

How to Practice EFFECTIVELY

My PS3 is dead.  I got the code of death, 80010514.  Game over, until my Sony Japan warranty goes through.

Doesn't mean the blog is finished.  I'm here with an installment regarding practice.

Every modern street fighter game has a training mode, all are useful but only if used with a purpose and used correctly.  I'm going to help with that purpose, and the rest is up to you.  A well known player, Julien Beasley (tea-hawk.blogspot.com), has his own ideas about practicing, namely how many repetitions of a move to do to get your muscle memory trained.  Although I agree with him in many ways and of course believe that reptitions are the best thing to do, there are some mental things that most guides to improvement don't address.

Set a goal.  What do you want to do, and when do you want to do it by?  Be realistic.  If you're trying to learn Magneto's ROM infinite in Marvel it's not going to happen immediately.  There isn't a rush, these games have been played and will be played for years and years to come.

"Anything worth doing well is worth doing poorly" -  When a new game comes out, or if you're picking up an old game, or even a new character there are undoubtedly things that you will need to learn.  You must be perseverant and not lose sight of your goals, if you want to put in the time to be great, you have to suck (relatively speaking) first.  Street Fighter IV has been a big eye opener for a lot of players, everything is different in this game some even saying that execution is more difficult than in other games.  Don't get discouraged and beat yourself up, even if you're practicing El Fuerte's RSF, you will eventually be able to do it.  There is nobody watching you, there's nobody laughing, fucking up a combo a hundred times won't make your penis smaller.

There's a saying as well, time waits for no man.  Your execution will not improve by watching match videos, it will only improve by putting in the time at training mode or during matches if you're not worried about trying new tactics.  You won't get better by osmosis, wasting time, drinking beer, smoking pot etc... if you want to get better at Street Fighter you have to GET BETTER AT STREET FIGHTER.  PERIOD.  Watching Match videos is ok, but only to analyze and only after playing yourself.  With the relatively good netcode for things like GGPO, 2DF, SFIV, HD Remix you can get in games any time even without a console.

Don't stop training.  Wade Boggs used to go out every day for batting practice, though it can easily be seen that he had a natural talent.  If he went out there every day during his career for practice, why wouldn't you?  The best players keep themselves sharp by practicing and playing, the top Japanese players like Tokido practice 10 hours a day!  It's going to come down to your level of commitment how good you can become.

Theory fighter is just that, theory.  A street fighter player with poor execution is going to be in a tough spot in match, where that one mistimed shoryu or "ghetto" version of a combo can cost you the match, the round, and maybe even the tournament.

Let me know what you think.

Tuesday, February 17, 2009

Regarding El Fuerte- Advice Part 1

Sup guys.  
Today I wanted to start my "Advice" postings for all of you to level up.  Now you might ask what qualification do I have to give out advice, well... I've been playing Super Turbo for 15 years and am considered by some as one of the best players on HD Remix for PSN. (Shoryuken.com Best of PSN thread)  I have been playing SFIV in Tokyo for a bit over a month now but am getting the hang of it quickly.

Anyway enough about me, let's talk a little bit about Fuerte.

Pros:
Body Splash can hit as a crossup
Ultra can be used as an anti air and does decent damage
Has a strong punisher in Run Stop Fierce (RSF, Punch Loop, El Fuerte "infinite" etc)
Very tricky and mobile.
Decent Focus Attack

Cons:
Punch Loop is very difficult
Has few decent punish combos besides Punch Loop
Takes a lot of damage quickly (900 stamina)

My main advice to anybody who wants to play Fuerte is that you NEED to learn Punch Loop 100% at least until 5 hits.  It is his most damaging combo, causes dizzy and can do a lot of things for you in terms of wakeups.  If you cannot do the Punch Loop either PRACTICE HARDER or play a different character because you will not get very many wins without it.

That being said lets take a look at what it can do for you:  http://www.youtube.com/watch?v=cdmBS7V6DI0  19 Seconds, Tokowa hits Focus Attack 4 reps of RSF and a Slide Kick to bring Ryu down to 50% life.  The Ryu player starts frantically jumping as he knows a couple more hits from Fuerte will stun him and he will likely lose the round.

2:24 Fuerte throws the Ryu player, baits him into wakeup shoryu then lands 2 reps of RSF cancelled into Super for the win.  If there were another match I'm sure the Ryu would think twice before wakeup Shoryu.

After the Ryu player loses, the Rufus player is completely dominated in the first round by Punch Loop.  2 hits after the loop he is dizzy and eats 5 more fierces and a slide trip.  2 combos a wakeup trip and an overhead bring Rufus down to 15% or so.

We see the wakeup uppercut bait again in the next match though he fucks up the combo.  Having such a damaging option at your disposal for one relatively small mistake makes them not want to uppercut as much on wakeup, leading to more crossup opportunities, slide trips, body splash tricks and other thing.  What happens usually when a DP is whiffed?  Sometimes a throw or a short punisher combo maybe topping out at 25%ish, with a good Fuerte that punishment becomes around the neighborhood of 40+% with an incredible stun percentage and no use of meter to boot!  What about characters like Akuma, Seth (console, human select), Chun etc who have low stun meters/life meters or both?  Their lifebars get OBLITERATED.

Another way to connect it that I didn't mention yet is the focus attack.  Fuerte's is relatively quick.  Think about it this way, when most characters focus what do they do?  They will attempt an Ultra or some large SADC combo, this usually does around 40%ish at most (for Gief a bit more obviously) Fuerte has this option but his other option costs NO METER allowing one to save EX meter for Runs, Air Grab, Super or in the case of Ultra as anti air.

You NEED this combo.  Unfortunately it is probably the hardest in the game, discovered so far, to learn.  Theory fighter and Street Fighter are two very different things.

That's all for now, I hope I convinced some people to hit up training mode.   I'll be doing another installment of El Fuerte advice as well as some other characters I want to cover.

My next article will regard practicing and mindset.

Wednesday, February 11, 2009

Japanese Version PS3 Street Fighter IV Released!


I GOT MINE, DID YOU GET YOURS?

Feb 12, 10 AM Japan Standard Time.

The only issue for me is I can't read Japanese so options and online is trial and error.

Saturday, February 7, 2009

Thoughts on Characters

I've currently been giving M. Bison a try, and man does he have some of the best normals in the game.  Standing MK will hit over a lot of pokes, standing hard kick is godlike.  It will trade or beat any jump in, nasty range and comes out extremely fast.  It will beat hurricane kicks, and standing (not wakeup) crossups.  I would have to say it's an even more brainless anti air than balrog crouch fierce.  clp is as fast as Balrog and Sagats as well so maybe I can get out of poke strings.  Low strong is fast and will hit a lot of stuff.

He plays a lot like A2 Bison, where he can whiff the devils reverse a lot and build up meter, just hang out at midscreen or farther away and turtle up.  The only thing that is really a weakness is the Psycho Crusher.  It does a fair amount of chip, but it's slow and the priority on the non-ex versions seems really bad, I would much rather have his fireball than that.

Can't wait to try him out at Shibuya Sports!  

Thursday, February 5, 2009

Smoking in Arcades and You!

Some of you might know that smoking is allowed in Japanese arcades (Game Center in Japanese) but might not know how bad it really is.  At the vast majority of arcades, a great number of people smoke.  These players don't just smoke a couple cigarettes throughout the course of a night, a lot of these players smoke a cigarette between turns on the machine, and leave the cigarette burning in the ashtray during the match, taking drags between rounds.

How can this affect you?  Quite negatively if you're not a smoker I'd assume.  Personally, I don't believe that a couple nights a week of second hand smoke are going to lead to lung cancer, but the fact is that it will dry out your throat, make your eyes red, and make you smell as though you've been smoking all night.  A small arcade is a lot like a cigar club, but its worth it for the competition.

What you can do:

Start smoking-  probably not the best idea, but if you want to be a jittery nervous mess and plan to stay in Japan go for it.  You'll always be able to smoke at the arcades and pachinko halls.

Personally I am considering puffing on a cigar so that if I am having to take in smoke I might as well look ballin.

Get a cheap medical mask-  These are sold all over japan as a kind of way to stop the spread of colds.  I haven't yet used one but I'd assume it cuts down on the crap in the air pretty well.

Bring an orange-  That's what Johnny Chan used to do at WSOP before the smoking ban!

Take a breath between matches- Simple and probably good for you, though there will be people smoking on street corners almost everywhere in Japan.

My best advice though would probably be to keep yourself hydrated.  A dry throat the next day and a bit of a cough are no fun.  If it gets really bad, bring some throat lozenges/cough drops.


Saturday, January 31, 2009

Japanese SFIV Players Style

Many people discount the idea that the Japanese play style and American is a lot different.  I am not one of those people.  Americans tend to prefer a more aggressive style, more randomness.  The Japanese seem to play a more solid pre-defined style, defensive until they get that knockdown or can bait your fireball... then cross up and deal a lot of damage with their well practiced combos.

Of course there are many great aggressive players here, and in the US but I believe that for most players the conservative approach is best for this game.

That's the real difference between American and Japanese players I think.  They put in the work to get the execution 100%, even the weak players yet instead of focusing on HITTING the combo, they are focusing on setting it up.  You really have to squeeze out every little opportunity that they give you, and the windows are quite small.  If you're facing a guy that's trying to "hit the combo" he is much easier to damage in this game, and the tradeoff is relatively small.

SFIV to me seems like a very turtle friendly game, and I think we Americans have to change up a little bit because gone are the days of jump parry/air blocking and things of that nature.  The Cali OG's knew that aggressive turtling was the strong style for CE, Hyper etc.  They knew that Jumping in is generally suicide. the SFIV system gives you very little room to be a rushdown specialist, and the punishes here are some of the worst in street fighter history.  (One bad jump in against Ryu will get you LP shoryu'd SADC xx Ultra for ~40%, Sagat can also tiger uppercut, 2 hitter kick and a fireball.)

Let me know what you think.

Best Place to Play in Tokyo

In my honest opinion the best place to play here I've found is Shibuya Shinjuku Sports Land.
 Confusing name, huh?  It seems to be an offshoot of Shinjuku Sports Land.  Leave the Hachiko (8) exit, cross the street diagonally and it is across from a restaurant called "First Kitchen" about a block or 2 down. They have 300 yen 4 hour free play on Thursday nights 7:30-11.  Last week Ino and Isse (Yun in 3s) showed up.  They have 1 h2h cab setup just for beginners under 30,000 BP (aka the "gaijin machine") and 2 h2h setups for those with any BP amount.  The owner is a real friendly guy as well.

Other nights are 50 yen per play as well.  There are a steady group of Gaijin players there as well, so if you're getting a bit lonely come say hi!