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)

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