On the Scene! Episode 4 is Live With More Ultra Street Fighter IV Ibuki Ranked Matches!

The newest episode of On the Scene! just went live! I decided to not include the training lobby between matches because that made the video way longer than I intended. It’s a style that I’ll keep weaving in from time to time, but this week I wanted to get back to my roots. That means that I cut together some of the silliest matches that I’ve had! I’ll leave you guys to check it out. I hope you like it!


Ultra Street Fighter IV: My Favorite Buggy Mess

Sad Decapre

Disclaimer: The opinions expressed in this article are mine alone and do not represent the opinions of any organization for whom I produce written or video content.

Before I get started today, I just want to let you guys know that I couldn’t be happier to finally have my digital hands on a copy of Ultra Street Fighter IV. The hype that had been building since my first Ono Shoryuken last year at Evo finally manifested itself in an updated version of one of my favorite games of all time. I have fun every time I play it and I expect to continue to do so for many months to come. That doesn’t mean that the update is perfect.

I’ve been putting together the community roundup posts over at SRK since the game’s release and in so doing I’ve seen some pretty dark corners of the Ultra update. A great number of these bugs have  to do with FADC dash-throughs and involve weird hitbox and hurtbox interactions. Many of these are new, but even more of them remained in the game from the days of Arcade Edition ver. 2012. If you’ve not seen these before, here’s a video that NurseLee compiled which appeared on Shoryuken.com’s front page yesterday:

This isn’t even close to a comprehensive list. In fact, there’s an entire thread on the SRK forums dedicated to this problem. The real kicker? The original post was created 11 months ago. That means that the glitch has been public knowledge for almost a year, which means we knew about this stuff before the Ultra update was even announced.

This particular bug isn’t game-breaking. Sure, the dash-throughs could potentially land someone that final mix-up to take that final round of that final match in winners finals (did I say “final” enough?) but it’s not likely. Gambling 2 meter for this kind of opportunity, especially when each specific instance only works on a handful of the cast anyway, just isn’t something to get overly upset about when it comes right down to the competition aspect of the game. But why are these bugs still there at all and how do more of them keep getting introduced?

The dash-throughs aren’t the only oddities that I’ve seen in abundance, either. Over the course of several evenings of casual sets with my local FGC, I’ve run into a strange error involving character placement. It’s difficult to explain and I’ve not yet been recording when the glitch has occurred (you’ll all be the first to see it when I do catch it on film), but if certain moves hit at certain angles and force a character to move, say, forward (so that the attacker should land in front) sometimes the attacker actually lands behind. I’ve seen this from Rolento (vs. Decapre) and Dudley (vs. Ibuki) which makes me think that it could be something to do with small hurtboxes. It’s confusing, though. It’s a lot like a fake crossup, but the attacker nearly touches the ground behind the defender before swapping to the back, or the other way around. I have tried to recreate the incident, but I can’t. This makes me think that it’s an inconsistent kind of bug and that’s much worse than one that can be produced repeatedly for a couple a reasons: first, it’s harder to pin down what’s causing it; and second, people can’t train against it or have any way to anticipate it.

And finally, what about Elena’s inconsistent hurtbox that Wolfkrone found within the first days of the update? If this problem exists, I’m certain that it’s not exclusive to Elena, as none of the other bugs seem to be isolated incidents.

Bugs in fighting games are an interesting beast to discuss. We so readily forget that the entire idea of combos came from a bug way back in the days of Street Fighter II. Had that bug not been expanded upon purposefully by developers like Capcom, we likely wouldn’t have the fighting games that we play today, as characters able to do nothing but throw fireballs at one another and punch every once in a while sounds like little more than a re-skin of Pong. No one wants to play a re-skin of Pong. Kara cancels started out as a bug, too. So could these wonky hitbox issues be semi-intentional since many of them made the transition from Arcade Edition ver. 2012 over to Ultra? Or am I just giving Capcom too much credit here?

Take every bit of this (and a great deal more that I’m all but certain I’ve missed) and combine it with the fact that every new character and every new stage added in the Ultra update were transferred over from the failed Street Fighter X Tekken and therefore aren’t “new” at all. What? Oh, right, Decapre wasn’t. She’s a completely new charac–

Wait, no she isn’t. She’s Cammy wearing an alternate costume and enhanced with Raven’s particle effects from, you guessed it, Street Fighter X Tekken. Now, I love Decapre. She’s a character fun enough to main, but that doesn’t excuse the fact that Capcom built her up as much as they did, then teased a fan favorite like R. Mika before finally showing her to us. If Capcom’s goal was to piss off a whole lot of people, they succeeded. But we’ve all heard this issue discussed more times than we’d like, so I’ll leave you with this final thought:

Are we, the first handful of FGC loyals who slammed down fifteen bucks, simply beta testing a product due to release two months from now? Will these problems even be addressed in the physical release of the game? Will we be waiting for a 2015 or, worse, a 2016 iteration of the game before we see these problems fixed?

I guess we’ll know more in August. I’ll see you guys Friday.

Sources: NurseLee, SRK Forums, Wolfkrone

On the Scene! Episode 3 is Live!


I love the new training mode fight request feature in Ultra. There’s a very good chance that all future ranked match videos will follow the format that I used today. I kept the footage all in one take, because it didn’t feel right to edit out one particularly painful match (even though its… wow. It’s brutal, y’all.) It ended up being a particularly long video–my longest, actually–but when I can bounce so rapidly from a match where I try something and screw it up to training mode where I show you what it should have looked like, that’s just… I’ve been wanting this for a long time and I didn’t even know it.

The video is a return to Ibuki. I am still in the process of adjusting my muscle memory to the new chains that I should be using to maximize damage output. I’m also still getting used to the idea that landing a Super in a match should be happening a lot more than it used to. Since a couple of her target combos end with her in the air and her opponent ready to be juggled, Capcom’s intent is apparent: stop throwing knives at them so much on the ground; save them for the air!

I’ll see you next week!

Ultra Street Fighter IV Ibuki Impressions and Decapre Info Dump


I’ve had a week to get comfortable with Ibuki again and I have to say, she feels like a much stronger character overall. Sure, people can choose to spend an extra 11 frames on the ground after I knock them down if they want, but I’ve been following all of my setups by holding block (if I see that I haven’t gotten a hit) and then just tossing out a throw. I get teched a lot doing that, but it seems pretty safe at the moment. There are, undoubtedly, characters that can punish this, but it’s a good, easy strategy to fall back on at the moment while I continue to adjust to the idea that my setup timings aren’t always going to be as exact as they used to be.

Her improved walk speed makes a huge difference. I feel like I’m playing a different character when it comes to the neutral game, which was the worst thing about Ibuki in Arcade Edition. She just couldn’t play effective footsies all that well without taking serious risks with Tsumuji. Now I just sort of walk around and poke with 6+short and option select a Tsumuji. It’s a lot safer and people aren’t ready for Ibuki to have real mid screen options. It’s amazing how many people get hit by this stuff!

I’ve still been playing Decapre a lot, too. It’s always good to have pocket characters and shotos are so boring (though a pocket Ryu would absolutely be better.) I expect Decapre to be able to cover some of the matches that Ibuki is bad at due simply to the range of some of her buttons. Ibuki has classically had the most problems with characters who have incredible buttons, Bison in particular. If Decapre can out poke Bison, I may have to learn that matchup to cover my ass. There’s a distinct chance that Ibuki’s increased walk speed may have helped her tremendously in matchups like vs. Bison, though, so I need to take some time to try that out before I remain terrified of him for another iteration of the game.

Sad Decapre

I’ve been putting together a text file with an incredible amount of Decapre information so that I can keep everything that I’ve found fresh in my mind. It’s full of stuff that I’ve gathered from forum posts over on SRK as well as tech from various videos that have been popping up online. For those interested, I’ve dumped the information here. This will also double as a backup of the file for me because I don’t trust clouds.

Various Frame Data

1)      All non-ex versions of Cannon Strike have the same advantage. That advantage depends on how low to the ground the move is done. Lower = better.

Frame Traps

1)      c.LP, cl.s.MP xx Rapid Dagger xx Super

Block strings

1)      c.LK, c.LP, c.MP, s.HK | Notes: c.HK typically doesn’t hit here. Must use standing.

Anti Airs

1)      Psycho Sting xx FADC xx Air Throw [290 damage]

2)      Ultra 2 [254 damage] Notes: Guile input

3)      Air Throw [150 damage]

4)      Spiral Arrow [100 damage] Notes: weird to hit with air-to-air

5)      c.HP [100 damage] Notes: trades with lots of stuff

6)      cl.s.MP [60 damage] Notes: last resort; awkward spacing; trades with lots of stuff

Combos | https://www.youtube.com/watch?v=76YdMBfTTXE

1)      j.HK, c.LK, c.LP, c.MP xx Psycho Sting [283 damage]

2)      j.HP, c.LP, c.LP, c.MP xx Rapid Dagger [242 damage] Notes: can cancel Rapid Dagger into Super

3)      j.HP, c.LK, c.LP, s.LP, c.MK xx Razor Edge Slicer [238 damage] Notes: can do safe jump #1 after

4)      j.HP, c.LP, s.MP>s.HK, air throw [303 damage]

5)      j.HP, cl.s.LP, cl.s.MP, c.MK xx Razor Edge Slicer [275 damage] Notes: can do safe jump #1 after

6)      j.HP, c.MP, c.MP, c.MK xx Razor Edge Slicer [311 damage] Notes: can do safe jump #1 after

7)      j.HP, c.LP, c.HP, c.MK xx Psycho Sting [314 damage] Notes: may involve a 1 frame link

8)      j.HK, cl.s.HP, c.MK xx Psycho Sting [354 damage] Notes: allow cl.s.HP to hit twice

9)      EX Scramble xx Break, Spiral Arrow [220 damage]

10)   Ex Scramble xx Break, Ultra 2 [456 damage] Notes: Guiles input

11)   j.HK, cl.s.HP, c.MK xx Rapid Dagger xx Super [507 damage] Notes: allow cl.s.HP to hit twice

Corner Combos

1)      Spiral Arrow, Psycho Sting [220 damage]

2)      Spiral Arrow, Ultra 2 [436 damage] Notes: Guile input

3)      Scramble xx Break, Psycho Stinger [260 damage] Notes: must use LP or MP Psycho Stinger

4)      Scramble xx Break, Air Throw [250 damage] Notes: allows for safe jump #4 after

5)      Scramble xx Break, Razor Edge Slicer [180 damage] Notes: allows for safe jump #1 after

6)      Scramble xx Break, cl.s.MP [180 damage] Notes: causes air recovery; use as a reset

Safe Jumps | https://www.youtube.com/watch?v=0olwSh3ngGo&list=PLGCyYP9PoWfNbUazdvI4gI-4QuDirnLGh

1)      After Razor Edge Slicer: Do a slight delay before the neutral jump.

2)      After forward throw: Do a slight stagger before you jump.

3)      After back throw: Whiff a jab then jump right away.

4)      After air throw combo: [CORNER ONLY] Use the HK Scramble into HK Cannon Strike, timing will need some practice.

5)      After EX Razor Edge Slicer: Do the Scramble as soon as possible and cancel it to a HK Spiral Arrow at the peak of the jump. Is a cross-up.

Unblockables | http://youtu.be/sUog4RxojuE

Back throw, slight step forward, s.MK, j.LK


Friday I’ll have episode three of Of The Scene! ready to go. It’s Ibuki-heavy just like you guys like it.

My First Batch of Matches From Ultra Street Fighter IV!

Decapre Intro Glass Shatter

Last night, a few of the guys from the local FGC and I got together in a endless lobby. Everybody brought out all sorts of different characters–some new, some old–and threw hands with each other for the better part of a few hours. I got a ton of footage from the session and then chopped it up so that everyone’s main had a chance in the spotlight. I only played Ibuki a few times in this session, so I felt like showing some of my Decapre matches was more appropriate. There’s also an abundance of Rolento. Josh has this whole thing where he tends to usually win with that character, so finding a match without Rolento in it was… hard.

So far, I still really like Decapre. She has some really good tools to use at range (s.HK, s.MK), some really good air normals (neutral jump HP, j.HK) and her combos are incredibly satisfying. I think this satisfaction stems from being able to end a good deal of her strings with an FADC into an air throw. It just looks so brutal. Her mixup tools are pretty good, too, but they’re going to take some getting used to. I’ve been spoiled by mixup tools that don’t involve charge inputs.

Check back Tuesday for an in-depth write up on Decapre strategies that I’ve been working to employ.

Tarnot’s Ultra Street Fighter IV Day One Wrapup

Sad Decapre

The wait is finally over. At 6am EST this morning, the Ultra update hit Xbox Live. I’ve been excited about this new addition to my favorite fighting game of this generation since last July when I saw the announcement at EVO. So far, I have not been disappointed.

I started my day off by attacking the Ibuki changes. I set out to find a new way to play the character that doesn’t rely so heavily on vortex, but still involves a lot of mix up potential. After an hour or so in training mode, I was able to come up with a handful of new setups that revolve around the juggle property added to her LP>MP>c.HK>HK target combo, as well as the weird new recovery that her c.HK>HK causes. That’s right–if Ibuki tosses out the c.HK>HK without the two punches in front, she doesn’t get a juggle state. It’s weird, but I’ve come to like it, because she has even more options due to the two different statuses that she can inflict with this button. I put everything that I found into a video. Here it is:

I also spent half an hour or so with Decapre in training mode. I had a feeling that I was going to enjoy her. I didn’t, however, know just how much. She takes the best parts of Cammy and adds an incredible amount of mix up options and ridiculously fun combos. She’s, as far as I know, the only character in Ultra other than Hugo who can end a combo with an air throw. That’s a good way to win me over. Her only drawback is the fact that she is a charge character, but I’ve played enough Chun-Li in the past to be able to deal with that pretty well.

I’ll have a fresh batch of ranked match footage ready for consumption on Friday. See you then!

[edit] As of right now, I’ve put about an hour into casual Decapre matches with Breedo (Josh/Raspingwhatever). She’s main material.