Ultra Street Fighter IV Ibuki Impressions and Decapre Info Dump

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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.

 

I Finally Take My Ibuki Online Again to Pre-Game for the Ultra Update!

Ibuki1 My return to the world of YouTube has included a change in the title for the series. This is mainly because I wasn’t a huge fan of “Weekly Vortex,” but it also lets me keep a good grip on which videos occurred when because, you know, looking at the dates they were uploaded is pretty rough. Weekly Vortex is sort of like season one and the new On the Scene (still subject to change because I’m fickle when it comes to these things) is season two.

I’ve got a good mix of matches lined up and I hope that the new microphone has made me sound better overall. There are still some minor kinks to work out so that you guys don’t have to listen to me breathing–something like scooting the mic away from my face a few more inches–but that’s easy. I am also in the process of testing out a few different video editing software trials. If there are inconsistencies from week to week for a bit, I’ll be blaming them on that. This particular video was put together with the fabulous (compared to Windows Movie Maker) Sony Studio Platinum 13. It’s got tools that I haven’t used since Avid several years ago for some school projects.I had about six audio tracks running; it was awesome.

Since the Ultra update hits consoles on June 3rd, this will be my last Arcade Edition upload. Be sure to check back next Friday to watch me fumble around with the Ibuki changes. I’ll probably be botching all sorts of setups. Bring your earmuffs.

Tarnot, on the Scene!

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Hi there. Remember me?

Since last we spoke–or, I guess, since last you looked at what I had to say–a few things have happened: I’ve picked up a couple of new pieces of equipment for video capture; I’ve put a great deal of time into learning some important, yet overlooked, tech with Ibuki; and our local FGC has been bringing out 10-20 people regularly. Things are going very well on the fighting game front.

Now the time has come to get back into the swing of providing you fine people of the interweb with two weekly updates! For the moment, I’ll be adopting one of my earlier models for that: text-based posts on Tuesday, videos on Friday. These Tuesday posts allow me plenty of space to rave like an intoxicated  Bobcat Goldthwait, which is always nice, and the Friday posts will let me do the same thing while playing some game or another and talking over it (I may actually rave like and intoxicated Bobcat Goldthwait.) Remember that post where I told the world why Scorpion in Injustice was just as bad as Akuma in Super Turbo? Expect more things like that (read: expect me to act like I know how to balance games. I promise that I do.)

Now seemed like the perfect time to make my return because we’re just a couple of weeks out from the release of the console DLC version of Ultra Street Fighter IV. I’ve decided that, for the moment, I’ll be messing with plenty of characters, but will ultimately keep Ibuki as a main for now. In trying to play other characters I’ve discovered that I just can’t do the same sorts of things with not-Ibukis. A lot of that comes down to the fact that I have an answer for everything with Ibuki. Did I land a back throw? Roundhouse command run twice to be on the other side of them as they wake up; Roundhouse command run once, forward command run once to be in front; short command run once and super jump for a cross up. Most of these depend on the hit box of your opponent, but I can usually gauge that on the fly, too. Meanwhile, when I get a knockdown with, say, Chun-Li, I dash a couple of times, do a jump forward and then eat a dragon punch as I realize that she has very little business using that button. It basically comes to familiarity.

Certainly, she will be changing greatly, but her changes will encourage me to, as SRK’s Patrick Miller edited into my introduction post, “actually learn how to play Street Fighter” instead of relying on nothing but okizeme to win matches [it appears that that was later edited back out.] I won’t be able to do everything that I do now, but I’ll be forced to get more familiar with buttons like 6+short. It’s got a great hit box and cancels into all of her specials. I’ll also be forced to use short tsumujis to control spacing. Basically it’s time to learn footsies at a higher level than just slapping seemingly random buttons at seemingly random intervals. I should get a lot better at the game.

Hopefully.

Anyway, it’s good to be back. I hope that I didn’t lose the attention of too many of you in this short vacation from typing. Look forward to my first video in three months on Friday. I’ve got an incredible amount of footage gathered. See you then!

Titanfall Beta Gameplay Footage and Initial Impressions

Titanfall Beta

After Call of Duty: Ghosts left such an awful taste in my mouth, I thought I’d never play another modern FPS. I’d grown comfortable with the fact that I’d stick to fighting games and the occasional MOBA and leave competitive gun slinging safely in my past along with gas station taquitos and Wings reruns.

Then Titanfall came along.

Like many people, I was lucky enough to get into the PC stress test this weekend and I have to say, it was incredible. It’s like someone sat down and took everything good about every past FPS and found a way to fit all of those little pieces together into something that doesn’t look or feel like an FPS equivalent of Frankenstein’s monster.

The gameplay is fast, the maps are huge (but not so huge that it feels like you’re never in the action), the fields and corridors are filled with NPC fodder that you can easily kill to gain experience (and points toward victory in Attrition mode), the weapons are incredibly fun to use and to top it all off the parkour elements and the ability to double jump make it feel like I’m controlling a space-aged version of Ezio Auditore. I also can’t say anything about Titanfall without mentioning the melee kills. I was a fan of the commando pro perk in MW2 because it extended the knife’s effective range. There is no knife in Titanfall, you just cram a rocket-powered boot into your enemy’s chest or, if you’re behind them, break their neck in a cinematic fashion. The effective melee range is comparable to the commando pro knife range, so I feel right at home flying around and sticking boots into faces.

Though open beta testers only have access to a very small amount of weapons, two maps and a single titan, the game still feels complete; it is still something that I would readily purchase in its current state. That it is going to have 14 total maps, about ten times as many weapons and more titans on release sounds almost too good to be true.

And if you’re looking to try the beta yourself, follow this link to the official signup page. The beta is set to end on Thursday, so don’t wait!

[NOTE: Through uploading this video, I have discovered that my video quality until now has been rather subpar. This lack of beautiful visuals was easy to overlook in fighting game videos, but it’s not easy to overlook when things become so blurry in a game like Titanfall. For the moment, I am without a way to fix this quality issue, as I do all of my editing with Windows Movie Maker (I don’t have another program to do it currently). About an hour ago, I did some research to find out at what point in the process my video quality had degraded from the 720p that I recorded in to… whatever exactly is currently on the YouTubes. I found that the drop occurred when I moved the file into Movie Maker for editing, which compressed the file into .wmv format, resulting in a drastic reduction of  visual quality.

For now, I’m going to spend some time looking into alternative editing programs that aren’t in the Adobe price range, as that is just unrealistic. If anyone knows of a program that will allow simple editing without a reduction in quality, please let me know!]