Hadouken

Hadouken: Street Fighter 4 Guile Reversals and Air Throws Video by Gilley

The Street Fighter 4 Magellan himself, Gilley, has just released an AWESOME new video featuring about a bajillion (ok more like 85) situations involving Guile’s EX Flash Kick, Ultra and Air Throw and which moves from which characters those moves can beat.

This video is a great demonstration of what he and Ed Ma discovered about Ultras being vulnerable on start up. Knowing the outcomes of these situations is going to be necessary at high level play soon, so the sooner you learn them for your character the better.

I’ve put together a Google Docs spreadsheet for everybody to hopefully get some benefit from.  May be easier to just look over the spreadsheet so that you can easily learn the outcomes of your character’s situations.  Anybody should be able to edit it. If you’d like to edit it, look at it in a bigger window or download it in Excel format, go here:

Street Fighter 4: Guile Reversals and Air Throw Data

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Hadouken: From Scrubs to Winners’ Clubs: John Rog Interviews Justin Wong

From Scrubs To Winners’ Clubs protegé John Rog recently took a trip out to New York to do some training with fighting game legend Justin Wong (just kidding, he went to visit his sister and stopped by Chinatown Fair to play Justin, but it sounds way cooler to say that he flew across the country to train with Justin). Justin was kind enough to set aside some time to get some games in with him as well as do a short interview which you can see after the jump. Thanks to John Rog and Justin for making it happen!

Check it out after the jump.


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Hadouken: The Power of Small Tweaks to Your Game: Part 2

This is part two of The Power of Small Tweaks to Your Game series.  Check out part one here.

Both of today’s tweaks have to do with throwing.  They apply both to 3s and Street Fighter 4 so all of you guys should be able to benefit from this.

  1. Teching throws while crouching
    I see a lot of Street Fighter 4 players whiffing throws when trying to tech.  Luckily for them, the penalty for whiffing throws in this game is not very high.  In 3rd Strike, it’s very easy to lose half of your life or more whiffing a throw if you’re playing against a character like Chun Li, Urien or Yun.  So because of this, they don’t realize that it’s a big deal to whiff throws.  Sure you probably won’t get killed for it, but you can definitely get hit by a lot of damage.For example, if you whiff a throw against Balrog, he can D + MP xx MP Dash Straight xx Super.  Ryu could D + MK xx EX Fireball XX Ultra in the corner.  Ken can D + MK xx Fireball XX Super.  These are just a few examples of some majorly damaging combos that you could be setting yourself up for if you’re not careful with your throws.

    There is a solution though.  Instead of standing up to press LP + LK to throw, you can actually press LP + LK while holding Down-Back.  This is called an option select throw because what your character does is dependent on what your opponent did.  Timed properly, here are the possible outcomes for an option select throw:

    • If they try and throw, you’ll tech and get out of it
    • If they don’t try and throw, you’ll get a low jab

    If you can make this a habit and stop whiffing throws, you will be decreasing the damage you take over the longrun which will lead to you winning more games simply because you had more life.

  2. Using one finger to throw and tech throws
    This is something I don’t think I’ve seen a lot of people do aside from myself and I think it’s paid off so far.  I throw and tech throws a little different from other people in that I only use one finger to press LP + LK.  Other players use their index and middle fingers, but I cross my index finger over my middle finger, raise my ring finger and pinky so that they don’t hit the other buttons and then use only my middle figner to throw and tech.  I believe this is why a lot of players over the years have complained that they are teching my throws but for some reason it’s not working.

    I believe that when you throw with two fingers like most people, not only is there more room for error, but you aren’t pressing the buttons together as fast a I am, therefore my throw comes out first.  The difference is a fraction of a second, but I believe it makes a difference.  This is all 100% speculation on my part, but it makes sense to me.  If you try my way of teching throws, see if you notice a difference in the number of throws you get off as well as tech.

That’s about it for this part of the series.  As I come up with other tweaks, I will be writing more articles in the future, so stay tuned for those.  Until then, try making these small changes and you’ll see that it makes a difference.  Just keep in mind that although the advantages gained are small in short run, over the long haul these tweaks will make you a stronger player overall.

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Hadouken: New Street Fighter 4 Guide from Hardcore Gamer Magazine

Hardcore Gamer Magazine has just released their Winter 2009 issue, which includes a massive Street Fighter 4 guide written by Arlieth! It’s free to download and also includes some interesting counter hit charts. If you’ve been wondering the best way to beat Zangief’s Lariat, Honda’s Headbutt or Guile’s Sonic Boom, check it out for sure. Also, there’s a nifty Ultra property chart with frame data.

Click here to check it out.

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Hadouken: The Power of Small Tweaks to Your Game: Part 1

This is the beginning of at least a two part series on the power of small tweaks to your game that can lead to more wins in the long run.  Part 2 will be out Sunday.

When most players are trying to get better, they often ask other players what they think they need to improve on.  It seems as though most of these players are trying to figure out if there’s a combo they’re not doing, a move they don’t know how to counter properly, or something really specific that they aren’t aware of yet.  The problem is, it’s just usually not that simple.  There are lots of little things that go into your game that if done properly, add up to more wins in the longrun.  It is these small tweaks to your game that are often overlooked that can provide that extra oomph you need sometimes in a close match.

Here are some examples of little things can do:

  1. Double-tap your buttons as much as possible
    In 3rd Strike, almost all of the players with the best execution double-tapped their buttons.  This made it easier to do links, as well as pretty much all combos and pokes.  The reason for double-tapping is simple.  Hitting the button twice in quick succession gives you twice the chance for your link or combo to connect.For those of you who haven’t seen this done in person, scrape your index and middle fingers on your desk/leg/table/whatever in a forward to backward motion.  The same motion you’d use if you were at a Blackjack table.  Now when you scrape your fingers, do it so that the middle finger is ahead of your index finger.  You should now be hitting the buttons in quick succession with your middle finger hitting the button a fraction of a second before your index finger.

    In Street Fighter 4, I almost always try to double tap all of my links and block strings.  The only time I don’t is when I’m doing three jabs in quick succession.  This means that I have a higher percentage of hitting my links and combos which means I have a higher percentage of winning.  Let’s say that you were 90% accurate on your combos, but once you started double-tapping, you were now 95% accurate.  Over the course of 20 games, that extra 5% would get you one extra win, in theory.  Of course, in the real world it may end up taking longer or shorter for your extra accuracy to win you a game, but you get the idea.

  2. Building the maximum amount of meter possible
    As I got better in 3rd Strike, I started to notice little opportunities for building more meter than I normally would.  Playing a character like Urien, where his entire game is based on him having meter, I started to make sure that I was using each opening to build as much meter as possible.  For example, if you knock someone down in the corner and they don’t roll, how many standing strongs and fierces can you get out before they get up and which one or both builds the most meter?Another situation is after you hit them with D + FP –> Tackle.  Do you just dash across the screen?  Do you do one dash and then a charge partitioned Headbutt?  Or do you do F + MP, Headbutt (credit to Emphy) to get across the screen to be in your opponent’s face right when he gets up.  The last option builds the most meter and that extra meter that you get every time you’re in that situation adds up.

    How many times have you been in a situation where you wished you had just one or two more move’s worth of meter?  How would your game change if you had that meter you needed more frequently?  Once you realize how much meter you’ve been missing out on, you’ll always want to make sure you are taking advantage of each meter-building situation.

    A Street Fighter 4 example is what Balrog does after he hits his Ultra.  The Ultra hits them up so high and Balrog recovers so quickly, that you have time to get a few moves out.  I see a lot of Balrogs just walk or dash forward after hitting the Ultra, instead of thinking of how they can use these few extra seconds to build a little more meter than they otherwise would have.

    Other Balrogs will do one special move to close the distance such as FK Dash Upper.  This builds 20 points of EX meter according to the frame data.  The Turnaround Punch, however, builds 30 points.  This is an increase of 50%.  Credit to Ronstoppable for bringing that to my attention.  The beauty of it is that against a lot of characters, you can do two Turnaround Punches and then a meaty jab Dash Straight.  This is 100 points of EX meter total (30 Turnaround Punch + 30 Turnaround Punch + 40 Blocked Dash Straight), or an increase of 300%.  That’s a huge increase when you think about the total number of games that you’ll win because of the extra meter you built.

Stay tuned for part two of this series coming out on Sunday.  In the meantime, think about this next time you’re playing and see if you can get in the habit of making these small tweaks to your game and coming up with more.

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Hadouken: Street Fighter Podcast #14 – Introducing John Rog Van Damme and MYK

Today is the start of a new project that I’m either going to call “From Chumps to Champs” or “From Scrubs to the Winners Clubs.”  And no, I didn’t come up with those names, my buddy John Rog Van Damme did.  Anyways, so the project or experiment or whatever you want to call this is going to consist of me training two players, John Rog and MYK.  The goal is to get them to place Top 8 in a tournament between now and March 15, 2009, so it’s a three month project.

In this podcast, I interview both of them separately and talk with them about the first things I need them to do, as well as what they’re having trouble with and some guidance on what they need to work on this coming week.

You can expect weekly status updates either by blog or more likely, via podcast.  It’s either going to be in attached to the end of the regular show or it’s going to be it’s own separate show every week, depending on how long it is.

About John Rog:

  • Only played Street Fighter casually up until recently
  • Got 17th at the Denjin Arcade California Regionals Qualifier and at the most recent Arcade Infinity Ranking Battle, so his goal is Top 5, not Top 8
  • Uses Balrog

About MYK

  • Qualified for SBO 2007 in Japan for Tekken
  • Top 3 in California in Tekken
  • Uses Ryu

Sponsor

This week’s show is sponsored by Triumvir! The new SF4 winter line comes out December 19th.  Use coupon code: gootecks to save 10% on your order!

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Hadouken: Why The Console Release of Street Fighter 4 Will Strengthen Arcade Competition

I think a lot of people are under the impression that the console release of Street Fighter 4 will mean bad news for the arcade scene. These fears are unfounded though because the console release of Street Fighter games typically strengthens the existing local community.  I’m going to walk through a couple of reasons why the console release is only going to make the arcade scene stronger.

Online Gaming Leaves A Lot to be Desired

Even if the netcode for Street Fighter 4 is good enough to make online play viable, playing online is still not good enough to replace playing in the arcade. Part of the experience of playing in the arcade is the community aspect of hanging out with a bunch of likeminded players trying to level up their respective games.

The fact is, the majority of the people who will be playing Street Fighter 4 online will have no idea that the competitive fighting game scene even exists. This means dealing with more than a few “super scrubs” who just bought the game to try and relive their past “glory” days.

No offense to those guys, but there is no way you can get better playing them, so don’t think that it’s going to be easy to get a lot of quality experience playing most people online.

More people learning at home means more people playing in tournaments.

A major reason that people have been waiting to play Street Fighter 4 is that they don’t want to pay up to $1.00 to learn a game that is coming out on console in a relatively short period of time. Once these players have had time to actually sit down and learn the game risk-free, you can bet that they’ll be more willing to test their skills in the real world, so to speak.

If these players start playing in the arcade regularly, they will eventually become a force to be reckoned with.  Once they get their feet wet in the arcade, they’ll most likely either enter the next local tournament to see how they stack up against other players.

More tournament players means more competition between tournaments.

After these new players feel confident enough to enter tournaments, I’m pretty positive most of them will do well enough to want to enter the next tournament. You can bet that once they get that first taste of tournament victory, they’ll be back for more.

This means they will be practicing hard in the days leading up to the next tourney to improve their performance. And as these guys level up, we all level up, because good competition breeds even better competition, as we all know.

The new characters will only be available on console

I think Capcom will definitely come through on this one. I anticipate that there will be an arcade update with the new characters (minus playable Seth/Gouken probably) that will coincide with the console release.

Keep in mind that the Japanese arcade market is huge for Capcom. Lots of arcades over there have a dozen Vrelix cabinets which retailed for approximately $40,000 for a set of four. These arcades are owned by big companies who would not be pleased with Capcom if their $120,000 investment was instantly rendered obsolete with no update available.

So don’t worry about the release of Street Fighter 4 ruining local competition.  The fact is that anybody who is already playing SF4 in their local arcade isn’t going to just stop now that they can play at home.  They will work on new tricks and tactics at home and then test it out in person against the best in their area.

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Hadouken: Street Fighter Podcast #13 – 5 Star talks California Regionals

Excellent show for you guys today.  My guest is 5 Star who you know from his 3rd Strike beastliness.  The show is mostly about the upcoming California Regionals tournament which is January 17-18 at Denjin Arcade.  Check out that thread to see what all the fuss is about.  For those that haven’t heard, the main event is going to be a series of 5v5 exhibition matches between NorCal and SoCal in 3rd Strike, Street Fighter 4, ST, CVS and Marvel.  Holy balls!

Other topics covered include:

  • Fatbear vs. Kai $1000-2000 money match
  • How YOU can qualify to be on one of the teams
  • Why this is important
  • What 5 Star learned in Japan while we were there for SBO ‘08

Thank you to Mr. X for the album artwork!  Check out some of his work here.

Sponsor

This week’s show is sponsored by Triumvir! Check out their Street Fighter 4 apparel featuring Shadaloo shirts and hats AND the jacket of dreams, the Shadaloo M-65 jacket whch comes out on December 19. Thank you to them for their support!

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