Friend Day

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Today I played a lot more SF than I usually do.  I’ll be honest, it wasn’t necessarily high caliber play, but I still managed to learn a bit.  Andrew and Francis came over,  a Chun and an Abel respectively.

Francis’ Abel hasn’t changed much since last time we played.  He wasn’t as focused this evening as he usually was, so I can’t really make any comments on his playstyle.

Andrew was the big surprise of the evening, he seemed to take Chun very seriously and really gave me some issues in certain matches.  I still ended up sweeping him most of the time (I think he ended up getting one victory on me out of the 40 or so games we played), but I used that opportunity to diagnose his playstyle.  Maybe he’ll read this, who knows?  But basically, after the first couple of matches when I made a comment about Chun’s j.HK having mad priority and basically cutting me out of the sky, he started using that more often.  This negated a big part of my burning kick crossup air game, and so I could only perform these crossups when I was certain he was charging something.  Crossups are great for fighting charge characters because switching sides will cause them to lose their charge.  Andrew’s very new at using charge characters in general, and I noticed that he was less willing to give up his charge once he dedicated some time to save it.  Thus, when he planted himself firmly on the ground and didn’t move forward, I knew it was time to chuck a burning kick.

Still, the burning kicks ultimately amounted to small pokes at his health bar.  The real damage came from on the ground.  He was particularly susceptible to my thunder knuckles, and so I used my common c.MP/MK xx m.TK line over and over while mixing in feints and throws.  He got pretty good at throw teching too.  Still, if I managed to land a forward throw, he would always fall for the SJ m.BK crossup.  I didn’t even get a chance to mix him up, he never really caught on how to block it.  And, if I managed to land a backward throw, rape would commence because it became a simple ambiguous j.HK, c.HP xx EX Seismo, etc.  Also, if  I managed to get him into a corner and knock him down, there was a 75% chance he would jump straight up each time.  I don’t think I capitalized on this quite as much as a I should have because I didn’t want to just start throwing h.TKs out there and get punished for them.  This neutral jump habit is worth looking into, and I should make a point to break my own neutral jump habit soon too.

Practiced:

j.HK, c.HP xx EX Seismo SJC FADC Ultra. Nailed this two times, on my weak side of all things.  Need to work on using this more often though, I had plenty of opportunities but still did a SJC BK out of habit.
j.HK, c.HP xx EX Seismo SJC m.TK, h.TK. Nailed this a couple of times too.  I think I’ve officially phased out my old corner combo!
c.LK, s.LK, c.MP xx m.TK. Still don’t have this link down 100% in the heat of  match but it’s definitely progressing!

Matchup notes:

  • Chun’s EX Bird Kick is pretty much asking to lose the match.  Can beat it with a very quick light BK, a meaty Viper Elbow, or c.MK xx m.TK on block.  Just have to remember to jump at the right time and watch the meter to bait it, I have some trouble with that.
  • Chun’s Wakeup Ultra isn’t so scary anymore, Viper Elbow will go right over it and give me a free EX.TK.
  • Chun’s j.HK is a beastly move.
  • Chun’s Ultra can hit me from full screen when I’m doing a seismo.  Feint and bait that shit!
  • Abel’s Ultra can also hit me from full screen, feint and bait that shit too!
  • Be careful when Ultra-ing after Chun’s Ultra.  She does a little flip and leaves the ground at the end, causing Viper’s Ultra to miss

All in all, a pretty good training day, especially for Andrew.  His Chun’s coming along really well.  Eric will be surprised next time they fight, and hopefully by then I’ll be able to pull off my SJC FADCs in a match at all possible times.

Comboing into Ultra

admin Post in C. Viper, Techniques
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One of the reasons why I chose Viper as a character is because of how flashy she is, and the myriad of different ways to combo into her Ultra exemplifies that.

In a practical match, at the time of this writing I’ve got two main ways to combo into Ultra:

  • Anti-Air HP Thunder knuckle, wait, Ultra
  • c.HP xx EX Seismo SJC Heavy Late Burning Kick, Ultra

The key points in two of these are the wait and the Late part of the Burning Kick.  Due to the fact that each character is different and thus has a different hit box (Though you can group these into small, medium,  and large characters), the timing for the Ultra is different for each one.  Going with visual cues, for example, after an Anti-Air TK you should wait until Ryu is about at shoulder length.  For Zangief, however, it’s closer to waist length.  It should also be noted that the second combo into ultra can be performed in the corner, but here are some newer techniques that I’ve been working on.

c.HP xx EX Seismo SJC FADC, Ultra
This combo is probably of the highest priority in being able to use in a real match.  The meat and potatoes of this combo is the SJC FADC.  Basically, you can cancel out of an EX Seismo with a super jump, and before you leave the ground you perform a focus attack and then dash out of it, all while the opponent is still floating in the air from the seismo.  It’s basically a meterless FADC, how cool is that?  Because you dash you’re also closer to the opponent and it thus gives you a bigger hitbox for your Ultra to work with.  Bigger hitbox = easier, more standard timing.  This means that I can land the Ultra with the same timing on Ryu and Zangief and I don’t have to learn and remember each character’s timing individually, especially under the pressure of the match.

At the moment, I’m having trouble executing this move on the 1P side, but I’m about 80% confident I can do it on the 2P side.   I’m at school right now, so I can’t practice too much, but I recently found an additional method of performing this technique on SRK:

http://forums.shoryuken.com/showpost.php?p=7173961&postcount=131

I hope to try this out soon.

EDIT: This method WORKS.  It freaking works.  Use it.  Now I’m going to work on linking a sweep rather than the Ultra.

(Corner) c.HP xx EX Seismo, wait, SJC MP TK, Ultra
This combo will ultimately replace my ex seismo into burning kick combo in the corner.  It does more damage AND stun, if you sub out the ultra with a HP TK.  Basically, after the EX seismo, you wait for a small sec (Though not long enough for the seismo cooldown animation to finish) and then perform a tiger-knee MP TK.  This means 2147 + MP, then Ultra after they are about in line with her boobs.  Hehe.  I can do this about 90% of the time after I’ve warmed up (As in, gotten used to the timing on my system, the arcade cab, or a friend’s TV).  The difficult part is breaking my habit of going into my Burning Kick combo instead, and then when I force myself to use the combo I end up screwing up the timing.  Gotta work on that.

s/c. MP SJC Ultra
Pretty simple move, I think I could use this as a good punish.  I can nearly do this 100% in training mode, but I’m still trying to find the correct opportunity to use this in a match.  Maybe after a whiffed SRK?  The motion is a hadouken and then a tiger knee + Ultra:

MP + 2362369 + PPP.

This is difficult to hit confirm, so maybe I’ll throw in a j.HK crossup to give me that time.  Also, if I screw up, I get an EX Seismo or a Super.  The former option isn’t too bad, but a Super is detrimental.  If I try this in a match, try not to do this with a full super bar.

…More to come soon!

Hello world!

admin Post in Blog, C. Viper, Matchups, Matchups, Ryu, Site, Techniques, Techniques
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Here’s the first post on my new sub-blog.  Like my friend Francis, I figured it’d be a good idea if I start writing down my thoughts as a Street Fighter player.  I’m doing my best to organize it as well as possible.  Hopefully the categories work out well.

For starters, my name is Jon and I play Street Fighter IV.  I’ve been playing since Feb 2009 when the game came out on consoles.  I just recently started going to real tournaments, such as the AZ Ranbats, but even at the beginning I participated in the Gamestop National Tournament and won Round 1.  I live close to AZ Mills where there is a SFIV Netcity cabinet, and every now and then I go there for some competition outside of online.

My first time playing the game, I played Ken.  I switched to Cammy the moment I unlocked her in the console game, and then played her a bit and got used to the mechanics of the game (Fireball/SRK motions, dealing with flowchart Kens, etc).  I then moved to Ryu, where I had much greater success (Comboing into Ultra!).  Now I’ve finally settled on my character for Street Fighter IV, Crimson Viper.  I keep Ryu as my secondary because he is just too good in the game and too versatile, but I would ultimately like to be exclusively a Viper player.

This blog will serve partly as a way of chronicling my findings and experiences as a player and partly as a repository for all of the knowledge I glean from the internet, most of it being from SRK.  As such, I have categories and subcategories relating to matchup strategies and movesets.  I hope this blog blooms into a valuable resource.

Balrog

admin Post in C. Viper, Matchups
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Here is some matchup information for C. Viper vs. Balrog.  This is also serving as a test and a placeholder.