Honestly, Honda counters just about everyone. He's largely considered to be one of the best characters in the game, if not THE best. He has no really bad matchups, and some extremely good ones (Juri, for example).
My local arcade is pretty brutal as far as regulars go. You can tell some of these guys have disposable income.
Too bad this arcade has mostly fighting games (it has 5 MVC 2 machines). I wish it had at least one HOTD.
ALL CREATURE WILL DIE AND ALL THE THINGS WILL BE BROKEN. THAT'S THE LAW OF SAMURAI.But no one in my local arcade, and I mean NO ONE can best Super Turbo's input reading AI. NO ONE.
edited 25th Jan '11 8:38:26 PM by Schitzo
ALL CREATURE WILL DIE AND ALL THE THINGS WILL BE BROKEN. THAT'S THE LAW OF SAMURAI.5 huh? I remember my arcade had at least 3 Mv C 2 cabinets.
For me, the arcade is either packed with fighting games or has none at all.
Super Turbo's AI is the cheapest SF AI of them all. >:(
edited 25th Jan '11 8:39:17 PM by MrPastry
It's more frustrating waiting for the asskicking than the asskicking itself.Supposedly, the arcades owner hung up a sign on the cabinet that read "Easiest Setting".
Two days later, the machine's sign was vandalized, it read "FUCK YOU"
At least they had the common courtesy to respect the machine.
ALL CREATURE WILL DIE AND ALL THE THINGS WILL BE BROKEN. THAT'S THE LAW OF SAMURAI.On the talk about that Honda.
It helps that the Headbutt has priority over many of the moves in the game, excepting for very exact time timing. And even then, half the time it trades, and it will do more damage. On the other hand, the Sumo Slam has very little priority on the rise.
Friggin' love Honda. Seriously though, back in Capcom vs SNK and the Street Fighter Anniversary Collection days I mained Honda because he was a fairly easy character to get into the game with. (At first, interestingly enough, I started using Honda because I loved his theme, especially the old, CPS-2 one with the Dancehall-esque bassline)
Now, I main Gen: The Crossup King, because really, he's great. Relatively hard to learn, but great once you know what you're doing. Still have Honda as a second, or maybe third, though. Also Dudley. And Fei Long, and trying to get good with Makoto and Dee Jay.
edited 25th Jan '11 9:44:46 PM by KnownUnknown
"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.Currently, I'm using Juri because of her pressure, zoning and footsie game. She has extremely easy execution and she's pretty much The Mario all around. Unfortunately, her defense is crap. Seriously, any grappler will rape her once she gets on her back. (Fridge Brilliance, I guess...because the crazy bitch probably likes it that way.)
But yeah, easy execution is a plus for me. My execution has always sucked, in virtually every game I've played. I'd much rather go with an easy-to-use but difficult to implement type of character.
I use Fuerte because if you're good with him it becomes less "your character versus your opponent's character" as much as "you versus your opponent".
Yeah, but the comeback factor of the game fucks that all to hell for me. What's the point in outsmarting my opponent 5 times in a row, only to guess wrong once and have one FADC > Ultra invalidate all that effort?
Granted, this is also a problem with Juri.
What's a good time to FA? It involves a lot of prediction and the conditions are relatively stringent.
If that's the case, unless you're playing Seth or Akuma, you should be able to get right back up and continue outsmarting your opponent.
Alternatively, people who have to rely solely on Ultras to win often have very obvious tells. Like Ryu players light shoryukening randomly all over the place, or Rufus players who constantly jumping heavy even when you're not jumping, or Gief players using Ultra 2 who just jump all the time period.
edited 25th Jan '11 11:57:13 PM by KnownUnknown
"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.Good ol' Ultra spammers. I played a Gouken the other day who tried using a Forbidden Shoryuken while I was performing a body splash and missed, leaving him sailing in the air.
Guess what time it was: [1]
I often miss whiff punishment opportunities like that, especially when using Dee Jay.
Because I'm using that taunt where he laughs at you.
Or at least I would be if I could consistently remember which one it is...
Perhaps I'm lucky that Gen's Ultra is very easy to add to your plan without obviously changing your strategy.
Then again, most of them are like that (excepting, of course, Demon Armageddom. Friggin' piece of shit ultra), it's just people can sometimes be fairly transparent.
edited 25th Jan '11 11:59:46 PM by KnownUnknown
"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.Alternatively, people who have to rely solely on Ultras to win often have very obvious tells. Like Ryu players light shoryukening randomly all over the place, or Rufus players who constantly jumping heavy even when you're not jumping, or Gief players using Ultra 2 who just jump all the time period.
Actually, it's not that simple. Even in higher-level play, the comeback factor is ridiculously important. For example, take Rufus, who has a billion and twelve ways to land his Ultra. When you get the lead against Rufus, the safest and smartest thing to do is back off and play a keepaway/turtle game.
Basically, the threat of Ultra is just as important as the Ultra itself, especially for fireball-based characters against Chun-Li with U1, Abel with U1, Rufus with U2, or Dudley with U1. (Amongst others.)
That's my point. The way to stop a comeback ultra is to avoid getting hit by it. Know the ways it can hit you and prepare for them - the easiest way to get hit by one is to slip up for just a moment on something that looks like a sure thing. Don't let the game game you, game the game.
"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.Like all competition, it's relative. Every method you take to avoid an opponent is a strategy that can be turned against you. For example, if Rufus knows you won't jump because you're afraid of j.hk > Ultra, then the alternative is dive kick/throw pressure. The "don't get hit" generalization assumes that you're just plain better than your opponent, which isn't a big factor in SFIV.
A wrong guess is a wrong guess—you can't outplay that.
edited 26th Jan '11 12:58:58 AM by KingZeal
The only think I'm implying by saying prepare for things is that you should try to be alert. Not be uber-better in every situation.
No one's saying you can beat everything at any time, I'm just trying to say I'm not about to blame the ultra system for my own mistakes. Nor would I blame the ultra system for my opponent simply being better than me - if they can outwit me, then they outwitted me.
You succeed, you fail, etc, etc, etc.
edited 26th Jan '11 1:06:01 AM by KnownUnknown
"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.It's about a cost/reward system. I'm only saying that I'm not too thrilled with a design choice that allows me to guess right against Abel five times, take his health down to 40%, and then get caught by a random guess once and find all the work I did negated.
Not just me, either. From what I hear, most Street Fighter pros are becoming more and more vocal about it. Appearances were kept up for the sake of the fighting game scene when the game was fresh, but now that the scene's been revived better than before, it's starting to come out.
I wasn't aware the pro fighting game scene was revolting in unison against IV. I did hear, just as what happens whenever a new installment of a fighting game with new mechanics comes out, adherents to other styles showed dissent against it, and the fandom split as it is wont to do between games.
"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.I don't know about "revolting in unison" (that makes it sound far more organized than I intended). But, I watch a lot of live-stream tournaments, and legitmately good players (I'm talking IFC Yipes, Twisted Jago, Shizza, etc.) are throwing in the towel with SSFIV.
I mean, if the system works for you, then there's really nothing I can say. I just have significant gripes that don't gel with my chosen method of play.
The whole comeback thing in SF 4 is one of the worst parts for me. I am a Seth player and so to lose 75% of my life by one mistake takes the cake. I do like his ultras themselves though.
Sorry, man, but your sig is dead wrong.
THIS is the greatest move in fighting game history.
Tuche, though I think this may just top it............
^^ I friggin' love King Of Fighters.
"The difference between reality and fiction is that fiction has to make sense." - Tom Clancy, paraphrasing Mark Twain.
Honda is the only charge character I'm good at (although I love using Balrog).