What SF4 series do well?


#1

We all know this game has somewhat a bad reputation among fighting games players : huge reversal windows, stupid comeback mechanics, dull art direction, 1F links, auto-correct ect… A lot of players constantly bash the game for its faults but I almost never heard or read anything regarding what the game does well.

So, in your opinion, what USF4 do well regarding gameplay ?


#2

About 20 characters are viable in tournament. It’s quite amazing when you think about it.


#3

I agree with that, lots of good characters. Seems like all the older fighting games had a lopsided cast. Vanila SF 4 was kinda like that but they seem to have changed that up with each new iteration of SF 4


#4

The sound of heavy punch normals hitting people was good. Very satisfying sound.


#5

The large cast and how many of the characters are viable.


#6

I really like FADC as a combo extension tool. Whiff punishing for a lot of damage is cool or just the idea of spending resources to extend a combo and get more damage out of it.

If you’re a lab rat, SFIV was amazing during it’s development for discovering tech, setups, training routines, etc.

Your question is directed towards gameplay, but it also got a fuckload of people into fighting games and that’s good imo.


#7

Being a fighting game with good online play in a time where the market was devoid of fighting games.
I also like the idea of combos becoming progressively harder with better rewards. Sadly that only holds true for a few characters.
The game also looks cool. Not the nicest art direction in the SF franchise but it still looks good imo.


#8

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The large cast and how many of the characters are viable.

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Yes, it’s true that a lot of characters are viable, but it is also a pain in the ass to learn all the match up as a pro player. I would rather take a fighting game with a cast of 10 characters, all viable, rather than SFIV cast. Plus, there is also a lot of “clone” character : A lot of shoto for exemple.

Yeah, but it’s barely worth the FADC cost in most of the cases. Unless we are speaking about Evil Ryu or Gouken, I would rather keep my EX to deal damage or gain advantage through an EX moves rather spending 2 Ex bars to do barely 70 more dmg.


#9

Yes, it’s true that a lot of characters are viable, but it is also a pain in the ass to learn all the match up as a pro player. I would rather take a fighting game with a cast of 10 characters, all viable, rather than SFIV cast. Plus, there is also a lot of “clone” character : A lot of shoto for exemple.

Yeah, but it’s barely worth the FADC cost in most of the cases. Unless we are speaking about Evil Ryu or Gouken, I would rather keep my EX to deal damage or gain advantage through an EX moves rather spending 2 Ex bars to do barely 70 more dmg.

The thread is here for quite a time now and there is almost no answer, told you the game has really a bad reputation. =D


#10

This game sucks ass. Nothing good to talk about it.


#11

they make really good low iq shotos and sagat characters


#12

This seems like the big one to me. SF4 almost singlehandedly revived fighting games beyond a niche market. The entire genre was pretty much dormant in the early-mid 2000s save for Street Fighter anthologies and those mediocre 3D Mortal Kombat games.


#13

You just gotta know the proper followups for most characters, sometimes you need to spend 3 bars for it to really make it count. Many characters can net an additional 30-40% on their BnB for 2 bars and get better positioning. Seth gets like an extra 150 or more damage for doing some of his BnBs with an FADC. It also lets you convert a poke - special into more damage for many characters. Example Cody doing crLK - HP Criminal Upper can then FADC it to increase the damage from 180 to over 300. EX Zonk - FADC - F+HK - EX Criminal upper is practically Cody’s super and turns a 160 damage move into over 300. Akuma doing farHP - Fireball - FADC lets him convert a poke for 150 damage into over 300. If you have a fireball that doesn’t knock down (and your name isn’t Cody) then fireball - FADC will usually net you around double the damage you’d get from Poke - Fireball and also get you 100-150 more damage for a BnB like if Rose is in the corner doing clsMK - crMP - EX Spiral gets her 244 damage while doing clsMK - crMP - fireball - FADC - crHP - Reflect - Soul throw gets her 384 damage for 1 more bar, that’s more than a 50% increase in damage for 1 more bar.

That isn’t even counting FADC - Ultra which often takes your combo from 120~160 up to 400~450.


#14

As far as the comment about bring people…it’s quality over quantity.

SO many SMH moments brought out by “SFIV players”


#15

C Viper — Nuff said


#16

El Fuerte.

I’m not saying more than that.


#17

Perhaps more due to the era when it was released SF4 has developed the largest competitive scene in SF history. I believe thats down to a number of reasons. The long gap between SF4 and SF3 generated hype in itself, a bit like the wait for Half Life 3. Even for longer for some as many people who played SF2 back in the arcade never even new SF3 existed. SF2 is one of those games that has a special nostalgic place in peoples hearts like Mario or Doom. Due to the internet, youtube and websites like this, its easier game to learn how to play and take your skill levels to a higher level.
The execution barrier for simply stuff like special moves is easier than earlier games.

There seems to be less random stuff in the game. Look at Super Turbo

Ryu’s air tatsu being 50% of the time unblockable with certain set ups or C.LP, C.LP xx Super comboing only 50% of the time or Zangiefs standing 720 only working 50% of the time.
Random damage and stun values.
A tournament standard of using Turbo 3 speed settings. Which skips frames and potentially sallows players inputs?
Tick throw loops. Difficult to set up and preform but mindless in the way for certain characters its always their best option.
Super Turbo runs nice and smooth but the impact freeze is massive. SF4 impact freeze is no where near as obvious or distracting.
To land a jump in combo you have to hit incredible deep, otherwise you will likely get thrown. Why is there more blockstun on jumping attacks than hitting attacks and why does that only apply to characters standing and not crouching.
You often hear SF4 being critized for having reversals that are too easy to do, yet Super Turbo never gets stick for having throws that are easier to tech/soften than SF4.

Compared to Third Strike
SF4 actually has a fireball zoning game. Which I think is a core part of the SF series.
3rd Strike balance is considered overall quite bad.
Whiffing normals to build meter is rather dumb IMO.
Why are characters feets so out of preportion to there heads.

Don’t get me wrong. I like previous games too, but just like SF4 they are far from perfect.


#18

Focus attack. Though some characters get more mileage out of it than others, it’s way better than parrying as a game mechanic. Doubling as a combo extender for two bars is great too. Cancelling dragon punches into ultras is just awesome and so satisfying.