In an attempt to get better I'm trying to play arcade mode without specials. I'm a Ryu player, and I haven't really played much SF since Turbo II. When I picked up my SF4 I realized my whole game was basically spamming Hadokens and DPing people that jump in. I don't have a good poking game, I seem to only be able to close by jumping, and don't string things well. I figured by trying to play without specials it will improve my overall game. I think it is working out for now.
Anyway, the question is who is the best character to play if you are going to try to win without using specials/supers?
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Fighting without specials, which character is best?
Jeez that's gonna be hard to do man. I'd figure the fighters with hard hits would work out the best. Zangief, T. Hawk, maybe even Hakan if you don't count his oil shower as a special.
Guile and Chun have godlike normals and pokes. Most charge characters do pretty well without their specials.
Dhalsim, Ryu, Chun Li, Balrog, Guile, and E. Honda all have a fairly complete footsies game and should be able to get by without specials
Akuma, Bison, Fei Long, Sagat, Vega, Zangief, and I think Rose are probably going to want specials a little more, but they all have good ways of controlling space without them.
the killer pokes and normals were what I was looking for. Also the ability to string things well/easily. I'm not great at Ryu's normal strings. I feel like they are almost always 1 hit then hadoken. I also find that I am throwing more.
As a Ryu player one of the most fundamental things to learn is to poke with cr.mk and combo it into an hadoken. This needs to be second nature to you. It works both as a combo and as a blockstring. Also make use of your cr.mp, it's a great normal that combos into CR.HK (aka sweep)." @UnsavedHero: It actually hasn't been that bad. I'm only playing on medium have while I can't win without continuing it goes pretty well. I'm forced to really pay attention to when people whiff, what moves have priority and how to find spaces to put in a string. the killer pokes and normals were what I was looking for. Also the ability to string things well/easily. I'm not great at Ryu's normal strings. I feel like they are almost always 1 hit then hadoken. I also find that I am throwing more. "
If you are not too familiar with combos yet, try to get down Cr.Jab > Cr.Jab > medium SRK. Getting the timing down on that worked wonders for me. Comboing into something like cr.lp cr.lp cr.hp > etc etc should be something you ought to try later.
Just keep pressure with hadokens, but don't be too predictable. Force people to jump/dash toward you and punish accordingly.
You have great anti-air options besides SRK, such as standing LK and cr.HP. Even standing HK can do the job if you space it correctly.
I'd submit Cody and sim.. Cody maybe has some of the best normals in the game with nice long block strings and plenty of combos that can have knock down sweep endings.
" In an attempt to get better I'm trying to play arcade mode without specials. I'm a Ryu player, and I haven't really played much SF since Turbo II. When I picked up my SF4 I realized my whole game was basically spamming Hadokens and DPing people that jump in. I don't have a good poking game, I seem to only be able to close by jumping, and don't string things well. I figured by trying to play without specials it will improve my overall game. I think it is working out for now. Anyway, the question is who is the best character to play if you are going to try to win without using specials/supers? "Chun has the best pokes in the game.
"cr.mk and combo it into an hadoken."
I was playing for the first time in a while the other night, and a Ryuk player (I think) kept hit confirming into fb, but it wasn't comboing and I caught him with ultra at least 3 times. Not specifically related to what you mentioned, but I wonder if it isn't spaced correctly whether its doable in that senario too.
My playing is pretty bad. I get too tense and forget about specials, when it's like a main part of the game -_- But I use Guile and DeeJay a lot and their moves are really good. Guile's forward+LB punch has so much range, and he has a nice step in kick with forward+RT. Play around with him and get to know his moves and when to use them and he's really good at confusing others because of it.
I'm not sure if there are spacings where it doesn't combo (I'll test it later), but low forward into Hadouken is not a true blockstring.I was playing for the first time in a while the other night, and a Ryuk player (I think) kept hit confirming into fb, but it wasn't comboing and I caught him with ultra at least 3 times. Not specifically related to what you mentioned, but I wonder if it isn't spaced correctly whether its doable in that senario too. "
1. "I'm not sure if there are spacings where it doesn't combo"
2."low forward into Hadouken is not a true blockstring. "
I think you already answered 1 with 2, mate.
But yeah, I went and played about in training and there do seem to be distances where cr.mk > fb doesn't actually combo, so its quite useful knowing when exactly you can stick in a reversal/ultra etc.
So it sounds like Guile/Chun is the best choice. I guess I will give them a shot next. I've never been great at charge characters, but it's better than grapplers in my opinion.
As for cr. mk->Hadoken: I thought that if you were at the edge of the cr.mk range it wasn't an auto-combo. I've been throwing slow Hadokens at that range to try to catch people moving after the reflex block. Maybe I've been doing it wrong this whole time.
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