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Old 07-27-2010, 10:34 AM   #1
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Default Let's Get Technical

I figured we need a thread to discuss the technical things about ssf4.

If you have an issue with a matchup or a specific character, post it and we can all help us get better.

My first question is about bp and pp. How do they work and determine your letter grade?
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Old 07-27-2010, 10:57 AM   #2
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Default Re: Let's Get Technical

Quote:
Originally Posted by L0rdoftheFLY View Post
My first question is about bp and pp. How do they work and determine your letter grade?
Here's the scale for BP:

D: 0-499
D+: 500-999
C: 1000-2499
C+: 2500-4999
B: 5000-9999
B+: 10000-14999
A: 15000-19999
A+: 20000-29999
Master: 30000+
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Old 07-27-2010, 11:15 AM   #3
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Default Re: Let's Get Technical

Good idea with this thread.

I actually have a few match-up questions. I main Juri. I am having hard times against: Blanka, E.Honda, Bision (getting better though), Gen, Rose, and Chun.

For whatever reason my computer hate SRK and I can never get on there. So any help would be apprecitated
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Old 07-27-2010, 11:26 AM   #4
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Default Re: Let's Get Technical

Quote:
Originally Posted by Darkhood88 View Post
Good idea with this thread.

I actually have a few match-up questions. I main Juri. I am having hard times against: Blanka, E.Honda, Bision (getting better though), Gen, Rose, and Chun.

For whatever reason my computer hate SRK and I can never get on there. So any help would be apprecitated


Quote:
Taunt Counter is useless in this matchup. However, EX Counter is GREAT for escaping corners on wake up or avoiding crossup situations. Just use it sparingly because every special move Gen has armor breaks. Throwing it out there a lot, even for meter spam, will likely lead to an over head wall kick, armor break, Ultra.

-Gen's air game is completely shut down by Juri. c.MK and c.HK beat almost everything he can throw out off of a jump in cleanly. On the subject of his wall kicks, if he goes to jump off the wall BEHIND Juri, you can fireball kick as he's traveling past you to the wall and it will knock him out of it however the timing is a little tricky. You can essentially train him with this to NEVER jump behind you because it's free damage essentially. That leaves him pretty much with the wall behind him as his only aerial approach.

-The wall jumps behind him essentially seem to be an overhead, a lunging kick, and a "fake" where he just falls back from where he jumped from. I'm not a Gen player so correct me if I missed one. From full screen, you can read the overhead kick and intercept it with j.MP for either a combo, reset, or Ultra. From half screen or close distance, you're best either dashing forward or back to avoid it unless you feel you can jump back and tag him with the j.MP. Wall kick is able to be punished with various pokes after you block it. The fake just becomes a mixup to try to get you to commit to jumping so he can punish it. Just don't play his head game and wait for him to actually use one of the other kicks instead.

-Playing defensively helps. Fireball spam is incredibly good against him just be careful of over using it because it is possible for him to read a fireball kick and dig in with a wall kick. Essentially you want to make his air game helpless via fireballs, j.MP, and your gdlk anti-air moves. He will be forced to approach from the ground.

-Gen only has from what I saw 3 moves that out range Juri's pokes: Focus Attack, his Sweep, and I believe it's his standing MK. Focus Attack has a deceptively large hitbox... it's actually about one of Gen's hand lengths longer than the actual animation suggests, which has caused me to lose many mindgame/mixups/Focus wars. Sweep is obviously punishable because ...it's a sweep. All that's left is the MK to deal with. After I neutralized his air game, it became a war of just FAing and pokes... simply put, if you can read the MK coming, Focus Attack it and you'll get that crumple for the free ultra.

-Should be obvious but don't attempt any jump ins or dive kicks when he has Ultra I stocked. He can just easily rip you out of the air. Stick to fireballs and the superior range on most of your normals.

-It's hard to out camp him if he takes the life lead early. It's his only real shot at winning the match. Just have to attempt a cross up or frustrate him into approaching. My Juri offense isn't that great so I'll update more once I find better approaching tactics.

I'd say it's probably 6-4 in Juri's favor. Gen has some crossup pressure that Juri really can't deal with outside of just having a strong blocking game and teching his tic throw attempts. Just practice all the ways you can intercept him off the wall and you shouldn't have too much trouble. Your ground game is superior and he has no way to jump in on you at all outside of a knockdown.
Quote:
df.lk from chun li beats ALL dive kicks clean and puts them up for a full ultra 2. and ultra2 also beats it clean.

It also appears all blocked pinwheels are punishable by ex legs > ultra2 or sweep and i think i saw st.HP as well.

Her normals are going to be infinitely better than ours so our zoning looks to be consisting of fireball walls, and based on how useless divekick is Ultra 1 looks like it will be our best bet. also ex. pinwheel has fireball immunity apparently?
It's some more stuff from Srk. I would post it, but I'm lazy...
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Old 07-27-2010, 11:48 AM   #5
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Default Re: Let's Get Technical

Quote:
Originally Posted by Rushdown View Post
Here's the scale for BP:

D: 0-499
D+: 500-999
C: 1000-2499
C+: 2500-4999
B: 5000-9999
B+: 10000-14999
A: 15000-19999
A+: 20000-29999
Master: 30000+
ok...but how come I have seen people with 2 or 3k bp with a B grade?
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Old 07-27-2010, 12:14 PM   #6
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Default Re: Let's Get Technical

You don't lose your grade rank as you lose points until you lose A LOT of them. I think you have to go all the way back down to 2500 before your B turns back into a C.
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Old 07-27-2010, 12:15 PM   #7
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Default Re: Let's Get Technical

Quote:
Originally Posted by L0rdoftheFLY View Post
ok...but how come I have seen people with 2 or 3k bp with a B grade?
Ive seen the same thing. My guess is that they reached the 5k mark, and for whatever reason lost an insane amount of matches to get back down there. Im pretty sure the grade doesnt drop back to a c+ since you have already reached the b mark. I dunno though could be totally wrong.

Thanks Solo. I will be trying it out later today.
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Old 07-27-2010, 12:59 PM   #8
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Default Re: Let's Get Technical

question answered!!! thanks rushdown.

Next question:

throw techs...I know that the throw thech has changed from sf4 to ssf4 but I dont know what all the differances are. I am holding down and back during a block string mashing grab waiting for the throw or my chance to poke and I get thrown. Sometimes it works and sometimes it doesn't.
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Old 07-27-2010, 01:33 PM   #9
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Default Re: Let's Get Technical

Hey this is not a very technical answer but it's what I was trying to explain on Friday. To do the crouch tech option select you have to press LP+LK later than if you were doing a normal tech.
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Old 07-27-2010, 02:29 PM   #10
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Default Re: Let's Get Technical

If I am mashing it how do I miss
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Old 07-27-2010, 02:42 PM   #11
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Default Re: Let's Get Technical

Quote:
Originally Posted by L0rdoftheFLY View Post
If I am mashing it how do I miss
you are not suppose to mash it. You are suppose to time it, tap throw right after each hit of the block string. If there is a gap in the string your short will come out, if they try to throw you tech.
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Old 07-27-2010, 03:05 PM   #12
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Default Re: Let's Get Technical

Ok bbt mashing I ment hitting it everytime they hit me. So just Tilsit to come out just after the blocked hit. Got it!
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Old 07-28-2010, 09:48 AM   #13
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Default Re: Let's Get Technical

My main is El Fuerte and I have always had trouble against Vega - probably my worst match up. Charge characters can be tough at times. I punish Blanka balls easily enough, but Honda can be iffy, Bison can stuff everything with that damn standing roundhouse, etc.
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Old 07-28-2010, 01:28 PM   #14
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Default Re: Let's Get Technical

Whenever I fight fuerte if they keep doing that jump grab thing I hate it! I'm trying to charge and you just grabed me.
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Old 07-29-2010, 06:58 AM   #15
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Default Re: Let's Get Technical

Almost as soon as I ranked my Guy up to B, I lost a few matches and was losing HUNDREDS of points at a time. The points and ranking system is very cleverly done. So if you're a grade B and you beat a D, you will hardly get any points at all because the odds are on you winning. However if you lost that match, the D rank guy will steal a crazy amount of points off you. For every match I lose to a C/C+, I now have to win 5 straight matches just to earn those points back. It's a bit frustrating but a good system to help keep you on the top of your game and stops cheap noobs from somehow worming their way up to a high grade.

Thanks Rush for actually explaining the crouch tech in a way I can understand. Best believe I'm gonna be practicing that shit later! I hate crouch lp strings into a throw, it catches me off guard so often and really irates me!

Ok, this may sound like a total noob question but here goes! My biggest failing seems to be against throw characters. So Abel, Zangief, T-Hawk, etc. Can you tech their special move throws or do they need countering/dashing to avoid? And if the regular versions are techable, are the EX versions? I've tried teching them and failed every time, so I'm not sure if I'm just hitting the buttons too slow or if it's just simply not possible to do.
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Old 07-29-2010, 08:19 AM   #16
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Default Re: Let's Get Technical

No you can't tech command throws at all, you have to avoid them or beat them out with an attack. E. Honda's Ochio is 5 frames so you can beat it out with a normal throw. Abel's is 5 frames too but all of them except the EX version are throw invincible, so if you try that you'll just get thrown anyway.

You need to jump, use an attack that's throw invincible, an attack that puts you "in the air" (shoryuken, ex messiah, etc), or an attack that's quicker than their throw (although they should usually be tick throwing you off of something that gives them frame advantage on block anyway, so this won't work too often. ie Abel's cLP puts him +3 on block, so if he uses that into a Tornado Throw, even if you have a 3 frame jab the throw will still come out first). Backdash will work depending on timing and the range of the throw.
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Old 07-29-2010, 08:41 AM   #17
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Default Re: Let's Get Technical

Quote:
Originally Posted by L0rdoftheFLY View Post
Whenever I fight fuerte if they keep doing that jump grab thing I hate it! I'm trying to charge and you just grabed me.
There is two jump-grabs, the Fajita Buster where he runs forward and flips you, the other is when he runs backwards and jumps back towards you, and spins you.

They are avoidable by crouching or by any other throw-avoidance.
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Old 07-29-2010, 09:28 AM   #18
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Default Re: Let's Get Technical

I know but when I duck or Truro move I guess wrong and a slide or toastada slam comes out.

With your question it depends on how the vega player played. If he just site back and charges his air moves just wait and bait withhold defense. If he is aggressive punish him with your charged kick move.

I played fuerte in sf4 but I dropped him in ssf4
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Old 07-29-2010, 03:33 PM   #19
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Default Re: Let's Get Technical

Quote:
Originally Posted by Jaybonaut View Post
There is two jump-grabs, the Fajita Buster where he runs forward and flips you, the other is when he runs backwards and jumps back towards you, and spins you.

They are avoidable by crouching or by any other throw-avoidance.
You can't crouch the second one.
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Old 07-29-2010, 07:05 PM   #20
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Default Re: Let's Get Technical

Quote:
Originally Posted by Rushdown View Post
Hey this is not a very technical answer but it's what I was trying to explain on Friday. To do the crouch tech option select you have to press LP+LK later than if you were doing a normal tech.
Excellent info bro. I noticed that you do this rather well.
Thanks for sharing!
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