Ещё куча и инфы на CРК относительно бета теста -
http://forums.shoryuken.com/showthread. ... 113&page=4
Очень много прикольных моментов и возможностей... To name a few..
СА действительно даёт большие комбо возможности включай чардж партитишонинг. Набор людей юзали СА как перри для того, что бы врыватся в клоус комбат(СА пока, деш кенсел вперёд). Многим СФ4 показался больше похожим на 3С чем на СТ, но с СА вместо перрии. И многое другое что люди запостили на СРК...
Пожалуй заквочю всё сюда для более лёгкого разбирания полётов.
Azrael
I successfully bought another network card, and registered Ken with it. So now under my player profile, I have both Chun-Li and Ken. There are player points as well as battle points. The player points go towards your whole profile, while the battle points are character specific. Your W/L ratio is also character specific.
Today there was more shoto domination. One guy was really good with Ken - he got 3 7-win streaks in a row (the machine kicks you off if you win 7 straight). Ken seemed to have all of his good combos from 3S. The player looked like a pro 3S player who was loving that there were no parries. Towards the end of my stay a lot of other good players came who could step to this guy.
One guy in particular was REALLY good with Dhalsim/Blanka, and especially saving attack usage. There is charge cancelling in this game - with Blanka, he was hitting SA, Forward Dash Cancel, C.MK xx Ball. AdverseSolutions asked him how he did it, and he said it was the same as with 3S. Hold the charge, do the Saving Attack, dash forward, then go back to the DB charge. Addy and I wondered if this would be of any use with Guile. I played against this guy when he was using Guile, but I was using Chun and I pretty much stuffed most if not all of his saving attack attempts.
Random character stuffs - EX Blanka ball actually WILL go through a fireball. Chun's EX SBK is REALLY useful, and her lightning legs are awesome in this game. Ryu can cancel a moderately-deep anti-air SRK into a super fireball and have all of the SFB hit, unlike in 3S where the opponent kind of flew out of it.
Dhalsim teleports are wicked tricky, and it makes him really hard to catch. Again, this guy was really good with the SA and just slapping people around left and right with it.
I think Chun is pretty good. I managed a 6-game win streak and bunch of 3-4 game win streaks, and seemingly inspired a bunch of other guys to start using her. She's got a great ground game and nice mix-up. Although there's a lot of risk/reward to her moves...as it should be. Right now, I'd say the game is fairly balanced - whichever player has the better skill wins. Although, I should note that the Japanese guys who played Gief today apparently didn't know the "twirl your way to victory" strat.
Saving Attacks - I'm still trying to figure them out. One thing I did find out - if your character takes a hit while in the SA motion, they WILL lose damage - however, they'll get the damage back if they don't get hit again within a fixed amount of time. If the opponent manages to land a hit on them though within that timeframe, then they lose the ability to get that bit of vitality back.
While the SA "wind-up" animation takes one good hit, it seems like the actual strike itself is vulnerable, as I saw a lot of people getting hit out of them. Also, you can dash-cancel before the strike comes out. One Abel was using this as a sort of ghetto-parry to dash his way through pokes in order to get in.
Also, you can cancel the animation of a special move into a SA. I saw quite a few Ryu players hit J.FK, C.MK, FP SRK xx SA. The SA kept Ryu on the ground, so players were using it to get better positioning after a SRK. I didn't play as Ken much today, but one thing I wondered about is if you could try a wakeup SRK, cancel into SA, and then cancel that into a back dash for safety? Also, this is just my guess, but I'd say that you can only cancel ground-based special moves into the SA (so, no HK xx SA).
Ultras...hmm. I got hit by one comeback ultra today that kind of pissed me off, but other than that I didn't see a whole lot of abuse. There were a lot of good players today, and in a Chun vs Shoto match, they were smart enough not to throw any stupid fireballs that I could ultra through. In one strange scenario though, I had no life left and my opponent, a Ryu player, threw a EX wake-up fireball at me. Ultra was my only option for survival, so I did it...but Ryu was able to block before I got there, and I lost the match. I saw Abel's ultra get stuffed by a c.mk. Also, Abel tried to ultra against Ryu who was just finishing a blocked grounded HK (literally, both Ryu's feet were in the air as the animation started) and Ryu was able to recover and block. I found I had the most success in a match when I actually thought about how to carefully finish my opponent off, and not by being reckless and throwing out an ultra and praying that it hit. There weren't too many if any miraculous ultra comebacks. One Dhalsim player uses his as sort of a trap, by throwing it and teleporting around the opponent (although I never saw him successfully land it).
The more I play the game, the less it feels like ST. Especially when you factor in EX moves and saving attacks. I'd say its closer to 3S without parry but even that's not quite right. Those of you worrying about re-hash - don't.
Kunai
I played some more just now... let me share what I have seen today.
Saving Attack Cancels: It's crazy what you can do to cancel attacks to Saving Attacks to dash, but there are some instances where you shouldn't use them because it wastes meter.
Effective uses:
-- Use when a move or special move is blocked, advance backward. Great for blocked shoryukens to dash back and reset.
-- Use after a Saving Attack stun. Normally, when you use a saving attack and are successful, you will be unable to move for 1 second while the guy crumples to the ground. Doing another saving attack and cancel to dash will allow you to not only allow you to cancel the animation reset, but you will dash towards the crumpling body and can combo afterwards. I saw a guy use Guile, and he did the Saving Attack. When the opponent got hit, he somehow canceled to another S.Attack and cancel to dash, then did crouching strong punch to flash kick. I shit you not, he did this several times and I have no idea how he did it. I have also seen Ken's low forward canceled to S.Attack, and the aformentioned Ryu's Shoryuken.
Questionable uses:
-- Using S.Attack after a blocked attack, then cancel to dash: Makes no sense because if anyone sees this, all you have to do is hit them out of their dash with crouching jabs or shorts.
-- Using S.Attack to cancel a special move that knocks the opponent down, then cancel to dash to move forward. This also asks for trouble sometimes because of opponents who tech land after knockdown. It's better to save that meter.
Keep in mind that there may be uses for S.Attack cancels with some characters that I don't know about. Also, I'm not sure if S.Attack cancels with normal or special moves is move-specific, or even character-specific. I couldn't do much with C.Viper, cancelling anything to S.Attack to dash. I am a bit unskilled with stuff like that, unfortunately.
One person described it to me in Japanese... in order to cancel, you do the move, then you press and hold the two mid buttons during the move, then after you hold it for a very short time you let go and then you dash. He said he wasn't good at it but he did do it several times during his matches.
Explanation of Saving Attack Stun: I'm still figuring this out, but there are 3 degrees of the Saving Attack. 1st is when you hold down both medium buttons and let go immediately. It will hit but it won't stun. 2nd degree, if you hold it for about 1 second then let go, the opponent will get stunned. 3rd degree, if you hold the buttons down for the full length, you will see the ink blotches like you do in the SFIV intro and it will either stun the opponent or knock them across the screen. After you stun them, your character won't be able to move for a bit but you can sorta juggle them off the ground. However, most of the time you will be separated from the opponent a good deal after the hit, so you have to hit the opponent with a long-reaching attack.
FYI: When you cancel a normal or special move to S.Attack correctly, you will flash.
Other things of note:
Zangief can combo a Saving Attack stun into SPD. Really easy for him. I already mentioned how insane the SPD is for him. Has huge range, but if you see banishing fist, crouching shorts will keep him from SPDing you afterwards.
C. Viper's ultra will not hit opponents if they aren't touching the ground except for a few instances... Ryu's Hurricane Kick and Blanka's Ball. It may be possible to hit Honda's torpedo, but not sure. It will not hit Blanka's command hop.
I met a lot of nice people, both foreigners and Japanese natives during the loke test. I met one guy who I hear was a great tournament ST player and uses only Honda. I also met a great Ryu player who spoke English and studied in Seattle for 3 years... and quite a few other guys who were solid in gameplay. I also met Azarel and Adverse along with Reno (I have met him before). I'm known as the guy who's ranked No.2 on the online charts not because he is good... but he plays so much. I only have a 40% winning rate with Viper.
I still have problems with Dhalsim and Zangief, but I have gotten a lot more aggressive with C.Viper thanks to the move breakdown by Seth K. at Capcom. I learned how to use her seismic mines more effectively and I have developed quite a few nasty high/low games to go along with that. I am starting to make people crap their pants by keeping them grounded or faking it and anti-airing them with her fierce lightning spark. She's great against Shotos IMO.