Extremely useful even in 2022. Never too late to get into USF4 especially if you are bringing friends with.
@rx3899 жыл бұрын
That ken Fadc combo at the end was crazy
@punksnotdeaditsconservativ16933 жыл бұрын
Even though its 6 years later, your basic tutorial is very helpful for an above average Street Fighter II player to learn the mechanics new to me. Thanks.
@martberends80116 жыл бұрын
Even in 2019 this was effing useful! Thanks man
@bakedbrownie694 жыл бұрын
Even in 2020. My housemate and I started playing this during the lockdown because we got bored of SFV, and I had no idea what I was doing at first lol
@Kingdom_Heart4 жыл бұрын
@@bakedbrownie69 I haven’t played USF4 since it released on PS3. But a pro tip for this would be to tap forward at the same time you tap focus attack, then immediately tap forward again. Your dash cancel will come a few frames earlier and give you more time to enter Ultra commands.
@graylyhen94904 жыл бұрын
@@Kingdom_Heart I've grinded my uppercuts to be (f, d, df, f) so that I only have to hit another f+fa for me to complete the input. It's really helpful and helps reduce thinking about it
@Frostbite122119832 жыл бұрын
Not sure how its usefulness would have an expiration date.
@mayflowernatsume642 жыл бұрын
And even now!
@ElseeKay9 жыл бұрын
you could also mention that for the focus attack dash, you can hit the 2 medium buttons and the first forward at the same time, and a second forward after. ditto for backwards. forward+MK+MP , forward. or 6MK+MP~6
@Lipidman03 жыл бұрын
He does mention it (1:12) in a round-about way when he talks about "buffered dash". In his example he's actually using the ending forward input from DP as the first forward input for the FADC. It could have been a little clearer though.
@Greekspd8 жыл бұрын
Great Video. Probably the best FADC tutorial I've seen.
@darkfeeels3 жыл бұрын
Hey Baf, reporting in 2021 - I found this very helpful. Thank you for breaking this information down for us noobs.
@therobzoobie14814 жыл бұрын
learning it now in 2020 still ty so much
@lm75869 жыл бұрын
This is really, really useful.
@christianyu16755 жыл бұрын
Damn i miss this game.
@Breeze064 жыл бұрын
People still play it.
@AmssoBadorSpacelot9 жыл бұрын
I could do the FADC ultra on a pad but not on a stick. Inspired by this video, I am learning to do it on my stick as well. Good progress so far. And I don't even play a character that uses this entire technique!
@bageltime89832 жыл бұрын
4:28 HOLY SHIT THAT KEN COMBO WAS BADASS
@pokedude32214 жыл бұрын
This was very helpful thank you very much 🙏
@ThineAlphaRooster9 жыл бұрын
This was very helpful, thanks.
@NarutoFairytail79 жыл бұрын
thanks for the vid! this made it easier to how i should practice!
@neonthai1273 Жыл бұрын
i'm doing this for a different feel of SF, started on SFV but this is still useful. will hit taining mode later
@thecorychristiansonproject37995 жыл бұрын
Thank you!!!
@returningwhisper7 жыл бұрын
Your videos are great.
@ShadyHitchhiker9 жыл бұрын
Really good video. I think tips on execution is very helpful
@LemKuuja4 жыл бұрын
Its like learning to play musical instruments
@SeanZheng-l8u5 ай бұрын
im still having a bit of trouble for the timing but, im getting there
@vesarixx9 жыл бұрын
Would be great to see more like this.
@darkfeeels4 жыл бұрын
Reporting in 2021, learning this now
@SeanZheng-l8u5 ай бұрын
love it, thx
@danbgrd9 жыл бұрын
that was excellent. thank you.
@jamesaldin20294 жыл бұрын
very informative thanks for this know what to do
@khollyo7 жыл бұрын
very helpful... thanx alot
@Sharky_04565 ай бұрын
i feel like fadc isnt really nessasary in this game idk like sure you get more damage off ultra so you can kill from higher health but besides that why not just save the meter so you can do both ultra and super combos?
@EscapefromUKАй бұрын
nice
@dbycrash2 жыл бұрын
I just realized that Ryu is saying "It's a dookie" during the ultra. Listen for yourself and tell me I'm wrong.
@vovancho2 жыл бұрын
"Metsu Hadoken". It's a bad joke
@reDustt9 жыл бұрын
Thanks, baf. I only play with my roommate and now I'm sure she won't want to play anymore.
lol u like practically everything im just trying to think of something u havent covered i honestly really enjoy all ur videos *****
@czq35399 жыл бұрын
Jump fierce, close stand roundhouse, fadc, cr strong, ex tatsu, u1 with Ryu does 420 damage. too short?
@czq35399 жыл бұрын
... in the corner. also, sometimes it does more damage. anywhere from 464 to 553
@SeanZheng-l8u5 ай бұрын
how are you so good at the game
@Bafael5 ай бұрын
played it for years
@Moqlnkn3 жыл бұрын
I know this video is from 2015 and nobody plays this poorly-designed video game anymore, but there are a couple of extremely tiny mistakes or overlooked details that I'd like to point out. Hear me out, because it's almost 2am, and I'm in the mood to talk about game design on top of helping new players. ***** If you walk forward for 7 years, then tap focus buttons, then re-tap forward *once*, you still get the focus dash. Internally, this means that the game resets the check for the first forward of the forward dash when you start charging focus, basically tricking itself into thinking you just tapped forward when, in reality, you've been holding it for 7 years. This means that, instead of Focus Forward Forward, you can input Forward Focus Forward, which is always faster or the same speed, and is more lenient if you're having trouble double-tapping forward quickly. The most common input error here, then, is releasing the first forward of the dash before the first frame of the focus charge occurs and resets the input check for the forward dash. Doing that will cause the focus attack to come out, instead of the dash. Technically, you can just input Forward Focus Forward Forward, i.e. both methods combined, to absolutely guarantee that you get the dash as fast as possible, but then you lose some time to input the ultra motion, or whatever you're comboing into. That's also just... overkill, to be honest. It's not really important, but this means that USF4 was never designed to have save states (and thus also rollback netcode), because there has to be a specific variable dedicated to the first forward of the forward dash, and another variable for the second forward of the forward dash, instead of just one function that reads the input history of the player and checks for the proper input. This is what people mean when they say that fighting games need to be designed from the onset (such as during the implementation of basic player input) to have rollback netcode - it's a lot easier to "roll back" one variable, i.e. the input history, than it is to "roll back" several variables for every possible input in the game. Of course, there are more calculations that need to take place, because the input history doesn't tell the game if a dash needs to take place until it analyzes the contents of the input history array, which is why rollback generally results in lower memory usage but slightly higher CPU usage, which scales up as the number of rollback frames increases. Anyway... ***** I'm not going to reinstall USF4 just to check, but I'm about 90% sure that you DON'T need to hold down the focus buttons if you do the dash input fast enough. The first few frames of the focus charge are not "cancelable" into the focus attack (triggered by releasing the buttons), as far as the game is concerned, but they are cancelable into dashes. This means you can effectively NEVER run into the negative edge issue discussed in the video by holding the buttons down too long, since you only need to tap them. Of course, if you dash too late, then you'll get the focus attack on accident, but, if you also utilize the previous technique in this comment, the chances of that happening are very low. Overall, the game has a lot of significantly more difficult execution than an uppercut FADC ultra, so, after you've mastered this technique the "wrong" way, it might not be worth the extra cognitive effort of thinking about these things in favor of just doing it how you've always done it. Don't fix what isn't broken. ***** Lastly, USF4 has auto-correcting inputs. This means that, if you do a fireball motion to the right, then the opponent jumps over your head, and then you press a punch button, you'll get the fireball to the left. This is another indication that the game has variables that are stored for each piece of every possible special motion instead of methods that check the input history. The only game I've played that does this CORRECTLY is The King of Fighters, in which a fireball to the right will never give you a fireball to the left, no matter how many side switches occur - if you anticipate the opponent will somehow switch sides with you during your inputting of the special motion, then just do the fireball motion to the left from the very beginning, and, as long as the opponent is on the left when you press the button for the fireball, it will come out properly. Combine this with the button hold buffer, and anti-airing crossups with uppercuts becomes as trivial as doing an uppercut - much easier than it is in SF games. Auto-correction becomes a major problem with certain characters trying to do uppercut FADC ultra (Seth and Oni come to mind). The best solution I ever came up with was to mash between df and db during the dash, then press forward plus the ultra buttons. In numpad notation, it would look like 1232123...6. ***** Hey, why are you still reading this boring comment? Go to sleep.
@hel1xfaaz3773 жыл бұрын
Poorly designed video game? This is one of the best iterations of the street fighter franchise
@Moqlnkn3 жыл бұрын
@@hel1xfaaz377 I already have a video that says otherwise
@Moqlnkn3 жыл бұрын
@@hel1xfaaz377 besides, my comment is talking about the game from a design and architecture standpoint, not really game balance. There's no question that the menus are slow and the netcode is bad.
@SeanZheng-l8u5 ай бұрын
oh ic
@SPEXWISE5 жыл бұрын
Still useful in 2019 because SFV is an inferior game imo, I still prefer to play USF4
@Kara-de5cz4 жыл бұрын
Well, we can't judge the tastes. But I like SFV because at least I can execute the combos lmao