Publicada: 30 de junho
**ANY KIND OF INPUT METHOD CAN WORK WITH STREET FIGHTER 4. YOUR KEYBOARD IS BASICALLY A HITBOX WITH EXTRA BUTTONS ANYWAY, AND YOU HAVE ACCESS TO EVEN MORE INPUT SHORTCUTS THAT MAKE THEM IDEAL TO SHOTO PLAY**Disclamer:
I play a good deal of fighting games, and I have to say USF4 is probably one of the best ones I've played. However, it's one of the hardest fighters to reach the mechanical skill cap in. Since I dedicated a lot of time to practice this game, I will be writing this review from an experienced stand-point to explain to new fighting game players.
|Genre ||2D Fighter |
|Gameplay ||95 |
|Roster ||100 |
|Balance ||95 |
|Artstyle ||50 |
|Sound ||70 |
|replay ||100 |
|Value ||100 |
|Overall ||95 |
The "hit attack to give enough time to hit with another attack" mechanic isn't exactly new, but Street Fighter 4 really refines the concept of linking even further than previous titles and even goes as far as to make linking a mandatory aspect to playing this game at a level beyond just target combos and fundamentals. A player who can consistantly link normals together will always have higher damage output than players who still treat the game like SF2.
Guile is one hell of a rush down machine despite having a history as the Sonic Boom spammer purely because his insane link combos.Ultra Combo / Revenge
This is the first thing most new SF4 players will notice right away is the (now titular) comeback mechanic. You get to pick to have one of two ultra combos per character with varying degrees of power and utility. With Ultra, you can now pick to take both combos with you at the expense of 25% of the strength (even weaker if you play Cammy or Fei Long).
With supers in most games, it is possible to combo into them by canceling a special or a normal attack into the super input in a technique known as "Super Cancelling" which is very important to understand in order to apply very large amounts of damage quickly. However, with Ultras, there is no straight "Ultra cancel". The only way to combo into an ultra without the use of your special meter is to either juggle or jump Fierce/Roundhouse (for most non-grapple ultras).
Ultras offset their lack of innate comboability by being very powerful or by providing a ton of utility. A couple examples:
-Sagat's Tiger Destruction does 500 damage and works as a punish or counter tool and places Sagat in an advantagious position to resume his zoning game
-Balrog (Boxer)'s Violent Buffalo does considerably less damage but has multiple unique properties. Violent Buffalo can juggle, change which kind of punch is coming out (straight or an uppercut that changes the hit box as well as the timing), go through fireballs, and also naturally push his enemy towards a corner where Boxers powerful normals and pressure game becomes the most powerful.
-Ryu's Metsu Hadouken is a multi-hit fireball that can absorb other fireballs at the cost of a hit but does immense damage and can be timed to go around a fireball by throwing out your Metsu right before you get hit, which can punish close to medium range fireballs for maximum damage.Four EX Bars and Super meter gain mechanics
Unlike previous Street Fighters, SF4 makes it very clear how many EX specials you can throw out before you are empty, which makes gauging what kind of combos you can afford to do a lot easier. Also, unlike SF3, everyone has a universal amount of super meter, meaning everyone is more equal (which is especially important in zoner matchups).
Like Alpha and the later SF2 editions, you only gain meter on hit, on block, or whenever you use a special. However, you can't gain meter from whiffed normals and taunting as well, like you could in SF3; the trade off being you can gain meter much faster and keep the action going instead of having full screen strong/fierce whiffs for a few seconds at a time.Focus Attack
Yes, the FA can eat a hit and build up your ultra meter without taking permanent damage, but the true purpose of the Focus Attack is the EX Focus Attack Dash Cancel (FADC). That one mechanic alone makes SF4 the most combo heavy street fighter. You can cancel almost any normal or special into EX Focus at the cost of two EX bars and dash forward (or backwards in some Ultra combo situations or to make yourself safer from punishment) to continue your combo. Examples of how to apply the EX Focus Attack Dash Cancel:
- Cancel into ultra
- Continue a block string to create a mix up (ie; Guy: Hozanto FADC Target Combo x run overhead/slide or FADC Throw or FADC raw overhead)
- Continue a combo to get massive damage (Oni and Evil Ryu are so powerful just because how much they can get from a FADC. E. Ryu can get 20+ hit combos against some characters just by canceling)
- Make an attack that normally would miss connect for more advantage (Guy can hozanto FADC EX hozanto and get a near stage-wide corner carry).
- Bait out attacks to continue punishing by intentionally dropping your combo and backdashing (against grapplers mostly)
Ultra introduces Red Focus as well which always crumples when EX'd and does more damage as well as absorbs infinite amount of hits as long as they aren't armor breaking. For example of how powerful it is; Zangief with a full meter is one of the most powerful characters in the game even though he's pretty far down on the tier list.
The entire SF2 cast is back, along with quite a few fan favorites from later games (and a few that people absolutely hate and think took spots from other fan favorites, like with Decapre "taking a spot away from Rainbow Mika"). This is by far the most varied roster out of the whole series, where there is a character for every play style and different play styles for every character. There are no 'clones', there are similar designs but no two characters are alike. If you can't find someone that suits you in USF4, then I don't think fighting games are for you.
This is the most balanced Street Fighter ever since SF2: Hyper FIghting. There are quite a few unfavorable matchups, like Gouken vs Hugo being 9:1 in Gouken's favor. But there are no impossible match ups. As of nine months ago, the top player in XBL ranked is a DeeJay player, despite DeeJay being considered the worst character in the game.
The 3D models are horribly ugly at first, but the style grows on you after a while. Also the painted effects look very impressive. However, some characters look freakishly disproportioned, like Chun Li with her hands or Makoto's head.
I usually play this game with the sound muted, however the voice actors are all around very good, the stage music is usually good (except the new stages added to Ultra; this is our war street fighter 4
), and the character specific themes are all amazing. However, the announcer can get rather annoying to listen to after so long, and the Training Room theme got drilled into my brain.
There are 44 characters to pick and all of them have a very high skill cap. There is enough to keep you entertained for years if you love to practice. However even as a casual game to play with friends, this game will always be fun just to mess around in.
With Ultra, you get Edition select that effectively gives you every version of SF4 to play with in versus.