Archive for the 'Features' Category

02
Mar
09

Street Fighter IV: A Beginners Blog (Part 1)

1.1 Welcome To The Street Fighter IV Beginners Blog

Given my history with videogames it seems odd that I would have overlooked one of the biggest franchises in its history, but it’s true.  Up until now, I have never actually owned a Street Fighter game.  Yet, I know I’m not alone, I have been asked by quite a few people whether the game is actually accessible to newer players as the fighting genre tends to be one that caters more for the elite.

Now while I am a beginner to Street Fighter that doesn’t mean I have ignored the genre completely.  Indeed, I’ve been playing the Soul Calibur and Dead or Alive games since their conception, so I do know about the strategies and tactics needed to, not only start learning the basics of a fighting game but also some of the high end stuff like “dash-cancelling” a move animation to link into other combos.  But seeing as this is a beginners blog, I wouldn’t expect much talk of this so don’t worry if certain terms impenetrable at the moment.

And so the purpose of all this is to, hopefully, get those who are teetering on the edge of buying the game to actually get in there and also to chart my progress in the learning process.  You could say it’s a hand-in-hand thing.

1.2 Starting Out

Controller Choice: an Issue?

The first choice you have to make about getting into street fighter is what controller you want to use.  This is where many people become baffled and think you really need to spend £190 to play the game properly.  You don’t.  Even though Capcom themselves say that the game is best played on an arcade stick, with the tournament ones costing £150 or an official Hori Stick costing around £40-70, it really seems unnecessary.  Besides, the game has been adjusted so that inputs will be picked up on a regular controller.  I, for one, am one of those that decided to use a regular 360 pad mainly due to my inexperience with fight sticks and also the reluctance to spend £100+ to play something.  While the D-Pad on the 360 isn’t as great as I’d like it to be, even though I’m an analogue stick user, there is a solution available in the form of the Mad Catz 360 fight pad.

While this debate is likely to rumble on, probably to the extend of a future patch, the regular 360 pad isn’t as bad as people are making out.  While you may struggle through the first night of play you will eventually get to the stage where you can pull off the moves every time; it just takes practice.

1.3 Getting into the Game

While intuition might tell you that ‘Arcade Mode’ is the best place to start, it might not actually do you any favours.  Arcade Mode is normally set to the medium difficulty and, as can be told from previous experience, you will be overwhelmed by the A.I.

My advice when starting out is to head straight to the training modes and leave the arcade until after you’ve picked up the basic mechanics and have set the difficulty to ‘easiest’ or ‘easy’.

1.4 Learning the Basics

The main difference from Street Fighter from the likes of Soul Calibur and DOA is the amount of input you have for moves in the game.  While DOA has 2 attack (1x punch & 1x kick), a throw and a block button SFIV has 6 main attack inputs (3x punch & 3x kick) as well as combinations of these being throw and focus attacks.  Not to mention there is alot of directional input required to pull off your special moves compared to other fighters.

Luckily enough the games training modes provide enough enough tuition to allow you to grasp how SFIV actually works.  In Challenge mode you will find everything you need when starting from scratch; your first port of call should be “Trail Mode”.  This mode gives you a series of commands to perform that gradually become more complicated.  This shows you how to pull off your characters basic move-set, specials and takes you through to advanced combos.

Other vital modes in the games challenges are “Time Trails” and “Survival” these two modes are set over 20 stages and start out on the most basic difficulty and go on to the harder ones further down the line.  This will allow you to use the moves you were shown in the trails and make you comfortable with fighting against the A.I, as well as slowly bring in tactical thinking including when to block, when to use your Specials and Ultras, etc.  Always remember that if you happen to forget the button combination for a move you can look it up by accessing the games move lists from the pause menu.

1.5 Expanding the Roster

Now that you have a rough grasp of the basic mechanics it’s time to get some more characters to play as.  In order to get the likes of Rose, Cammy, Sakura etc you need to now play through the arcade mode.  So, with the difficulty set to easiest, you should be able to walk through the mode and grab all of the characters missing from the roster.  The quickest way to do this is to set the number of rounds to 1, this means you wont have to re-do 2 more if you lose.  Even if you do lose a fight, as you’ll see when you reach Seph in the final stage, you can simply continue and will not affect the unlock of the character you are after (with the exception of Akuma and Gouken, but then they also have different requirements to unlock).

Again once you’ve unlocked more characters you can learn how each of them actually works, the tactics required to pull off moves and in the process learn what their weakness are for fighting against them.

Next time:

Tactics
Charging
Fighting Against Seasoned Players




Welcome

I'm Mark Gibson & this is another one of my blogs where you're likely to find musings of daily life, gaming & just plain rambling.

Currently Playing:
Modern Warefare 2
Borderlands
Forza 3


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Cage - Depart From Me
Flobots - Fight With Tools


Currently Reading:
The Wheel of Time (again)


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