What I really miss about combos in SF4 was the sound design. You can just FEEL a SF4 combo with those crunchy hits, it's very satisfying to land pretty much anything.
I genuinely thought I am better at my combo timing when I picked up SF6 after 10 years not playing fighting games and happened to download USF4 again 2 weeks ago, hit the training mode with Evil Ryu and found out I was no better than I was 12 years ago.😂
@@jamgUNohI am 43. I tried coming back to fighting game. My brain can but my body dont follow anymore. I guess people like Daigo who never stopped still can. But, for someone like me with nerve damage...not gonna happen.
I'm just piggy backing off one of the twitter comments you showed on screen which said, 'I'd love to see you do a bi-weekly segment of breaking down high level SF4 clips including combos, set ups, other hype moments, etc. ' Hell it could even be a weekly series. I'd love to have segments like this breaking down stuff like Sako's Ibuki combo.
Dude, I was practicing for hours every day sakura 1 frame links and plinking them perfectly for the tatsu loops. It was INSANE and the sf players have no idea how good they have it now compared to back then. Also - the fact you're discovering this is sort of like how I discovered Sakuras character matchup vastly changed her combo loops. Bigger characters = you get 1 extra tatsu loops on them from 1 frame link. What i think this means is that SF4 was killed before it was ready to die. We probably still have a good 5 years left of that game and then released 5 because a lot of people werent even at high levels yet.
If it’s any consolation-I’m someone who came in on sf6 and went back to try stuff like third strike and sf4. No, I know EXACTLY how good I have it 😂. Big ups to the Sakura stuff though that must’ve taken a ton of fucking work.
The Sakura stuff being 1F to do anything useful made me drop the Characters, and then the game. Did not know about plinking at the time and the netcode was delay based which just made it an exercise in thrown controllers.
@@shaunmcisaac782 I feel you man, It took 4-5 years of consistant practice to get anything meaningful done. I do like the path its taken now, because before (sf4 and beyond) I would say its difficulty was on par with tekken.... Now anyone can get into street fighter and it really helped the community grow because of it. I was fighting the same people everyday and I remember names now I see in high master in SF6 i fought back then like HeadLumper and others lol
I think it's great that you keep the old school vibes alive. You're right, there is something special about SF4, I don't think it makes it a very timeless game, and that timeless feeling is part of what I love about fighting games. Old, new, they are always fun.
After playing Turbo, CVS2 and Alpha 3 for a number of years, I felt SFIV combos were dumbed down for new players because there was so much buffer when it came to canceling one animation into another. There was more room for error and SFIV by design is more forgivable when someone mistakenly enter additional inputs while executing certain motions and cancels. But at the highest level, SFIV still amazed me with the one frame links, especially when it’s executed in a close game. SFIV players truly deserve respect. Awesome game and they still entertain us with great combos.
I remember reading somewhere on the SRK forums back in the day that you’d get the fastest ultra startup if you mashed/piano’d kicks during the ultra pause - Glad to know that advice still held true over the course of 15 years
As someone who started Street Fighter with SF4, seeing that combo I was already like "Man, thats a super hard combo good stu-" and THEN he linked Jab into Ultra and I knew this combo would take me a VERY long time to do I usually try my best to do hard looking SF4 combos just because I enjoy the game, but Jab Ultras have always been SO hard for me. But I did the Sako E.Ryu Rufus combo, ill do this one But I mained E.Ryu, I never touched Rog, thisll be rough LOL
I dont play sf4 but in sf3 there is mant stuff nearly impossible without usong negativw edge. (I think it is called like this, when you hold the K/P, and release it after the short happens and after inputting the SA).
I miss hard combos ngl, the complexity is what makes those games so awesome. I feel like nothing impresses me anymore, i don’t even care if i can’t do those combos but when i see someone doing it, it always amazes me
I think SF3 had execution in a pretty smart way, because a lot of the links were buttons linked into supers, so after you hit the button you get that super screen freeze which gives anticipation to see if the super is actually gonna land or not. It's just hype, you can also piano the super input so you're not necessarily doing a 1 frame link, but there's still execution involved. Some juggles have tight windows or micro walks too and since they're juggles they look more flashy than grounded links. I do love SF4 links too tho, I think a lot of people talk shit about hard combos without even trying them in the first place, to this day I still like to boot up SF4 and try some random combos, and I never even played SF4 against a human being lol.
Learning something new about a character you played for many years is such a unique feeling. I like people that keep pushing older games to this day, there's no more patches as well so you know the character is final. Funny enough my friend and I started playing SF4 again, I shall attempt to learn the combo and style on him
I must apologize for the lack of data on this on FAT. I joined FAT in 2016 cuz SFV launch was so ass the game was unplayable for me, and since then I've been mostly doing FAT stuff when it comes to SF. But the data before that, like SF3 and SFIV, afaik the data we use is ported from the old Shoryuken wiki, which I had no hand in. Although I know some of the people that contributed to it, it's definitely not something that was ever properly completed, especially in terms of the notes and properties for each move. The quality of framedata and sites like this back then was a lot more barebones than the sources we have nowadays for more modern fighting games. Although I didn't know this nuance of Boxer's Ultra 1 either, but then again, I never played Boxer myself back then, nor was I doing the framedata work. I was just enjoying my time actually playing SF back then. It is unlikely that FAT will ever get anywhere close to how in-depth its data and notes are for SFV/SF6 for the older SF titles. It's just far too much work to update those titles up to my quality standards for SFV/SF6 data. Someone else would have to do it.
Anything you do is appreciated, even the SF4 part is great because at least that's a referencefor us, evenif there might be inaccuracies. Thanks a lot for your work! FAT was my GOAT in the early SFV days.
Brian, I was a boxer player and there was a guy I used to talk to from South America, he was a pianist and dog player. He could do crazy 1 framers forever. I’ll find his channel and try and post the details here.
I mean we do have a term called "piano" which is named after real life pianists lol. Footsies is actually named after martial art sparring sections and tournaments based on combatants trying to control spacing.
I can't believe how much tech has gone since this era, kara cancels (like kens step kicks cancelled into throws for more range, but also ibuki command dash cancel into attack throw, and even moves that moved you backwards like a shimmy, or guy fmp overhead, which I liked to use in oki situations to bait a super or ultra and then cancel into a move that beats that super/ultra), which reminds me:instant invincibility vs specific attacks (projectile invul, grab invul) , jumps cancels (not just throw invincible jump start cancels but also cviper and ibuki style jump cancels for crazy grounded combos), armour cancels (like balrog or guy being able to armour through a hit and cancel into a command throw ultra), option selects (they definitely still exist but don't have as much application in newer games, catching invincible Backdash with os sweep or running attacks, the negative edge fireball os), cross under attacks (kinda still around but there's something so cool about seeing yun cross under with his shoulder charge move), low profile moves to beat certain attacks like balrog headbutt, I kinda miss the pseudo projectiles like ibuki shuriken that you could hit with normal attacks, uncrouchable and unblockable setups, I miss being able to make a hard read that my opponent would obviously try to Dp fadc so I could walk up and Backdash it 😂 same with knowing that they could only get the winning combo from certain moves so those moves would be much more likely and you can read your opponent based off of that, instead of thinking they could get a winning combo from basically any move and having no reads. Having stlk or sthk that could stop dive kicks or keep grappler away, grapples having to earn their throw rather than never having to use it since their combos always hit for the same amount of damage. I could probably keep going tbh I love this era so much but yall get the point lol
It really makes me appreciate the SF6 buffer when I go back to play SF4 on my 3DS. Doing Crouch Jab > Heavy Headbutt with Balrog or Crouch Jab > Up Kicks with Dee Jay is quite the task. However, that just makes anything Street Fighter 4 combo wise much much more impressive when you see something cracked.
Nice vid Brian. These classic rants are awesome. Not only educational, but very good content to compare and contrast how things have changed. Not to say which is better, but to explain and spread awareness of what "Cool" was and "Why" it was cool. Oh and I always love the responses of random legendary execution "Gods" who show up and be like "Umm, Actually!! It's actually quite easy, even a child could perform it. 90% of this is child's play, Not impressed 🧐" While the majority of us are like.. uhh, okay 😅
4:28 I can imagine Luke from streets popping on Twitter an replying to a Brian f clip like he's been a long time fan of SF an is finally living his dream like a WWE star
The muscle memory for SF4 is something that never leaves. I booted up SF4 for the first time since, probably 2017 to see if I could still hit Dudley 1 frame links. Literally within the first few attempts I was hitting c.HP, s.HK 5 or 6 times in a row. Same for c.LK, s.HK and s.LP, s.HP I guess that’s just something that never goes away.
I totally forgot sfv existed. My brain goes straight from 4 to 6. That was legitimately how I differentiated between sfiv and the newer generation you're talking about who don't understand the significance of the combo.
I think from SFIV to SF6 there are things to love in all three games. SFIV just has a lot to appreciate while also having a more rewarding experience with its combos.
Sf4 is smth else man. My fav era of the fgc, started following the scene around the time super came, all the while i *cant* for the life of me play the game myself with my chronically shit execution... but i loved watching it so much
Man Sf4 and ultimate Marvel vs Capcom was the best time for fighting games. Street fight x Tekken was the beginning of the end of satisfying gameplay and player expression
Cool thing about it was there were characters for high execution and some characters that would reward other things so you didn't need to be good at everything
@@pastorofmuppets9346 lol that's fair man for a long time I was tbh and even by the end there were still people who I just couldn't touch no matter how hard I tried, some players were just like a brick wall 😂
This isn't even just modern vs classic games, this is specifically an SF4 thing. No game before or after used 1 frame links to the degree of SF4, especially not older Capcom games using turbo. SF4 is completely unique in the amount of potential 1 frame links, along with just the right amount of lack of pushback on hit, and potential forward movement on specials for this to be possible. SF4 combo design was just deliberately harder than anything that came before it. This is even reflected in the inability to special cancel renda chains, which was a throw back to Darkstalkers 1.
I've been playing fighting games since SF2 and played SF4 religiously. But I never had the execution to pull off 1 frame links consistently, even with plinking. Even with SF6, my execution isn't consistent, no matter how much I practice. I'm happy they did away with the high execution stuff but I do see the hype of pulling it off in a real match.
FYI for those not in the know, “I wasn’t familiar with your game” is a meme in the basketball world. Shaq said it on Inside the NBA and people started using it all the time for whenever someone did something extraordinary (for them).
I eventually got to the point where i had a decent success rate doing ex loops but what those of us who were around remember is, no combo based on strict timing could survive the SF4 netcode.
9:53 Funny that you say that because for me (a Tekken player) trying to play balrog in SF5 and doing what seems to be the most basic stuff like the "abc" method and just simple combos was one if not the hardest things i've ever tried in fighting games.
I had no idea there was 5 freaking frames of input buffer leniency with SF6! Holy cow. Just watching SFV and SF6 feels boring to me whenever I see these dial a combos. Now knowing how lenient these inputs are for these games makes the games even less interesting to me.
Sometimes that 51 dmg is the difference between killing or letting the guy live. Gotta make that judgment call on the fly when you feel on point in hitting your links.
I used to do this jab ultra combo, I would activate with kicks then piano punches back to kicks and it would work too. Punishing honda ex headbutt needed that too but you had to block it standing. Beat Henry Cen in a tourney and he hadn't seen it punished by rog before. This combo is crazy all combined, I'll break out the game and try it when the kids go to sleep, how times have changed. PR Rog was definitely plinking jabs in his prime
At first "thats a pretty good combo, its tough due to spacing" and then i heard lack of input buffer...gawddamn. If you ever play a souls game (or any game that requires a lot of input) without that input buffer, you know damn well how fucking tight that combo is.
Imo, the sound design of hit effects are some of the most important parts of fighting games. Since they are the things you hear the modt in the fighting game, they have to be done in a way that makes you feel the impact of every hit you make, like Tekken 8's hit/block sounds, or under night in birth's hit sound effects.
Back when 3 frame links were the "easy" ones lol. I love SF6 but there is something incredibly special about watching some of these ridiculous combos get pulled off in the middle of a match.
It is technically possible to use select to plink jab as it has lower priority. However, practically speaking this probably isn't possible on an arcade cabinet. People did use modded sticks that moved the select button so it was practical to plink with, though. Just a neat little factoid.
this is one of the things i did not like about SF4. Simpler is better. This also ruined some aspects of game balance because some characters needed to use EX Bar to compensate what others could do without it. Some characters need EX Bar to even have a key defensive option, so combos like this are a waste. (Dee Jay is affected most by this). I think the SF5's V-Trigger system and SF6's Super & Drive system is a correction for this.
@@TheFightingGentleman I'm completely aware of what damage scaling is, how it works, and affects on characters. I still think it's bad balance in general because that ex meter is valuable to some characters and using it to extend most combos, gains little value in return.
@user-te8qh1gf3j isn't that what most FG meters in FG do, most especially the MAIN thing in many modern FGs like sf6? If u consider that to be bad balance, I would like to know what u consider to be good balance
4 had its issues of course but the combos were beautiful imo. I played with controller (plicking more difficult) and hitting any 1 frame link combos felt so satisfying to land.
Next year I'm going to focus on older fighting games as much as possible, obviously we got some cool new stuff coming out that I can't ignore, but I want to make my channel focus for next year centered around advocacy for older and/or more obscure games. I often find that the main reason I play newer fighting games is because it's so easy to find games and constantly queue up for more games. There are lots of older games that I would love to split time with, but it's just not as easy to find games/players, so I wanna work on lowering that barrier to entry not just for myself but for others.
It's interesting culturally I've noticed. Most SF players don't really seem to go back and play the older games but in my (more anime game) experience most people go back and play older GG and BB games.
3rd Strike at EVO, Super Turbo and CvS2 get decent-sized brackets at other majors? You just don't orbit the SF community it seems. SF4 and SFV would probably be played more too if they had better online connectivity. I was around for the SF4 years, and when it comes to BB and GG, I can say that BBCF _is_ old, effectively a minorly-updated PS3 game (but very good, a crown jewel of the FGC era in the previous console gen). GGST is the SFV of its series, but Xrd is an even better alternative than SF4 was to SFV.
depends on the netcode really, the SF games on fight cade are still pretty active SF4 had no rollback update thus far so people don't play it that much, SFV had questionable roll back too. I think a lot of people also play SF games to be competitive, or at least pretend to be competitive lol, so every one usually jumps to the newest game since that's where the Capcom Cups are.
Could you plink deeper than 2 wide? Say if I'm linking HK to HP, could I press HP, HP+MP, HP+MP+LP, HP+MP+LP+Select to get a 4 frame window? I guess if I was robotic enough to roll 4 inputs a frame apart, I might be robotic enough to just be hitting my 1f links raw, doe....
ggs I was the absurdity
ggs I was the seth
Chill derp
Chill derp
@@manuelito1233 chill derp is dead, I’m the other guy Speed Weed or whatever
@@sixsixfiev Speedwagon
ggs i was the controller
What I really miss about combos in SF4 was the sound design. You can just FEEL a SF4 combo with those crunchy hits, it's very satisfying to land pretty much anything.
One of my favorites was machine gun blow and rolling thunder 😂
My favorite has to be 3rd Strike, but SF4 Ultras sound soooo good too
Been playing a lot of KOF XV and the hits there are so crunchy
Yup. Tekken 8 nails this well. SF6 is my favorite fighter, but its definitely lacking in the sound/music department.
That hit effect goes hard every time I hear and it's very satisfying every time
I genuinely thought I am better at my combo timing when I picked up SF6 after 10 years not playing fighting games and happened to download USF4 again 2 weeks ago, hit the training mode with Evil Ryu and found out I was no better than I was 12 years ago.😂
1 frames never changed 😂
My feeling booting up kof13 and trying to do combo trials.
1f links are no joke, i dont miss them though because im getting older and i dont think my hands could bear labbing them again 24/7
@@jamgUNohI am 43. I tried coming back to fighting game. My brain can but my body dont follow anymore.
I guess people like Daigo who never stopped still can. But, for someone like me with nerve damage...not gonna happen.
yeah fr going back to sf4 after 6 just reminds me the games got easier i haven’t got better execution wise
I'm just piggy backing off one of the twitter comments you showed on screen which said, 'I'd love to see you do a bi-weekly segment of breaking down high level SF4 clips including combos, set ups, other hype moments, etc. ' Hell it could even be a weekly series. I'd love to have segments like this breaking down stuff like Sako's Ibuki combo.
It would be cool to see some of that for people like latif in the early days too
NO SHIT THAT WAS MEEEEEEE I'M FAMOUS
Hearing the inputs in between the hits is ASMR.
Sanwa buttons are so fucking fire
brianF yells is my favorite BrianF clips segment
😂😂x
Dude, I was practicing for hours every day sakura 1 frame links and plinking them perfectly for the tatsu loops. It was INSANE and the sf players have no idea how good they have it now compared to back then. Also - the fact you're discovering this is sort of like how I discovered Sakuras character matchup vastly changed her combo loops. Bigger characters = you get 1 extra tatsu loops on them from 1 frame link. What i think this means is that SF4 was killed before it was ready to die. We probably still have a good 5 years left of that game and then released 5 because a lot of people werent even at high levels yet.
If it’s any consolation-I’m someone who came in on sf6 and went back to try stuff like third strike and sf4.
No, I know EXACTLY how good I have it 😂.
Big ups to the Sakura stuff though that must’ve taken a ton of fucking work.
The Sakura stuff being 1F to do anything useful made me drop the Characters, and then the game.
Did not know about plinking at the time and the netcode was delay based which just made it an exercise in thrown controllers.
@@merrychristmasreaper went to a ton of locals and evo in 2010 i didnt place and lost to dr. chaos if that name rings any bells!
@@shaunmcisaac782 I feel you man, It took 4-5 years of consistant practice to get anything meaningful done. I do like the path its taken now, because before (sf4 and beyond) I would say its difficulty was on par with tekken.... Now anyone can get into street fighter and it really helped the community grow because of it. I was fighting the same people everyday and I remember names now I see in high master in SF6 i fought back then like HeadLumper and others lol
Scrub fighter 5 n 6
This is why I love sako so much, seeing him hit combos that you just know were insanely hard in tournaments so effortlessly.
Saw the tweet and instantly thought "If Brosky doesn't cover this, Brian will".
As someone with a modern street fighter brain, I can in fact comprehend how absurd the combo is
He means Modern, not modern.
Now do the combo Kerran
@@ferialasagna I'd love to, but unfortunately I'm busy that day. Sorry
Good for YOUUUUUU!
@libertyprime9307 no he doesn't
I miss SF4 era Bonchan. He's the one that got me into Sagat. Also Sf4 Smug was a monster!
Noth the things you said made me furious and gave me conniptions.
Poongko in that era was the best 😂❤
So many great and entertaining players. They had a bunch of insane fights. Big shows small shows did not matter.
Smug was the most entertaining to watch. Pure madness
@bobby2turnt
Angry shirtless poongko always turnt up.😂
I think it's great that you keep the old school vibes alive. You're right, there is something special about SF4, I don't think it makes it a very timeless game, and that timeless feeling is part of what I love about fighting games. Old, new, they are always fun.
After playing Turbo, CVS2 and Alpha 3 for a number of years, I felt SFIV combos were dumbed down for new players because there was so much buffer when it came to canceling one animation into another.
There was more room for error and SFIV by design is more forgivable when someone mistakenly enter additional inputs while executing certain motions and cancels.
But at the highest level, SFIV still amazed me with the one frame links, especially when it’s executed in a close game. SFIV players truly deserve respect. Awesome game and they still entertain us with great combos.
I remember reading somewhere on the SRK forums back in the day that you’d get the fastest ultra startup if you mashed/piano’d kicks during the ultra pause - Glad to know that advice still held true over the course of 15 years
As someone who started Street Fighter with SF4, seeing that combo I was already like "Man, thats a super hard combo good stu-" and THEN he linked Jab into Ultra and I knew this combo would take me a VERY long time to do
I usually try my best to do hard looking SF4 combos just because I enjoy the game, but Jab Ultras have always been SO hard for me. But I did the Sako E.Ryu Rufus combo, ill do this one
But I mained E.Ryu, I never touched Rog, thisll be rough LOL
I play balrog and this is hard as hell 😂
I dont play sf4 but in sf3 there is mant stuff nearly impossible without usong negativw edge. (I think it is called like this, when you hold the K/P, and release it after the short happens and after inputting the SA).
I miss hard combos ngl, the complexity is what makes those games so awesome. I feel like nothing impresses me anymore, i don’t even care if i can’t do those combos but when i see someone doing it, it always amazes me
I think SF3 had execution in a pretty smart way, because a lot of the links were buttons linked into supers, so after you hit the button you get that super screen freeze which gives anticipation to see if the super is actually gonna land or not. It's just hype, you can also piano the super input so you're not necessarily doing a 1 frame link, but there's still execution involved.
Some juggles have tight windows or micro walks too and since they're juggles they look more flashy than grounded links.
I do love SF4 links too tho, I think a lot of people talk shit about hard combos without even trying them in the first place, to this day I still like to boot up SF4 and try some random combos, and I never even played SF4 against a human being lol.
Learning something new about a character you played for many years is such a unique feeling.
I like people that keep pushing older games to this day, there's no more patches as well so you know the character is final.
Funny enough my friend and I started playing SF4 again, I shall attempt to learn the combo and style on him
Thanks for sharing this interesting lore lesson!
Thank you!
You got a big ole spider on the wall my guy
Remember when they had to select plink on the cabs and reach all the way over with their pinky
I must apologize for the lack of data on this on FAT. I joined FAT in 2016 cuz SFV launch was so ass the game was unplayable for me, and since then I've been mostly doing FAT stuff when it comes to SF. But the data before that, like SF3 and SFIV, afaik the data we use is ported from the old Shoryuken wiki, which I had no hand in. Although I know some of the people that contributed to it, it's definitely not something that was ever properly completed, especially in terms of the notes and properties for each move. The quality of framedata and sites like this back then was a lot more barebones than the sources we have nowadays for more modern fighting games.
Although I didn't know this nuance of Boxer's Ultra 1 either, but then again, I never played Boxer myself back then, nor was I doing the framedata work. I was just enjoying my time actually playing SF back then.
It is unlikely that FAT will ever get anywhere close to how in-depth its data and notes are for SFV/SF6 for the older SF titles. It's just far too much work to update those titles up to my quality standards for SFV/SF6 data. Someone else would have to do it.
Anything you do is appreciated, even the SF4 part is great because at least that's a referencefor us, evenif there might be inaccuracies. Thanks a lot for your work! FAT was my GOAT in the early SFV days.
High respect for all the top players that dominated in that era , you had to be really good at execution. Really good.
The moment i saw that tweet I KNEW this was going to be a video.
Always nice to hear about SF4. Hopefully one day we'll get some playable netcode for it. I miss Gouken so much lmao
It makes me happy to see Brian happy talk sf4 again
Thanks Brian_F! As a new SF6 player, I didn't know all this. The fighting games lore is quite interesting! Thanks for sharing. 🙂
Respect for getting this video out in a timely manner!
Brian, I was a boxer player and there was a guy I used to talk to from South America, he was a pianist and dog player. He could do crazy 1 framers forever. I’ll find his channel and try and post the details here.
I mean we do have a term called "piano" which is named after real life pianists lol. Footsies is actually named after martial art sparring sections and tournaments based on combatants trying to control spacing.
@@aspreedacorecould also bring up reads and combonations too, but then it gets too real
I remember rewiring my stick so I could select plink during the last couple years of SF4. Game was sick until Ultra imo, AE2012 was peak.
I can't believe how much tech has gone since this era, kara cancels (like kens step kicks cancelled into throws for more range, but also ibuki command dash cancel into attack throw, and even moves that moved you backwards like a shimmy, or guy fmp overhead, which I liked to use in oki situations to bait a super or ultra and then cancel into a move that beats that super/ultra), which reminds me:instant invincibility vs specific attacks (projectile invul, grab invul) , jumps cancels (not just throw invincible jump start cancels but also cviper and ibuki style jump cancels for crazy grounded combos), armour cancels (like balrog or guy being able to armour through a hit and cancel into a command throw ultra), option selects (they definitely still exist but don't have as much application in newer games, catching invincible Backdash with os sweep or running attacks, the negative edge fireball os), cross under attacks (kinda still around but there's something so cool about seeing yun cross under with his shoulder charge move), low profile moves to beat certain attacks like balrog headbutt, I kinda miss the pseudo projectiles like ibuki shuriken that you could hit with normal attacks, uncrouchable and unblockable setups, I miss being able to make a hard read that my opponent would obviously try to Dp fadc so I could walk up and Backdash it 😂 same with knowing that they could only get the winning combo from certain moves so those moves would be much more likely and you can read your opponent based off of that, instead of thinking they could get a winning combo from basically any move and having no reads. Having stlk or sthk that could stop dive kicks or keep grappler away, grapples having to earn their throw rather than never having to use it since their combos always hit for the same amount of damage. I could probably keep going tbh I love this era so much but yall get the point lol
Dang 3 hours... I respect the dedication Brian! Great video!
It really makes me appreciate the SF6 buffer when I go back to play SF4 on my 3DS. Doing Crouch Jab > Heavy Headbutt with Balrog or Crouch Jab > Up Kicks with Dee Jay is quite the task.
However, that just makes anything Street Fighter 4 combo wise much much more impressive when you see something cracked.
Nice vid Brian. These classic rants are awesome. Not only educational, but very good content to compare and contrast how things have changed. Not to say which is better, but to explain and spread awareness of what "Cool" was and "Why" it was cool.
Oh and I always love the responses of random legendary execution "Gods" who show up and be like
"Umm, Actually!! It's actually quite easy, even a child could perform it. 90% of this is child's play, Not impressed 🧐"
While the majority of us are like.. uhh, okay 😅
This video was amazing and very informative, preciate it 🔥!
Always something new to learn in this game. Great vid💪🏼
Is my Google algorithm giving me a new USF channel ?
For now, you have my like, let's see if you upload more USF content.
4:28 I can imagine Luke from streets popping on Twitter an replying to a Brian f clip like he's been a long time fan of SF an is finally living his dream like a WWE star
The muscle memory for SF4 is something that never leaves. I booted up SF4 for the first time since, probably 2017 to see if I could still hit Dudley 1 frame links.
Literally within the first few attempts I was hitting c.HP, s.HK 5 or 6 times in a row. Same for c.LK, s.HK and s.LP, s.HP
I guess that’s just something that never goes away.
the clips channel is going crazy
Love how you dive into this stuff!
Nerding out😂😂
I totally forgot sfv existed. My brain goes straight from 4 to 6. That was legitimately how I differentiated between sfiv and the newer generation you're talking about who don't understand the significance of the combo.
Such a great explanation of it
The best I’ve heard so far
Hehehe, seeing my comment on your video has been a big highlight in my day!
You can plink jabs with select/1p button. The specials/ultras do have a large buffer window in SF4.
I think from SFIV to SF6 there are things to love in all three games. SFIV just has a lot to appreciate while also having a more rewarding experience with its combos.
Great video man
The stacker game was a really clever way to illustrate the difference in difficulty from a 3 frame link and a 1 frame link
Never quite understood or got how insane combos in SF4 were until I want back near the end of SF5.
Learning something new about a character you mained all those years ago is od that’s some fighting game excellence
Sf4 is smth else man. My fav era of the fgc, started following the scene around the time super came, all the while i *cant* for the life of me play the game myself with my chronically shit execution... but i loved watching it so much
Man Sf4 and ultimate Marvel vs Capcom was the best time for fighting games. Street fight x Tekken was the beginning of the end of satisfying gameplay and player expression
Cool thing about it was there were characters for high execution and some characters that would reward other things so you didn't need to be good at everything
@remylebeau34 ah sure i was just ass at almost everything in sf4 but that was kinda part of the charm too
@@pastorofmuppets9346 lol that's fair man for a long time I was tbh and even by the end there were still people who I just couldn't touch no matter how hard I tried, some players were just like a brick wall 😂
Dat pfp
This isn't even just modern vs classic games, this is specifically an SF4 thing. No game before or after used 1 frame links to the degree of SF4, especially not older Capcom games using turbo. SF4 is completely unique in the amount of potential 1 frame links, along with just the right amount of lack of pushback on hit, and potential forward movement on specials for this to be possible.
SF4 combo design was just deliberately harder than anything that came before it. This is even reflected in the inability to special cancel renda chains, which was a throw back to Darkstalkers 1.
Whats a renda chain?
That balrog combo is the thing of dreams. That was the nuts. All 5 pieces of exodia
The Balrog combo that forces you to perform Punch Out Mike Tyson-level execution is pretty dang neat
I've been playing fighting games since SF2 and played SF4 religiously. But I never had the execution to pull off 1 frame links consistently, even with plinking. Even with SF6, my execution isn't consistent, no matter how much I practice. I'm happy they did away with the high execution stuff but I do see the hype of pulling it off in a real match.
FYI for those not in the know, “I wasn’t familiar with your game” is a meme in the basketball world. Shaq said it on Inside the NBA and people started using it all the time for whenever someone did something extraordinary (for them).
I eventually got to the point where i had a decent success rate doing ex loops but what those of us who were around remember is, no combo based on strict timing could survive the SF4 netcode.
9:53 Funny that you say that because for me (a Tekken player) trying to play balrog in SF5 and doing what seems to be the most basic stuff like the "abc" method and just simple combos was one if not the hardest things i've ever tried in fighting games.
Ahhh the good old days. Spending long nights listening to music and trying to recreate combos i've saw Sako do...
It always felt the best to land a solid combo in 4.
I had no idea there was 5 freaking frames of input buffer leniency with SF6! Holy cow. Just watching SFV and SF6 feels boring to me whenever I see these dial a combos. Now knowing how lenient these inputs are for these games makes the games even less interesting to me.
0:43 saw this clip on X a few days ago I had idea what I was watching.
with context this vid makes sense now wow lol
Sometimes that 51 dmg is the difference between killing or letting the guy live. Gotta make that judgment call on the fly when you feel on point in hitting your links.
The way he described the sf4 combo routing reminds me of tekken seems really cool
Nowadays Fighting Games is just Neutral vs. Neutral and then Mixup, back then you had the extra layer of out-skilling someone with techincal skills
BrianF going JM croft type videos! Awesome
I used to do this jab ultra combo, I would activate with kicks then piano punches back to kicks and it would work too. Punishing honda ex headbutt needed that too but you had to block it standing. Beat Henry Cen in a tourney and he hadn't seen it punished by rog before. This combo is crazy all combined, I'll break out the game and try it when the kids go to sleep, how times have changed. PR Rog was definitely plinking jabs in his prime
Made me want to get sf4 just to try this combo
I appreciate you addressing us brian f clippers
At first "thats a pretty good combo, its tough due to spacing" and then i heard lack of input buffer...gawddamn.
If you ever play a souls game (or any game that requires a lot of input) without that input buffer, you know damn well how fucking tight that combo is.
I appreciate your cloud yelling
That ultra input is wild. I got theories why its quicker to do punches and then hold kicks but it doesn't make it any less obtuse.
Me with 20 minutes practice > Brian F half-distractedly using it as a demonstration that doesn't matter in Stackers confirmed
I await my trophies
Imo, the sound design of hit effects are some of the most important parts of fighting games. Since they are the things you hear the modt in the fighting game, they have to be done in a way that makes you feel the impact of every hit you make, like Tekken 8's hit/block sounds, or under night in birth's hit sound effects.
Those dash ups were so dirty
Gotta love when you can learn something about a game that you have intimate knowledge of 10 years after the fact.
Back when 3 frame links were the "easy" ones lol. I love SF6 but there is something incredibly special about watching some of these ridiculous combos get pulled off in the middle of a match.
1:00 its me, the sfv player who isnt fluent enough to know what im seeing. I watched all the tourneys, and thoroughly enjoyed the Team Spooky SFV era.
It is technically possible to use select to plink jab as it has lower priority. However, practically speaking this probably isn't possible on an arcade cabinet. People did use modded sticks that moved the select button so it was practical to plink with, though. Just a neat little factoid.
Insane combo Jesus Christ 😭😭😭😮😮😮🐐🐐🐐 I wonder how it long it took him to land that one time
0:44 all that for a drop of blood? Seriously tho why did a combo that good do so little damage comparatively so
this is one of the things i did not like about SF4. Simpler is better. This also ruined some aspects of game balance because some characters needed to use EX Bar to compensate what others could do without it. Some characters need EX Bar to even have a key defensive option, so combos like this are a waste. (Dee Jay is affected most by this). I think the SF5's V-Trigger system and SF6's Super & Drive system is a correction for this.
@@user-te8qh1gf3jit's called dmg scaling...sf4's dmg scaling was very strict and as a result, many characters suffered if they did extensive links...
@@TheFightingGentleman I'm completely aware of what damage scaling is, how it works, and affects on characters.
I still think it's bad balance in general because that ex meter is valuable to some characters and using it to extend most combos, gains little value in return.
@user-te8qh1gf3j isn't that what most FG meters in FG do, most especially the MAIN thing in many modern FGs like sf6? If u consider that to be bad balance, I would like to know what u consider to be good balance
I can't even do those combos in my dreams. You needed to practice every single day, and I didn't have the time.
Brian_Link is evolving gradually to Plumper Mario
Give those clouds hell.
4 had its issues of course but the combos were beautiful imo. I played with controller (plicking more difficult) and hitting any 1 frame link combos felt so satisfying to land.
I played all of SF IV trials. That's enough for me, thank you)))
7:42 “I drop my 1 frame link and I’m a loser” 🤣🤣
Next year I'm going to focus on older fighting games as much as possible, obviously we got some cool new stuff coming out that I can't ignore, but I want to make my channel focus for next year centered around advocacy for older and/or more obscure games. I often find that the main reason I play newer fighting games is because it's so easy to find games and constantly queue up for more games. There are lots of older games that I would love to split time with, but it's just not as easy to find games/players, so I wanna work on lowering that barrier to entry not just for myself but for others.
15:32 please talk about select plinking.
Thx👍
Sf4 is the goat and i want balrog back!
So can you "double plink" a heavy attack by rollin though heavy, medium and light?
man look at the sick costumes WHEN CAPCOM WHEENNNNNN
It's interesting culturally I've noticed. Most SF players don't really seem to go back and play the older games but in my (more anime game) experience most people go back and play older GG and BB games.
take your anime and move to japan please.
Bro SF is extremely Japanese what are you on about? @@tylerbacoka4248
3rd Strike at EVO, Super Turbo and CvS2 get decent-sized brackets at other majors? You just don't orbit the SF community it seems. SF4 and SFV would probably be played more too if they had better online connectivity.
I was around for the SF4 years, and when it comes to BB and GG, I can say that BBCF _is_ old, effectively a minorly-updated PS3 game (but very good, a crown jewel of the FGC era in the previous console gen). GGST is the SFV of its series, but Xrd is an even better alternative than SF4 was to SFV.
SF4 and 5 have very bad netcode. In the last 4 years, PC versions of +R, Xrd, and BBCF have all gotten rollback updates. Not the case for SF
depends on the netcode really, the SF games on fight cade are still pretty active
SF4 had no rollback update thus far so people don't play it that much, SFV had questionable roll back too.
I think a lot of people also play SF games to be competitive, or at least pretend to be competitive lol, so every one usually jumps to the newest game since that's where the Capcom Cups are.
I remember back then I used to hold the mk button for the first hit of the ultra but don't remember the activation button
17:07 man's is dedicated. I could never
What you mentioned at the end (no spoilers) is sooo strange and cool. Would love to know why exactly that Ultra's startup ended up working like that.
Is that the same spider on your wall? 🕷️
12:26 is that a Weregarurumon skin on Seth? Lol.
Could you plink deeper than 2 wide? Say if I'm linking HK to HP, could I press HP, HP+MP, HP+MP+LP, HP+MP+LP+Select to get a 4 frame window? I guess if I was robotic enough to roll 4 inputs a frame apart, I might be robotic enough to just be hitting my 1f links raw, doe....
22:00 also the damage is less when your opponent has less health. Try it with full health compared to half health and look at the damage output #