Ultra Street Fighter 4

Going for stun as Yun by gootecks

Video

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USF4: Ryu Tutorial by Bafael

Video

Overview

  • Preferred ultras: U1 always
  • Entry level difficulty 1/10
  • Advanced difficulty 4/10

Anti-airs

  • medium uppercut
  • EX DP
  • crouch fierce (vs akuma crossup tatsu)
  • far roundhouse (vs zangief)
  • far fierce (vs yun)
  • anti air jab DP (vs rufus)
  • jump strong (vs bison)
  • low forward vs some jump normals
  • low forward vs ambiguous crossups
  • EX DP vs delayable jumps, air fireballs
  • anti air U1

Anti-focus

  • hard tatsu
  • low forward ex fireball
  • ultra 1

Anti-fireball

  • EX fireball
  • Super
  • U1+hard tatsu
  • Far Tatsu
  • ex uppercut

Punishing Combos

  • light rekka punished by fierce DP
  • hard drill punished by fierce DP
  • hawk dive punished by ex fireball
  • hard blanka ball punished by dash cr.mk, tatsu
  • ex dive punished by ultra 1 (works for regular dive too)
  • light blanka ball punished by super
  • super punishing -3 moves
  • stand fierce, hard DP on blocked light shoryuken
  • stand forward, fireball fadc close fierce hard dp, 2bar
  • towards fierce, crouch fierce, hard DP on blocked blanka 

Ultra

  • jump HK, stand HP, hard DP over a fireball
  • lv 2 focus absorbing a sweep, dash in, f+HP, crouch fierce, hard DP

Confirm Combos

  • crouch short, crouch jab, walk in throw
  • crouch short, crouch jab, crouch fierce, fierce DP
  • jump over MK, crouch short, crouch jab, throw
  • jump over MK, crouch short, crouch jab, link DP
  • crouch short, crouch jab, crouch strong, throw
  • crouch short, crouch jab, crouch strong, tatsumaki
  • crossup MK, low strong, throw
  • crossup MK, low strong, sweep

Important Juggles

  • jump MP, jump MP, air tatsu
  • jump MP, medium uppercut
  • jump MP, super
  • jump MP, ultra
  • anti air jab DP, medium DP
  • anti air jab DP, ex fireball
  • anti air jab DP, jump MP, air tatsu
  • anti air jab DP, ultra
  • shoryuken fadc jump strong tatsu

Corner Only

  • shoryuken fadc jump back strong tatsu
  • light tatsu, medium uppercut
  • ex tatsu, medium uppercut
  • ex tatsu, ex fireball, ex tatsu
  • ex tatsu, ultra
  • ex fireball, ultra

Ultra Setups

  • focus ultra
  • block DP, ultra
  • shoryuken fadc ultra (anti air)
  • shoryuken fadc ultra (in combo)
  • ex fireball fadc ultra midscreen

Mixups

  • low short low jab throw
  • low short low jab low jab hard tatsu
  • low short low jab f+MP
  • low short low jab ex tatsu
  • meaty throw
  • meaty low short
  • meaty f+MP
  • meaty EX DP 2 hits, fadc u1
  • jump over MK, crouch strong, then crouch strong tatsu
  • jump over MK, crouch strong, walk in throw
  • jump over MK, crouch strong, walk in ex tatsu
  • jump over MK, crouch strong, walk in DP fadc ultra
  • forward throw, jump in HK
  • forward throw, crossup tatsu, super
  • backthrow normal jump in
  • backthrow bait DP crossup
  • crossup MK in corner
  • fake crossup LK in corner
  • jump in MP, crouch short jab fierce uppercut (overhead low)
  • jump in MP 2 hits, low jab low fierce uppercut (overhead overhead low)

For more Bafael

https://www.youtube.com/user/moonlitearthx14
http://twitter.com/bafael1
http://twitch.tv/bafael

Step up your game

It's time to step up your game! Who do you want in your corner? Take that first step and book a training session with the likes of EG.Justin Wong, gootecks, Alex Myers and more!

Have any questions?

If you're not sure who to sign up with or have any other questions such as how the sessions work, let us know and we'll get to you as soon as we can!

If you need a suggestion on a trainer, please be as detailed as you can including things such as: your goals as a player, characters you're trying to pick up, your price range, if you want to have regular scheduled sessions or just one, and your current skill level.

EventHubs reviews Cross Counter Training

VIDEO

Full review

In-Depth Review: Is Cross Counter Training worth your fight money? EventHubs's professor takes a lesson with Gootecks to find out

Excerpt

"I won't vouch for all of the training staff, but Gootecks completely caught me by surprise. I'm not trying to insult him by stating that, but he actually used a Street Fighter version of student-centered learning. That's something only professional educators even pay attention to. For example, he begins the lesson using formative assessment (the training match), implements auditory and visual learning by talking through his motions as he gives examples on screen, gives purely visual learning by providing written documentation, provides kinesthetic learning by having the student practice what he's taught in training mode, then ends with summative assessment because of the final set. After all of this, you're given homework and invited into a closed network of students to continue practicing what you've learned. It's outstanding."

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M. Bison Tutorial from Mono

Video

Ricardo Román goes over a quick tutorial on what you should be doing if you pick up the dictator.

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USF4 Training Primer: Punishes by Bafael

VIDEO

TRANSCRIPTION

A punish is guaranteed damage you can get in response to your opponents attack from recovering slowly or being interuptable on reaction. Street Fighter IV is a massive and incredibly complex game that would take an incredibly long time to record every punishable move and everyone's optimal punish in the game.

To test if a move is possible, program the dummy with several seconds of blocking and program it to punish it with a dragon punch or any other move you would like to see if it can punish (for example, program it to use Shinku Hadoken if you want to see if your move recovers far and fast enough to be safe).

Your punishes should be optimized and should be simliar regardless of the character matchup. That's why you block so that you can get time to set up for higher damage setups or you can invest meter to increase your damage.

Optimizing your punishes isn't always about maximizing damage, however. You should also consider things such as positioning and setups. Just because you have a reliable punish doesn't mean you shouldn't reevaluate a scenario. With a little ingenuity you can find entirely new punishes with the same investment. Some attacks are just barely unsafe and require very quick punishes.

Knowing how to punish these attacks usually requires knowledge of frame data, but can really shut down your opponents options. Of course, frame data doesn't tell the whole story, especially since some attacks will push back enough to make them safe. This is why it is important to test these out for yourself in training mode. Some characters have unusually fast attacks that lets them punish moves that people don't realize are unsafe.

Sometimes, range is a determining factor on if a move is safe or not such as Blanka's Blanka ball, E. Honda's headbutt, Rolento's roll and T. Hawk's condor dive.

Most of these moves have a high amount of minus frames but recover very far away. Your ability to punish is based on the range of your attacks in addition to their startup. Here, there won't be a lot of consistency between characters so you'll have to find the best individual punishes for each move. The ability to punish with range varies a lot between characters.

Just because an attack is safe on block doesn't mean it's not possible. Many attacks can be punished before they hit. Jump ins are an obvious example of this and training mode is a great place to practice anti-airs. Guile's double leg sweep, Chun Li's Hazanshu, and moves with super flashes.

For more Bafael

http://youtube.com/moonlitearthx14
http://twitch.tv/bafael

STep up your game

Book a training session today with the likes of K-Brad, Justin Wong and gootecks! Head to http://crosscountertraining.com!