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Ein Auszug:
*** Misconceptions of the SF4 Game System Mechanics - GREAT READ ***
Okay, so there is a crap load of misconceptions about the game system mechanics of SF4 and I will try to finally clear them up. Here, I will cover such topics as some of the the special/super move shortcuts, true block strings, negative edge, move priority, chaining, linking, special/super cancelling, counter hits, trip guard, and charge times in several splitup sections. If you want me to explain anything else, I will happily test/answer things out for you.
Dragon Punch Motion Shortcut
Okay, so the most famous shortcut misconception is the shoryuken.
The "real" motion:
The misconceived shortcut motion: THIS IS NOT TRUE!!!!!!!!!!!!!!!!!!!
Originally Posted by jchensor
And just as an FYI for a technical reason why Code Shortcuts exist, it's REALLY EASY to state why. SF4 has one change in the game that did not exist in all previous games: switching between any of the 8 directions RE-REGISTERS ALL JOYSTICK INPUTS. Because a diagonal counts as both and , hitting the diagonal registers as both of those inputs. Now, in ALL OTHER Street Fighter games, shifting from to meant you let go of and that's all. It never registered as being pressed again.
But in SF4, the game processes joystick inputs differently. Moving from to counts as PRESSING DOWN, not as anything being released, even though you've never let go of the whole time. This is why Code Shortcuts work. So if you go from to back to , the DP code gets processed because it registers the second input as pressing down again.
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