Comeback mechanics. How can the be done 'right'?

I understand your arcade point, and it’s a good one, but it’s flawed in one major way:

These games are for private, home consoles. If someone chooses to turn off an element, that’s options that govern his local game. It wouldn’t be like he could play without Ultra while you have to in one match. That’s insane logic and not what I’m trying to promote.

You go to options, modify certain gameplay elements, and play your damn game. It will not force anybody else to play that way, then they can custom search for whoever else wants to play the game with the same options. You guys are trying really hard to not understand such a simple concept. You think your ‘culture’ is being attacked, when in fact it’s safe and sound. The hardcore crowd won’t be affected.

And people’s learning curve isn’t your concern. If they wanna get used to SF4 in any other way than default then that’s the game they payed 60$ for. Guys like you and me still have our game. It’s as easy as leaving the Player match search default, or playing Ranked games (Championship Mode, whatever).

30 points rather than the usual 2? Boy most Ultras do twice, maybe three times the damage of a BnB from their’ respective characters, and most ultras that are landed are worked in such a way that they increase the damage of that BnB by a percentage rather than multiplying it outright.

I don’t know the numbers exactly but Sagats’ basic punishment with ultra is cr.mkxxTU>FADC>F+RH>Ultra. Without the ultra that punishment causes I thiiiiink something like 360 damage. With the ultra ontop that causes something like 550. Again I don’t know the exact numbers but the damage is floating around that kind of number.

You mean 4 points instead of 2.

Sagat’s biggest punisher without ultra is mp, fierce TU, FADC F+RH, EX low tiger shot. with a level 3 focus it does 450 damage… his ultra will do about 650 or so in that same situation. If you get a jump in fierce his combo to ultra does 710 damage

that is why people complain about the ultra system.

K-groove nuff said

fyi lightyears are a measurement of distance

FYI in that context you can use distance or time and both are correct

I’m glad there are people who think these types of mechanics should be removed entirely, I expected some of the craziest ideas ever in this thread.

That’s arcade …

never heard anyone call something miles ahead of its time

You can change the settings in arcade…

If I remember correctly, that footage was taken at a Korean arcade where they turned up the damage and sped up the clock so they can move more bodies to make more money.

Edit

MIRC beat me to it.

a lightyear is simply 1 normal year (julian year/365.25 days if you want to be anal about it) so using it as a measure of time in this context is rather redundant.

wikipedia makes me feel smart btw.

then go play 3s with system direction on and have fun with it. since that really seems to be what you asking for.

no you can’t! lol I guess you could try…but it would just be like saying years.

oh fulaani got it.

Why would I do that? I wanna play Street Fighter 4. I love the game.

Your post makes no sense. I mean, are you paying attention?

3s is one of the few games that are offering what your asking, so if that options is that important to you then play 3s.

The ultra meter increases as you take damage. How was it not intended to be a comeback tool? Should I play SFIV and strategically get my ass whooped so I can dp into ultra?

If that gets you a win, go for it. Risky strategy, though.

True Sagats’ ultra does retarded damage and the ultra system as a whole is not very well done but overall the damage of ultras in a real setting (i.e. a real match where two at least moderately competent contenders are playing) is greatly overstated. You won’t see ultras ever do their’ full, potential damage.

Again Sagats’ ultra seems to be the exception to the rule that high comboability -> Low damage but pretty much everyone else gets a fairly balanced amount of damage off of it when landing the thing, and some characters have such a hard time landing it that frankly they deserve the full damage when they do, artificial comeback mechanic or no.

on SFIV and its STUPID Ultra meter…

OK, turn SFIV’s stupid Ultra meter into a meter that can be activated, ala’ A-Groove (CvS2), but with the time-depreciating qualities of a K-Groove, so they’re on a set time limit to use it. Best of bost worlds…lol.

K/A-Ultra Groove (LMAO):

1/2 bar - you get access to your Ultra(s), with 1/2 of the maximum potential damage of a full bar; half as long as a duration than a full meter…benefit would be faster access to possibly 2 per round.

full bar - maximum potential damage; longer timeframe to use Ultra.

Thoughts?