The only comeback system I’m “knowledgeable” with is the SF IV ultra system [Haven’t played T6/played SS but nothing seriously]
I personally think the idea is ok and all, but it’s not brilliant/good yet. It needs it’s tweaks. I can pretty much say I like the fact that’s it’s sort of a new aspect to the game, you need to watch out when the opponent has ultra/ try to get a setup when you have one. [Stop throwing fireballs is a known example]
I don’t see it as a “loser in a round wins unfairly” because you can still try to bait/avoid/block it. It was unfair if it was an UNBLOCKABLE FULL SCREEN GIVEN ONLY TO 1 PLAYER move. You just need to notice the bar and act accordingly to it, even in strategies involving getting hit! [For example Daigo baiting Justin’s raw ultra as Abel by throwing Hadoukens, so he won’t be ultra’d using an Ultra setup and get more damage]
My opinion on how the ultra system can be good
- Comboing - Some characters can combo into it, some can’t. Keep the ones who can combo it, but add unique ways of comboing for those who can’t
– Use of meter. I’d prefer if the ultra setups used meter, whenever if it’s for FADC or for EX. Or at least make it “punishable” - For example, Gouken can link his ultra from his b. throw, however it takes more frames to execute so It’s easier to tech it. Ryu’s trading LP srk setup should be nerfed as well imo [Maybe lower juggle?]
and so are the other “easy links” imo
It seems like Capcom wanted to make the ultra “the new super”, so you should make the super bar to be used for EX attacks and FADCs. There’s a reason why the super bar got nerfed [Can’t gain anymore using not hitting normals]
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Reduced damage - Yep. Especially when they’re comboed [Some are indeed already reduced by the damage scale, but some don’t [Especially those who require a low number of hits to combo]. The damage scale system needs to be worked, reducing damage to specific moves based on they’re use [Raw, comboing, y’know] Non comboable ultras damage should be still nerfed imo
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Reward skill - The damage scale system is working. wrong. Alot of the combos done by normal/special attacks only are doing bad damage due to the damage scale. I’m not saying SF IV should reward infinites/become the new Vs game but the again, the damage scale system needs to be worked so combos should do more damage and not get that much of scaling, thus rewarding skilled players that use advanced combos. Increasing damage can work too [Or just increase throws damage on both cases :rolleyes:).
Not exactly related to the topic, but it still helps with the comebacks. Of course that if those combos are finished with an ultra, scaling should be done
- Options! Sort of what a member here said about a Naurto fighting game comeback system in this thread, though a little different.
What do I mean?
Dhalsim’s ultra. Yep, I think this ultra is great and that’s the way Capcom should do those ultras. The point of it isn’t the damage, It’s that it gives Sim some new options [comboing, “double crossup”]. I absolutely have no idea how this can be done with the rest of the rooster, but if it can be done, it should be great
Late Edit: Oh yeah, only 1 per round
Just my 0.02$