No, I agree with you, the number 132 doesn’t line up with typical damage values in SF4; they always end in either 5 or 0. You will start getting wonky numbers like that once late game damage handicaps take effect, so I’m hoping that explains it. Like others have mentioned, I can’t see why they’d choose to nerf Tortilla in particular, kind of dumb. Either way, 950 HP is pretty godlike, I’m happy with that. 500 damage for full Ultra makes me jizz uncontrollably though. A full Flying Giga Buster currently does 518, which isn’t much of a reason to choose it over Ultra Spark, considering Ultra Spark works just as well in punishing jumps. If anything it works better for punishing jumps considering you have more time to visually confirm them.
For a tough match up like Balrog, Ultra 2 will be completely indispensable. Think about it; what can Balrog do to approach a turtling Fuerte with U2? Jumping is out of the question because U2 will snipe it. Virtually all of his rush punches are -3 on block, and the ones that are safe can be reacted to and punished. His main long range pokes, far st. roundhouse and cr. roundhouse are both -4 on block, so he can’t touch the roundhouse button without eating 500 damage. Oh. My. God. And when you take into account that focus attacks are faster, which obviously means we’ll be using them more, it isn’t unreasonable to assume that Fuerte will be able to build two Ultras every round. That will be my gameplan against every projectile character for as long as I can manage it; force them to approach me and do dumb shit because they don’t want me farming for Ultra from full screen. This is why Ultra II complements Fuerte’s turtle style to a tee.
Partly why the current top tier characters are so strong is because the mere threat of their Ultras controls the tempo of the match. Ultra Spark fulfills that criteria perfectly.
R.I.P. Flying Giga Buster, 2008 - 2010