FADC combos and FADC Ultra combos

Shin Shoryuken! :smokin::smokin:

bro think abou it it would be like ryu from SF2 turbo his super was pointless man …come on now and in fact his ultra dosent even do that much damage

Poor Gouken!

The problem I have with the FADC is how safe it makes it to throw out that DP. If blocked, so what, now Ryu Sagat or whoever has another mixup and the other guy has to guess throw or DP again (if full meter). And you cant punish it.

If you block the DP FADC ultra attempt you should be able to punish very harshly. Perhaps even with your own ultra. As soon as the DP is FADC, blockstun should wear off just as the dash begins. At least let me fierce punch the guy in the face.

Seriously giving characters completely safe ultra attempts is pretty retarded.

Also make it more useful for all characters. Right now it serves DP type/command characters far more than others.

Needing to see more nerdrage here

Why complain about a DP being safe-ish at the loss of 2 meters? there are plenty of moves in fighting games that are ALWAYS safe on block.

Rufus doesn’t have a dragon punch. And i think Zangief and Akuma are doing just fine without landing consistent ultras.

Imagine if Gief could FADC lariat into ultra. OMFG!!! BROKEN.

Instead of removing FADC into Ultra, the conclusion of this thread is obviously more that the set up of some of the weaker Ultras, e.g. Fei Long, Guile, etc. need to be improved. Removing FADC into Ultra combos would take a lot of fun from the game and this comes from an Akuma mainer (!).

I only agree that some ridiculous easy Ultra combos (sorry Ryu, Sagat, Rufus) should not be possible. If possible to combo into Ultra, it should at least take some training and skill, which FADC combos indeed require.

whether or not it takes skill to do something doesn’t affect balance. It’s more about options. If the option exists, it will be used regardless if it takes skill to learn. People will master every option.

I remember when using armor from an EX move and canceling into ultra popped up, i didnt think it was all that practical. Gootecks used this technique to win a match at evo this year. Everything that exists in a game will be mastered and used.

So saying something doesn’t require enough skill isn’t a good enough reason to remove it. Surely you wouldn’t agree with some character having an instant kill move, but it’s ok because you need skill to do it.

Because DPs are powerful invincible moves (which can lead to additional damage due to juggle) and therefore should always be risky? Also no one should be able to have a safe ultra attempt ever which is what they have under the current system.

Also when they cancel like that its almost as good as knockdown for them because they once again get to mix it up despite the fact that they threw a random blocked shoryuken/tu/whatever.

yeah, but all characters can FADC a move that is blocked to make it safe. I dont see why DP’s are extra special.

Because an FADC’d DP leads to ultra. FADC’d flash kicks do not.

And it’s nothing to do with how flashy Ryus’ setups are. It’s because there’s just too damn many ways for Ryu to get his ultra on.

Rufus sort of needs to be able to land his ultra consistently as he’s a character that’s pretty easy to keep out. When he gets in, he needs to be a threat. Same for Abel.

I don’t agree, but obviously on both ends of the spectrum this is going to be a matter of opinion.

As I see it, without FADC Ultras, there will generally be less fear of rushdown, and with FADC custom combos, you can still go for that high damage output using FADC, but rather, every character will have their’ own custom combos so as to level the playing field, sort of like V-ism. Everyone had it in Alpha 3, but different characters made different use of it.

There’d still be plenty of variety and scope for flashiness, if that’s what you’re talking about.

The conclusion of this thread is that the OP should stop posting.

You. Out. Shoo.

Yup thats one of them the horrible Ryu’s Ive played, as you can see I handled this ass. If you play online your gonna play horrible to good players. Since you’re new to fighting games, you probably didnt know this.:wink:

Arguable either way. Certainly this is how they have normally be balanced, although it could be argued that they’ve lost quite a bit of invul compared to to other games. Also including juggles is somewhat false, as if you take out FADC, then they can only be juggled from as antiair, where they’re mostly safe.

I can’t really agree. More than half the cast has a solid way to combo into Ultra, or reliable setups for Ultra or something similar. While Ryu and Rufus are outliers for how many setups they have, and Sagat is an outlier for doing so much damage and being able to combo into it, characters like Guile or Claw who have almost no setups are also outliers. Characters like Chun, Dhalsim, Bison or Akuma whose Ultras are part of their gameplan but can’t expect to land them reliably midscreen are the norm, and I think it should stay that way.

Except for the fact that AFAICT every single character with an SRK is at best at a -1 frame advantage after SRK-FADC forward, and if they’re a bit slow on the dash they’ll be worse. Yes it’s a reset situation right next to a character with an SRK, yes, they have an advantage (on top of the fact that they caused the reset, so they’re prepared for it), but it’s not an unwinnable advantage.

Then maybe the better topic of discussion is, why are there so many outliers? And the ones that are outliers are immediately obvious within 10 minutes of playtesting.

Why would Capcom EVER feel that Sagats’ ultra is balanced against Vegas’ ultra? Or even M. Bisons’ ultra?

If anyone remembers, someone from Capcom had said that ultras would not be cancellable like supers because it was their’ intention that ultras were more like “single strike” moves. Secondly, the overall intention was to give players a chance to come back from a bad situation.

But it just doesn’t work like that.

Let’s say Ryu is at 50% health, where Bisons’ ultra will kill him if it lands flush, and Ryu has just about enough revenge meter for one, weak ultra. Bison is at 30% health, and has full ultra.

Who is more dangerous here? Not Bison. His ultra does not allow him to come back, but Ryus’ ultra allows him both the ability to come back, AND to seal dominant positions, in that opponents will be less inclined to attack or jump in when Ryu can easilly FADC his shoryu, or lp dp you into his ultra. It’s multi faceted.

If we got rid of FADC ultras, then the playing field would be more even in this hypothetical situation. Both ultras would require some risk to execute, but at the same time both would require the opponent to make a genuine mistake to get punished by it.

BTW you can combo stuff after FADCing Ryu’s close standing strong, looks like something coming from a KOF game but still looks flashy as hell.:hitit:

really that is possible? so with balrog you can do an ex move and say you absorb a fireball going at ryu, as soon as you use the hyper armor you can cancel into ultra that that point?

As a Bison player I have been in this situation. I do no think that FADC->Ultra should be taken out, but I also do not think that Sagat or Ryu should be able to ultra off of a trade<-that is completely ridiculous imo. One thing I really hope they change is Bison startup on his cr.hp. 12 frames is just to long (guiles is 6 frames for crying out loud). TS I think your point is interesting but I don’t think they should nerf(other than trading->ultra) they should just tweak other characters

Characters aren’t meant to have 100% the same options, this isn’t Street Fighter 1.