I don’t know what you guys are seeing, but Ultras definitely are still in the game. The whole point of Ultras were that you get rewarded for getting beat up, the same thing still applies here but you can just cancel into them now. They even have the cinematic shit going on now.
Yes… rewatch the gameplay vid. Ryu does Shinku Hadoken(you hear him say it and there are no lightning effects) without activating the V-trigger or whatever, and he does Denjin when he activates it. Regardless of what “ultras” in this game are called, it’s a super powerful move that you can combo into from c.mk and stuff… So yeah, I’m going to just keep calling it super.
If they wanted to separate meter for ex moves and dark force/v-trigger from meter ultras they could just used some thing like KOF XIII’s HD meter (that builds from taking from taking action also) rather than the revenge meter (which only builds from getting hit). The revenge meter should have stayed exclusive to SF4.
I’m fine with Supers being tied to Revenge since it just about guarantees that V-trigger will be used more. As I’ve stated before, the slow way that Revenge builds (almost 1 for 1 with damage) and the fact that you can’t build it via Focus anymore means that you’ll likely see them only once per match. Compare with just how fast EX meter builds, which almost guarantees that V-trigger will influence match ups more - especially when you consider that it seems that the more powerful versions of the Supers will require V-trigger activation.
Well, the thing with high-damage is that comeback mechanics would play even less of a role than in a low damage game like USFIV. Ultras in SFIV had a huge disparity in damage output compared to meterless damage. If the damage potential is closer between Supers and optimized combos (which I’m almost certain is the case, since you can cancel into them) then it won’t be nearly as much of a problem as it was in SFIV.
SFIV had this range of disparity where you could be in a position where you were fighting for your life against someone who has more Ultra meter than you, where even if you were “winning” the match you just didn’t have the meter/ultra to do enough damage to end the round against the opponent you are “beating”. The person with the Ultra needs 1 good read/punish to beat you, even though you need 3. Even though you might be outplaying them significantly. That is a problem.
I’d even wager that Ultras were less of a problem in vanilla SFIV than now because of relatively high damage output of the cast. What could kill someone with 1/2 combos in vanilla, might now take 2/3. Ultra damage wasn’t nerfed nearly as hard as the rest of the damage in that game.
Why cant we have gamespeed and damage stars again in the options menu?
so we can manually change the gamespeed again?
Yes I understand now we have online but lets say we crank up the speed to 8 stars…and go online, shouldn’t the matchmaking system just find all the other people in our area that also has 8 star gamespeed and match us up? While whittling out the rest who don’t have 8 stars?
Cuz if we had the adjustable damage/gamespeed in options again we wouldn’t need to depend on Capcom fine tuning the gamespeed for us.
Personally I love parries, just defend and similar mechanics. I hope the parry makes a return but they could tweak it such that you take grey damage for example if you parry anything, I think that balances it quite well.
I played 3rd strike and CVS2 to death (k-groove user), so I hope parries and red parries make a return. Red parries are tough to perform but you get a huge sent of satisfaction from pulling one off (especially with a hugo gigas breaker LOL)
Mike Z was asked the same question about Skullgirls. His answer is that it results in a community split with parts of the community preferring to play at different speed. There is already precedent for this, I recall that there was an issue when MvC:Origins was in development where some players wanted Turbo 1 and others Turbo 2 as the default ranked speed.
Actually, at full meter, they’re not really doing as much as they were in SFIV based on the demo. Low forward into Shinkuu seemed to do about 30%, and that’s counting the large chunk of damage from the low forward. Chun’s SA2 seemed to do even less, about 15 to 20%, unless that last hit actually does a chunk of damage that we just didn’t see because it KOed Ryu.
Then, as mentioned, we have to factor in that everything else is doing more damage now. This way, they go from pure big damage, to just guaranteed damage because you don’t want to risk dropping the combo that does you the same.
My understanding of how different speeds work, is that it causes the game to drop frames. Not sure of all of the mechanics behind it or how it actually works (where or how it drops frames), but in playing all of the SNES turbo games that explanation sounded/felt right to me.
Edit: Here’s all that I could find on the topic. From Maj at Sonichurricane.com
"*Turbo Speed Frameskip
In order to achieve accelerated game speeds without altering display refresh rate, HF and ST both omit the corresponding ratio of internal frames from the screen. Unfortunately, these relegations follow a seemingly erratic, fluctuating configuration. Skipped frames still resolve according to standard game rules, but the opportunity to input commands at those junctures is revoked. Most practical combos maintain so much built-in tolerance, that frame skipping remains imperceptible along the course of a normal match. With exhibition combos, however, flexibility is sacrificed for precision. Therefore, skipped frames create all sorts of troublesome obstacles, compelling many combo video makers to avoid turbo speed settings altogether*"
This would obviously be a problem the way the community and game has evolved.
Maybe there’s a possible middle-ground of gamespeed they could hit, but I REALLY don’t want anything near the pace of SF4 again, it was asininely slow.
I really don’t know what I would like in terms of speed, that’s actually quite a good question. I’ll think on it.
Responding to the bold. I can assure you that getting a life lead and turtling have existed before SF4. Yes, you do not want to get hit by an ultra, however the same can be said in pretty much any game that uses meter for supers/ccs/etc. Supers/CCs in other games do up to just as much, if not more damage than ultras currently do.
Agreed. That’s why I think blocked normals doing recoverable damage is a pretty cool addition. It should help alleviate “Oh shit they got Ultra now super defensive mode” to some extent.