specs
321
I think Ultras are problematic, but I’m not entirely against a mechanic wherein you have to take damage to power up. The thing about K-Groove, though, is you get little else in return for choosing it, so JDing/getting hit into a level 3 – where you have a time limit to perform it, unlike the Ultra you can sit on – isn’t so bad. It’s less a comeback mechanic and more a tradeoff.
Ultras aren’t a tradeoff. Someone on SRK, I forget who, suggested that the Ultra bar should only build when you focus or otherwise armor through attacks. It would be a proactive way to build the bar, and it wouldn’t exactly be a “comeback mechanic” any more than, say, a full Super bar.
Not all characters have armored EX moves, and of those characters some have terrible FAs that never get used anyway, so some chars would pretty much have no Ultra.
It’s a decent idea IMO, but needs some refining.
specs
323
The rest of the game, and Ultra gain, would definitely need retuning around such a concept if implemented.
thats a fair criticism. but like i said thats more of a personal issue with the game that i actually happen to agree with. but there are many actual good streetfighter players who like the game and make offense work inside the games engine
i take issue more with the strong anti streetfighter characters who make offense work because they arent playing actual streetfighter
Character creation and customization is all well and good from a casual aspect but in six months when the hardcores have labbed out the one, two, maybe three viable builds all you will have is some interesting looking characters fighting some very bland battles.
character “customization” is funny because all of the weird capcom shill people will defend it forever and shout “well, asshole, you don’t know it’s going to be bad!” when these things are just being tacked onto games that are, on a basic level, bad fighting games anyway
did i say something strange that i should clarify, or you have internet turrets?
you should clarify how people who are employing strategies possible within the game that capcom designed are not actually playing street fighter in some way other than “i’ve concocted a bizarre set of rules in my head as to what real street fighter is”
Vulpes
330
Picking a character is “customization” enough for me (I just skimmed the thread, but did really nobody state that different characters already form a way of customization?). Rather than a roster of 100 characters where everyone plays like anyone else plus got some weird kind of “customization” effect to boost the virtual roster to 300+ with no actually noticeable difference, I’d like a roster of 20-25 characters that are all highly distinguished and are all playable in a load of different ways.
[LIST]
[]Any time it deals more damage when you are losing (common);
[]Any time the losing player has access to it before (common);
[]Any time is can be confirmed from the most ordinary situations, such as mashing jabs (common);
[]Any time it is actually useless but when confirmed within combos (common).
[/LIST]
You are going off-topic here: ultras are not the issue in this thread, Ono is. If good players state the game has much less emphasis on fundamentals and more in combos, then I give them credit, as they are actual authorities on the subject and that was what I experienced when I played it. Ultras are part of it, since they are part of combos. The fact that some of them nullify the use of projectiles - as if several EX moves already having invincibility weren’t bad enough - is also a problem. Pretty much every aspect in the game has problems: crouch techs, FADCs, invulnerable backdashes, uselessness of normal landing (must always tech), huge roster, the list goes on.
Mr.X
332
It’s pretty much the later. Viper being the shining example of what people scream “that’s not SF” at.
oh the second line. im talking about seth and viper. they dont have actual comparable streetfighter tools to the other characters.
they are competitive because they have strong non traditional specials to compensate or overshadow their more traditional stuff. they dont play the more standard spacing games, and you place yourself at a disadvantage if you try to apply it while fighting against them
including the worlds top viper player according to the front page- http://shoryuken.com/2012/01/31/rzrlatif-on-what-makes-a-good-player-says-viper-is-not-a-street-fighter-character/
specs
334
Agreed 100%. Hell I’d be happy with 8 characters.
yeah i know what you meant but what i am trying to say is it is really insane to ever think there’s going to be another “real street fighter” game made ever again unless it’s a fan project
agreed.
wonder what it would take to get a mike z type community member to make a “real street fighter”
They’d make it and everyone would say it sucks 
when you guys play, don’t use any gems.
i’ll go with stopping power with sagat, and commando pro with king.

specs
340
This is unfortunately correct. The better game (HDR) was shunned because of a combination of no Japanese release (despite many Japanese players singing its praises) and dipshittery-level politics.
I’m curious how SRK will receive the eventually-going-to-get-made Fantasy Strike fighting game Sirlin is no doubt attempting to scrounge up money and resources for. It’d be funny if it was totally an evolution of the ST formula and was well liked because it wasn’t the revision after ST. damdai would probably hate it though and proclaim it’s “baby zone.” DSP, I dunno, he might like it depending on his mood. 
Anywho, yeah, Skullgirls. Booyah.