LOL! I’m sure that the 900 health, lack of good footsies, and slow as hell normals and specials don’t have anything to do with it. I guess you missed the whole idea behind a tier list, that being two players, equally of the highest skill level, play 10 matches…
All that aside, in a tournament or in the middle of a match in general, I don’t really give a damn how much practice my opponent has put in. Either I’m gonna outplay my opponent and hit him with my tools, or my opponent is gonna outplay me. Period. If I’m better prepared than they are, I’ll win. if not I’ll lose. It’s as simple as that. We’re all aiming to have perfect execution. That has nothing to do with game balance in the end.
Nullifies jump-ins? If you’re fighting someone making mistakes like jumping in on Ryu with Ultra late enough to get LP SRK’d, or is making jumps timed poorly enough to get tagged out the air with a j.MP, it’s really that inconceivable that they’ll whiff a special? Get predictable with fireballs? Charge a focus attack? Get serious.
And I forgot to mention Crane’s cr.LK. It’s funny, you can cr.LK EXFA, dash K Ultra. You can also cr.LK > P Ultra, but the timings strict outside the corner. Easy as hell in the corner though.
Guy, Daigo is the #2 SFIV player in the world. There’s only a handful of players that’s a decent match for him in this game. What are you thinking? What was that supposed to prove? And why are you basing balance issues on execution bar? At a high level, Ryu is not easy. The only thing easy about him is the execution. At a high level, everybody has excellent execution with their characters of choice. And a high level is the only place that balancing really matters.
How “challenging a character is to play” has jack shit to do with whether Ultra II should be worth even considering substituting for Ultra I.
I dunno, use spacing, and zoning and footsies and rushdown… force your opponent into bad positions, like corners… you know… play Street Fighter?
LOLWUT? You just said, Grab, Grab, and an Ultra that fully combos, except for in the corner. You’re not helping your point here.
Not quite. That’s nice and all, but what I want is to be able to choose between small damage and reliable setups and big damage with more difficult setup, and still have both options be viable. You all do realize that Ultra’s are selectable in this game, right? Meaning Ryu has to give up one to use the other. So all the talk about how good Ryu’s Ultra setups were in SFIV is just all the more reason for Metsu SRK to be just as useful in a different sense, as Ryu’s foregoing Metsu Hadoken for it. Good Ultras have at least a few decent tricks or setups in this game.
I don’t want SRK FADC Full Ultra. Just a way or two to combo into full Ultra.
Cammy - Needs more TKCS. Especially EX TKCS. There’s your full Ultra right there. Plus, it punishes fireballs, and does good damage on a Cannon Spike FADC. about as much as HP SRK FADC Metsu Hadoken.
Fei, Vega, Guile, Fuerte - My heart bleeds for them, but why would anyone ask for a shitty Ultra?
Gief, Gouki - Since when were grabs supposed to combo?