Also a great solution.
^ unfortunately, the only way that would happen is if you made them completely invincible or something… or something even crazier like change the ultra to never combo after DP. Best solution I guess would be to make Ryu fall down different after the trade so he doesn’t have enough time to link an ultra.
There were trades in previous SF games (where DPs weren’t invincible), it’s just that they rarely ever lead to anything.
oops lol i forgot. ur right about it, but nitro’s right too, stoppin dat shit for ryu would royally fuck alotta characters over.
and you can’t sit on an ultra and rely on hoping to get characters in the corner. not every ryu player’s aggresive, and as such they’re alot less likely to get off any ultra setup besides aa lp srk>ultra and srk fadc ultra. thats why i would say useless. or maybe a better choice of words would be not universally useful.
personally tho i think cosine’s idea’s best. who knows, maybe there’s a reason his hp shit hits twice now. maybe they made some weird ass hit and collision boxes
I would have no objection giving his AA option more invincibility if it means there’s no trade and ridiculous reward for a mistimed attack, you can just simply make the EX version have better reach or something or just more damage or hits. It would make for a better risk/reward ratio, if you get the AA, you can juggle with an option of your choice, if you mistime it you get a jump-in combo, I think that’s a more fair risk/reward ratio since there would be a larger margin for error with the AAs.
I don’t mind the auto correct system, just the trade is what bugs me the most.
oh yeah there was trades in previous SF games, thing was, there was no followup because of the knockback animation from getting hit and recovery from it resulted in you not being able to do anything.
I think making them completely invincible without restricting them in some other way would be risky business too… I mean, then the select few jump-ins that CAN beat a DP (too few IMO) would have no chance at all.
But yeah, no one likes the other guy greatly benefiting because you actually manage to hit his high-priority move.
I like the “all or nothing” solution. I’d much rather just eat the DP than trade for a little damage and eat Ultra along with it.
Actually, they could split up the active frames for the two hits, and give it a few frames more invincibility. Make him on the ground and invincible until hit 1’s active frames run out, and then remove the active frames until hit 2 comes in, and by then he’s in the air. That way properly timed SRKs beat clean, mistimed SRKs get beat clean, and traded SRKs only happen high in the air where it’s an equal reset.
Only LP would be able to trade like it used to, but that doesn’t matter, as followups to AA LP SRK don’t cost FADC anyway.
uhhhh… not sure if it has already been mentioned…
but wouldn’t the most SIMPLE way to balance AA’s be by changing the knockdown effect to be more horizontal instead of vertical? like the same effect that happens with a honda headbutt? :wtf:
and if people still want FADC combo goodness, then just make it so that only the EX AA keeps the current juggle float knockdown… would be totally fair IMO… :wonder:
you can fix this in a number of ways:
- make the reeling animation so that ryu would be forced back further so he’s out of reach of an ultra should he trade (excep maybe in the corner but I can live with that). it’s technically a counter hit so you can play with it a bit. maybe give the dp CH special properties…
- make him invincible on startup with no active frames while on the ground so that when he trades he is considered to be airborne. The end result will be the same as above but it would make it virtually impossible to trade ultra.
- remove the juggle state from dp. This I like the least because it takes away some fun ryu options and doesn’t make a lot of sense for the guy who actually deserves his juggle.
So with option 2 you’re saying SRK should never be able to be FADC’d. And with option 3 you’re saying that Ryu deserves no reliable way to combo his already low damage ultra. Which is essentially what you said with option 2 anyway. You’re either a genius troll or a flat-out retard, but I’m too tired to figure it out right now.
@OK:
Regarding Option 1: Trades aren’t counterhits. It’s impossible to counterhit a DP because it has invincible start up.
I don’t know what to tell you other than you are 100% wrong, misinformed and maybe even retarded.
SRK FADC ultra was intended. Thats a big part of the reason why the FADC mechanic is there. You really thought its just an accident? It IS definitly in the trial modes. What ‘resulting adjustments’?..Ryu and sagat WERE intended to have basic combos into ultra that work in many situations, and Sagat is keeping all his options in super.
And to everyone else…trade ultras aren’t going anywhere. Shut up. Move on to something else. The whole cast will have a lot more options this time around so it will seem like less of a big deal when sagat gets to own you with his ultra after a trade and you can’t combo your ultra at ALL, but its still going to be there.
“Move on, Get over it, It’s not going to change, just play Ryu/Sagat”
Fuck you guys, seriously.
Yes, because we all know that Capcom has never let glitches, bugs, or unintentional cancels / links / combos into their games. Nope, everything is perfect from the start with Capcom and there are no unintended outcomes.
What world do you live in?
Sure, SRK > FADC > Ultra was intended (and yes, in trials - my bad), but it appears that they screwed up with it. It’s too universally useful, which they didn’t see coming until players got a hold of it and exploited it to its fullest. So now Ryu gets “nerfed” or whatever you want to call it because of it.
If the functionality was fine as-is they wouldn’t have any reason to change it for SSFIV, would they? You think they’re just changing things to make more work for themselves?
no, you make a good point. Option 2 wouldn’t work.
I mean to say that since logically it’s a CH and if the game found a way to treat it as such…
although, since the startup is 3 frames on all dps and the lp version only has 2 frames of invulnerability wouldn’t it be possible to CH trade with the lp dp?
@Soaphead11
obviously the trade will stay. it’s a core mechanic. there’s no harm in speculating on how to fix this though.
Nope, you can only counterhit on a move’s start up. If you trade with the SRK, that means it was already active.
In my opinion the reason Ryu’s DP needs to be untradeble the way it is in SF4 is because of the input leniency the game has. I just fucking hate how a person can walk forward and do a shoryuken just by doing a hadoken motion or any other input shortcut bullshit like buffer D,DF back and forth to bate someone jumping in at you while he’s just crouching.
So yeah anyway, since its confirmed that the input leniency isn’t going to change I’d expect this safe trade with Ryu’s SRK to be removed.
Puts on a Flame Suit
first of all, the trials came out for the console versions. They may have been setup after seeing how people handled the characters in ARCADE, which came first. On that note, pretty sure the whole point of FADC was for ultra/special/ex setups. And I do love them, to be honest. Suck with them, but love em.
That being said, ryu or sagat don’t need trade ultra. Also, from what the news releases have been saying, juggling sounds like u need to time it more, rather than just mashing out ultra after you connect with SRK, TU, or jMPx2 for bison (yes, he’s guilty of his ultra sucking people in from weird heights). So hopefully that will elleviate some of the problems peopel have with easily getting nailed by these ultras.
You are not serious about the Bison bit are you? He literally has no other way to set up his ultra; I just lost all respect for you. TAKE IT BACK NOW… CRIES
tell me about it. but he’s right that the move is pretty lenient after the j.mp which I think that has more to do with the ultra being guaranteed after any hit than the juggle system itself being too easy. the odd thing about this is that closing that window doesn’t really change some characters that much (sagat, ryu) since their openings are huge but it can really mess up some other characters who already had fairly tight timings for their more epic juggling combos. I’m curious as to how this will work out.