Selectable super/ultras

I’m not very familiar with the SF Alpha series, but was the idea of having two or more Supers available to all characters at all times ever a popular move with high level players? People have mentioned selecting a Super/Ultra like in SF3, but what if SFIV had multiple ones always available? (Eg, QCB QCB+KKK is Hurricane Kick Super, but QCF QCF+PPP is Shinkuu Hadouken, and both use the same meter)

In any case, I wouldn’t be surprised to see some kind of multiple supers/ultras in the next iteration.

Im down with this, anything to add some excitement to this game. I loved it in 3s, with some testing making sure all the supers are balanced. I dont want to see another game like 3s where everyone just picks Ken SA3, Chun SA2 and Yun SA3.

Agreed. While it would be fun with multiple supers and ultras, it will be harder to balance, eventually the same will be preferred (more or less), and it will take an unreasonable amount of time and resources from the development team.

I think the system is solid as is. Ultras behave as supers in SSFIIT, and supers behave as modern supers. Together they make for a fine blend of old and new school.

^^this is what i was assuming, that capcom are capable of making changes but keeping the balance :wonder:

my main thought was for example (i’ll go for the easy 1) chun vs ryu, as soon as the ryu player sees chun has an ultra, the match changes, no more fireballs or you are eating ultra, if chun had a blind choice of ultra to choose from the ryu player wouldnt know which ultra to expect.

as well as the more obvious stuff like all the new setups for the new ultras/supers.

i understand this would be asking a lot of capcom, i have faith in em :wgrin:.

oh and i didnt mean this thread to come across as a wish list, i wanted to hear some of your thoughts and opinions to see if this could potentially work.

Makoto had 2 good arts
Alex had 2 good arts
Ryu had 3 good arts
Ibuki had 2 good arts
Dudley had 2 good arts
Yang had 3 good arts
Hugo had 2 good arts

You going to make a decision based on one character to say it’s not worth time and money?

This is so so sooooo true. I’ve been saying this all along. Mind games are formed off of predictability. You train someone to expect something, and then you mix it up. That’s why I’ve always hated shitty games like Tekken with the 100+ moves. Eff that.

It’s hard to tell because the meter in SFA2 and SFA3 went mostly to other things like custom combos and counters. Several characters that made use of their supers seemed to prefer one of them among the rest though, like Guy and Sodom.
(I’m by no means a high level player btw :lol:)

People played anything besides V-ism in A3? You know, except in A/X-ism only tourneys.

Actually alot of characters were pretty high tier in Alpha 3 that were recommended to use A-ism. I can’t recall many of them now, but I believe Gen and Dhalsim were among them.

i am not a fan of the “selectable moves” theoretically they could work well, but im sure it would end in everyone picking the same/best one available. im also not a big fan of the multiple ex bars SF3 had, i like that sf4 keeps its simple 1 bar cut into 4ths thats perfect imho.

I can get behind this 100%. It would add an amazing new depth of strategy, especially with online matches and having it be double blind. You never know what your opponent picked.

good idea… but yeah the better ones will be filtered out and the rest will be left in the dust because they aren’t as good, or as easy to combo into… look at 3S… you ever find a chun who didn’t use super II?.. or a Urien who didnt use Aegis Reflector?.. same thing would happen i suppose

While I like the idea and think it could be a good addition to the game, I would suggest adding only 1 extra super/ultra. But before anything like this could be done the current ultra’s would need tweaking.Namely giving all of them viable set ups.

Currently certain ultra’s can’t realistically be comboed, the same might be true for some supers. If a new super/ultra were added and it had more combo ability the current Ultra’s wouldn’t be seen ever again case in point: Nightmare Booster.If Bison had a second ultra with better combo set ups no one would pick Booster.

**Yessssssssss

Finally someone that agrees with me…**

^ This.

Why are we all obsessed with a SFIII style pick system (i guess because of the thread title), whereas the SFA3 method worked fine. And I solely mean the super thing. CCs can burn.

why is this not highlighted more? surely it is better if you just have diff inputs for diff supers, so much more fun and versatile!?!?! fuk pre select, always hated that

if you had 1 ultra and 2 supers, then it would still be the appealing, simple and solid game it is. perhaps two good super options (rather than fuking rehashes of ultras, think ryu metz vs shinku shit) would mean people didnt just blow meter on FADC to the ultra (which currently a better super))

so with ryu, keep the metz ultra as fireball is his thing but give him a super hado and super srk.

fuk it anyway this game is a fking godsend as it is.

SORT OUT ONLINE LOBY THO - SURELY A NO BRAINER!!!

They should change the vitality, stun gauge and damage output of the fighter, compared to his choosen ultra. Example: gouki chooses a dragon punch ultra; its only known set-ups are FADC of some kind. Since this ultra is more reliable than his raging demon, his normal and special moves will do less damage.

-or

Sakura has a low damage ultra for jump-happy opponents, this ultra can only be setup with FA or dizzy. Sakura will then have some vitality boost and can stun his opponents faster.

Or people could just play Gen =).

But seriously, characters already have 3 ‘slightly’ different supers and a couple have ultra variations also, if you want to add additional, completely different moves then either; they will just be a visual change with slightly different stats (then what’s the point), or you will give someone with a full super gauge answers to pretty much everything which would be detrimental to gameplay.

The game balance is already better than previous sf’s, why look back to them for how to balance sf4?

how about best of both worlds** for SF5?** 2 ultras, 3 supers costing 3 or 4 ex bars, but…
5 ex bars can be stocked instead of 4.

IV-ism
-FA dmg is grey and not kill dmg/ FACD cost 2 ex.
-Supers cost 3 ex bars at 100% dmg (limits combo dmg scaling to 50%)
-Blind select 1 Ultra and 2 Supers (opponent doesn’t see choices)

III-ism
-FA/FACD swapped for parry mod (see below)
-Parry takes grey damage like FA but not kill dmg (still builds ultra)
-Parry a combo by continuing to hold mp+mk and time the forward taps
-Parry loses to lvl 3 FA (is stunned, not dmg)

-Blind select 1 Ultra and 2 Supers (opponent doesn’t see choices)
-Supers cost 4 ex bars at 120% dmg (limits combo dmg scaling to 60%)

A3-ism
-FA/FACD swapped for Alpha Counter (see below)
-while blocking, doing input for a FA will cause a parry animation with 1 hit armor.
-during this animation an inputted special comes out as EX version.
-Alpha Counter hits like EX, does grey dmg, and can not do kill dmg

-Supers cost 3 ex bars instead of 4
-3 supers enabled at 80% dmg (limits combo dmg scaling to 40%)
-ultra swapped for CC (see below)
-half CC meter gets 5 sec at 50% dmg; full CC meter gets 7 sec at 70% dmg (negates other combo dmg scaling) and looses all juggle properties for 2 sec after meter use.

ST-ism
-no FA available; blocking reduces opponent FA lvl by 1
-blocked MP/MK/HP/HK normals do grey chip dmg; but not kill dmg
-normal dmg +10%
-special dmg +20% while can trade w/ a FA for grey dmg or beats lvl 1 FA
-no ex available
-pick 1 super, cost 3 ex stocks at 100% dmg (negates other combo dmg scaling)
-super dmg increases as ultra meter increases (120-150%)
-pick 1 ultra. (opponent doesn’t see choice) link on counter hit (limits combo dmg scaling to 60%)

Just a few ideas if capcom did return to selectable portions of a character.

Don’t add more supers / ultras please. Once the best one is learned no one will use any other one. And if you argument is that certain supers / ultras are better in certain matchups, well then it still isn’t a choice! It won’t add any depth to the game, the best one will be chosen in every situation every time. Adding it would simply drain Capcoms time and money and possibly make the game less balanced.

Again, picking certain ultras/super against certain opponents still isn’t a choice!