I just miss SF3/Alpha/“Most Old Fighters” where you could double perfect someone and have access to all of your options provided you have sufficient super. If they really want people to gain new resources as their health gets low, I’d rather they just make the meter gain when being hit/blocking higher than add some separate gauge that is of no use when you are dominating the opponent.
I feel it isn’t too bad for things like Shinku Hadoken and Hoyokusen because they are roughly similar to moves the characters already have, but I HATE when you have things like Soul Satellite and Decapre’s Psycho Stream (ok on Sim because he already has a fireball game) where the character gets a completely new option that changes the match up while its available. I really hope they avoid stuff like that for SF5.
That’s cuz Capcom didn’t know what they were doing. Like I said, Ultras were initially a variant/stronger version of the character’s Super. But they didn’t know how to balance shit so they had to bring out U2s and give Rose a random Ultra that has NOTHING to do with any of her move set. Character-wise yes, move set no. If she had what she had now back in Vanilla, she’d be just fine. Same goes for a lot of characters. Then you just streamline some character’s Ultras and game would be just fine. SF4 is a big mess.
I prefer that the ultra meter should fill up in direct proportion to your health. If you lost 80% of your health then your ultra should be 80% full. The more health you lose, the more it fills up, the more damage it does but this is a one time thing. So theoretically speaking, the strongest ultra you can perform requires 99% of your health to be depleted and you can only perform this once. Alternatively you can perform two 49.5% ultras. I think this is fairest.
You could add a minimum limit of 50-75% health depleted/ultra meter filled to perform an ultra though.
It actually can’t work with 1:1 ration since you’d never have 100% revenge. That said, having it close to that would be the ideal, say have Ultra fill up at around 20-10% life left.
There doesn’t have to be an issue. If the ultra meter fills up in proportion to absolute damage taken, say a ratio of 1:1.1 or 1.2, then gray health or damage that has not been taken absolutely should not fill the ultra meter. Moves that heal or leech health would be the loop hole in this, since technically speaking the damage was taken absolutely then the character healed. You could actually fill up your ultra meter more than normal if you have a move like Elena’s health since you will take the damage twice.
What about 1:1 Ratio but before guts rating? E.G. once you hit 50% life you get hit for 100 damage, guts scaling reduces that to 95 damage but the ultra meter still gains 100 damage.
Might actually work better than flat out adjusting the rations. This way, getting it to 50% (aka, when you can use it) takes half your life. And then, you have a choice of saving it, but risking dying before getting to use is, or trying to land it ASAP, but for reduced damage.
Comeback factors are a must, casuals NEED to see flashy Ultra’s/Supers, that’s the first thing my friends always ask me when i play Marvel now and then. (fuck that dead game)
I think flashy supers are fine, those are usually gained through good play (landing attacks, using special moves, etc). They should make supers and the elemental stuff they got going on incredibly visually dramatic and thus not need something like Ultra.