You know what it’s called when you throw out an ultra in vanilla SF4 against a character who’s already in their startup frames? A counter ultra. Why? Because rekkashingeki has invulnerability frames on startup and goes through 90% of attacks in the game if timed correctly.
Difference being, of course, that the “actual” counter ultra II can’t be used in juggles, can’t be used out of focus, can’t be used anywhere except against morons who would throw out full screen offense (not counting fireballs I’m sure, which would make it worse than Gouken’s regular counter which can counter through metsu hadoken) and the aforementioned situation which rekkashingeki can already take care of. Not to mention we don’t know what “against certain moves only” means. It could mean it won’t work against jump-ins, or that it won’t work against armour break moves, or who knows.
In short, fuck it. It’s a horrible idea and I hope they reconsider. Anything but a counter ultra.
Counter supers have NEVER been good. I mean fuck Gouken has a counter that doesn’t have a 2-3 second long flash ultra animation to signal DON’T PRESS A FUCKING BUTTON and it STILL SUCKS. Did I mention said counter also doesn’t cost a meter you get only once per round usually?
Question guys, if I started a petition to show support for the removal of counter ultras, would you guys sign it?
Well, yeah. Can’t see it making a difference though.
You know, it wouldn’t be so bad (but still terrible) if the bait for the counter came out inconspicuously, then whooshed into ultra. I wouldn’t use it, but I could live with the knowledge that it’s not total bullshit. But yeah, imagine someone jumping in on you, and you hit the ultra. WHOOSH, Fei ducks down, jump in guy goes “welp okay”, touches nothing, throws you on landing. Worse yet, if “works against certain moves only” means “no armour break moves, sorry”, they could just ultra you on landing and be done with it.
Maybe there’s something to it I’m not seeing, but I don’t see it working against projectiles (because unlike kongoshin, it relies on a full animation and not hitboxes), and I don’t see it working against anyone who’s even half decent due to the year and a half of startup gimmickry.
That’s just what it is, actually. A cheap gimmick.
Man… I was trying to have some faith that they would make fei total beastage, but… looks like the same old shit. CW 2 hits now? What about armor break? Overhead? Didn’t see them testing it, so its probably neither. I wonder if he still eats Sagat’s ultra on counter… FFS I hate thinking about how screwed up he is, its Bruce fucking Lee, dude… Gah I’ll wait for more info…
Seriously though, thinking about it some more… what’s the likelihood that this ultra has vulnerability to armour breakers? If so, the old “mash out an ultra during the opponent’s ultra flash” thing wouldn’t even work because all that’d happen is you’d get broken and eat the full thing. Would work against a few characters (Dan, Fei, Blanka?), but you’d just be better off blocking and punishing anyway, no?
Speculatory, perhaps, but I don’t know what “certain moves” actually means. “Everything but projectiles and throws” would be nice but “everything but projectiles, throws, and anything with armour break properties” seems more likely.
I just watched that gameplay video, and TBH, its what I expected. Are both of his ultras going to be neutered now? This doesn’t even effect his gameplay. WTF, seriously… What is left then? Is the first ultra actually going to connect after first hit? Is dash still weaksauce? Honestly, Chun looks like a beast in this game, that 2nd ultra looks as friendly as Rufus’s… Oh it hurts to think about that…
FOOK! Do the Capcom guys even test some of these new Ultras out at all? Like the relative usefulness of it? I feel like they just think, 'Well this would look cool" but don’t even bother to think about how it can be used according to that character’s strengths or in situations. Freakin Sagat gets Tiger Cannon and Chun gets big Kikosho that combos so easily and perfectly…WTF? How is that even fair?