Well, at least his CW’s are faster…
Faster but do they still have invincibility or the early hit box?
I’m gonna say “no” just to fuck with you.
Knowing capcom, just early hit box lol. Although the overhead-combo is a nice tool…I think that is abotu all he has going for him lol.
A guy from somewhere (I think from these forums) stated that the Counter-Ultra can be used in a variety of ways that we may not know about yet. It is too early to bash it.
Who knows if it can’t counter Blanka balls, headbutts, Akuma dives, GUILE’S LONG ASS SWEEP, Guy’s Dashing Elbow, Cody’s overhead, Cannon Drill, 2nd hit of a Lariat, predictable Dash Punches/Kicks (Cody/Boxer), Dhalsim’s limbs, etc. (I highly doubt it will counter projectile)
SF4 is a much slower game, therefore the uses of Counter-Ultras would not be that bad in theory. Way too early to start bashing his Ultra. If it counters more than normals, it could have uses and potentially make some match-ups more favorable for him.
On another note, did anyone notice the increased damage on Fei Long’s rekkas? Or is it just me?
Edit: Read a bit more in this thread. Way too early to start losing hype for Fei Long. It has been stated that not all characters have been tweaked and balanced. Is it Capcom’s fault for rushing a product so people can at least see some progress? Or would you have rather saw this fixed 3 months later with their near finished product?
Can’t be counter projectile. Like I said, it’s a cinematic trigger, it doesn’t have hitboxes. It’d need one to confirm whether the ultra connects or not.
Now onto the rest of it… if you can throw out an ultra on reaction to any of the above, you could do it just as well with his old ultra and have it connect. The only attacks there I think it wouldn’t catch are the ones where the opponent is considered airborne (Blanka ball, headbutt), and lariat because lariat.
That’s my point. Unless you want to remove invincibility frames on all ultras, his old ultra, if used as you describe, is already a counter ultra, as are about 80% of the ultras in the game.
Fei may be completely untweaked in every other sense at the moment but I don’t mind that – I’m not bothered by it because there’s no guarantee they’ve done balancing. However if the discussion is about his ultra, the conclusion is pretty obvious.
Fei Long’s current Ultra has a start-up of 10 frames, and it has limited projectile invulnerability. It can’t stop dive kicks, and with the combination of human reaction and start-up frames, it isn’t that reliable of a true Counter-Ultra. For his current Ultra to “counter” something, it usually takes psychic prediction.
If his Counter-Ultra has fewer/instant start-up frames, and if it triggers the cinematic if any physical attack makes contact with his “Counter” hitbox, it will definitely have some advantages over the current Ultra. On top of that, the window for punishment may be lower, if it whiffs like a command grab.
I’m just speculating here, but as of now, the current Ultra he has is far from a true Counter-Ultra. If his One-Inch Punch can stop moves that the current one cannot on reaction, we got ourselves an interesting, situational Ultra.
Just trying to shed some light on what seems like a sea full of Fei Long pessimists. :wasted:
anyone notice that his flame kick has a better angle? it’s more upwards? or am i just trying to see things now…
It might be the optimism, I try to see things that don’t exist either. :sad:
…How is that better? Just means it’ll whiff on EVERY crouching character instead of half the cast.
No point in making it an overhead if the one situation where an overhead is useful never eventuates.
just thought it would be a better anti air. more towards the shoryuken angle
He’s got an anti air, it’s called the flame kick. It doesn’t just lean towards the shoryuken angle, it IS a shoryuken.
I mean, it’s shitty because of the hop at the end, but he’s got it.
I love the new counter super, I love counter supers PERIOD. Kasumi Todoh is <3
having this can make fei an aggressive character that can punish for being aggressive back.
also I think S-kill said something about this being a version of the game before ALL of the changes to the sf4 characters are applied.
so stop whining.
rekkas look better all around though.
Counter supers have never been good. In Garou a character has a counter super which interestingly don’t start with a super flash but it still sucks. So with this counter ultra Fei’s maximum punish will be like hp, flame kick and it’s only use where Ultra 1 won’t work is maybe against some airborne attacks + Lariat?
TOTAL BULLSHIT
Counters other than parries have never been good. For a counter ultra to be useful it’d need to have a very simple motion and no start-up with the entire character being a hit box.
I can’t watch the vids but I’ll trust Eugine on this one. A counter ultra can work but it’d need to also be able to shut down any and all attacks except command/super/ultra grabs, this includes fireballs.
Personally I have no faith in a proper tweak but just throwing this out there.
If they tweak his current ultra to become easy combo then a counter ultra would not be so bad if the above were implemented.
I was readin in the petition thread someone bringing up Hakumen from blazblue as an example of a counter super done right. I LoL’d, considering that Hakumen’s Shippu is much more powerful than his yukikaze and used 100x more than Yukikaze.
Bullshit.
Pure. Utter. Bullshit. Our only hope now is to cross our fingers that fei long’s Ultra 1 fully Juggles after Flame Kick FADC.
Posted this in the petition thread, but drool over this if you will:
Counter ultra that can be activated mid-air.
Note that it wouldn’t happen because of how good (broken as fuck) it would be, but seriously, just… think about it. Ahh.
The cinematic start up would be weird if countering a max ranged limbs.
[quote=“rpgr, post:495, topic:81209”]
Counters other than parries have never been good. For a counter ultra to be useful it’d need to have a very simple motion and no start-up with the entire character being a hit box.
I can’t watch the vids but I’ll trust Eugine on this one. A counter ultra can work but it’d need to also be able to shut down any and all attacks except command/super/ultra grabs, this includes fireballs.
/QUOTE]
well he does say "Attack me from any direction you like!"
I will assume that it’ll only counter physical hits and not projectiles or throws.
i’m liking it and hoping the damage is pretty good.
it will look wierd using it against sim/seth j.HP lol
If it does get left in the game I just hope to god the first ultra got fixed so I never have to touch this thing.
I had an idea that might be too good but what if the recovery of specials could be canceled into this? It’d let them be more aggressive but not broken because you would still have to guess on if they would punish or not.