I’m curious if it also connects in the air like Head Stomp does. Does it have “air grab” properties? Is it blockable? It looks FAST, how fast is it? Combo-able? I’m excited now, but I’ll reserve judgement for more details.
I bet it’s none of these. It would make a lot more sense for capcom to add a universal buffer system(1-3 frames window), rather than change everyone’s frame data around. The latter is a lot more expensive to do, since reworked frame data means reworking existing links and introducing new ones, which would require rebalancing of the characters.
I think it was mentioned earlier that the new ultra combos off of 2xj.mp, so it must have air-grab properties
it seems to me like the stomp activates it. there is a ground wave area around Dic’s feet when he lands I have a feeling that if the other player touches that wave it activates. The draw back I’m seeing right now is the distance. In the video with Guile the second time he uses it he over shoots but it also seems like a safe escape. Still pretty cool and I’m glad its not a counter-ultra
Hm, from what I’ve read Psycho Punisher is controllable after activation and it also works after Hell Attack. Perhaps that means that it’s viable as AA as well?
I wish I could see more SSF4 Bison.
Pff. Yeah. Balrog’s/Chun’s Charge Ultra’s are sooooo shit. Moves requiring charge is usually a penalty yes (although it can help in certain circumstances), but so long as that is accounted for, it’s not an issue. Saying SFIV Guile’s/Honda’s/Vega’s/Bison’s Ultra’s are bad purely because they require charge when they all have other unique issues shows you hav eno idea what you’re talking about.
I agree with you fully, but I’m talking about the CHARGE itself. He is a CHARGE character, like other CHARGE characters. I’m saying if he get’s leeway, what about others? This quarter motion stuff gives him the power to pull stuff out of nowhere(so does Chun-li now) so why just them? Chun-li has defensive powers and she can do it. Why does Guile and Blanka have to be just defensive?
It just bothers me some this motion for certain charge characters will help there game, other charge characters won’t…it doesn’t comply or add up, that’s all. I see the motion help him offensively because SSFIV is about offense, so I see it’s point. I just don’t see why it doesn’t add up for other’s.
QCF for the win. Get this charge character flavor bullshit out of here. Would we rather have another ultra? because right now the new ultra seems great against fireball characters like Guile, and as a formidable ultra punisher for whiffed DP’s, specials, etc. during footsies with no back charge. Both of these will help Bison’s offense!
QCFx2 motion for Ultra II is a godsend. I don’t understand why would “flavour” override “practicality”, as some has mentioned here. Besides, if you really want to argue on the “flavour” basis, Bison isn’t exactly a pure charge character since he has srk motions as well.
QCFx2 FTW!!
Wow you really dont understand shit about the SF4 fighting engine. Ite carters to motion characters over charge characters. Capcom knows this and thus the change. You really dont have much experience when it comes fighters huh? This thread is about Bison, not everyone else you just mentioned. You also have reading comprehension skills. When did I ever state that Guile, Honda, Vega, Balrog and anyone else with a charge Ultra is bad? Dont be upset with me if you cant comprehend why its so apparent in the SF4 engine. Why are you making stuff up when you have no idea WTF you are talking about?
From what I’ve experienced…
- No air grab
- Must perform Hell Attack at the top of your jump for it to connect
- Hits high (connects if they crouch block)
- Travels forward a set distance but can be somewhat controlled to extend length
- Doesn’t headstomp… either lands in front or behind the player
This ultra is great against fireball happy players and covers the entire screen. So good in fact that I fear it’ll only promote rush-down tactics once the ultra is available.
You said Charge supers are inherently are bad idea. This is bullshit. Charge supers/Ultras are a limitation, yes, but so long as they are given other things to balance it out it’s not an issue. So your point made, and continues to make no sense.
Yes they are bad compared to motion supers. When you have an engine thats dedicated to FADC yet most of the charge characters cant even use it. Let me know when Guile wins a major.
Hate to admit it…but yup! (kick ass avatar by the way!)
They’re played different. You can jab into ultra with Chunli and Balrog. They have different set ups in offense and defense.
This all sounds great to me minus the no air grab but from the video it didn’t even seem like it was air based in the first place.
based on your comment of it being somewhat controlled you mean you can’t pull it in, only push it out? (I tried to make that sound not dirty) also based on your comment it still activates if you land in front of the other player? The way the animation was done it seemed like you had to jump over them.
But that’s his point, I think. It’s easy as hell to design ultra set ups that don’t involve FADC, so the idea that charge ultras don’t belong in SF4 because you can’t do them after an FADC is retarded. If EX Psycho Crusher caused guys to fly into the air where they could be jumping two-punched into ultra - well I’d say no one would complain about it but this is SRK.
Exactly. Having charge Ultras gives variety and differing playstyles, and so long as they have appropriate properties it’s fine. Guile doesn’t win tourneys because he’s a bad character. The fact that his Ultra does crap damage and doesn’t juggle properly on top of having no setups* at all is only part of that. I mean Blanka’s Ultra doesn’t juggle off of electricity - > FADC purely because it doesn’t hit airborne opponents, changing it to qcf wouldn’t help, and indeed it might actually work with his new Ultra (although be really hard). Bison just doesn’t have setups, changing his current Ultra’s motion to qcf would only make it easier to do on reaction, not actually give it any combos, same with Honda and Vega. Chun’s Kikkoshou would still combo mid screen if it was charge, and the only thing making Hosenka qcf would do is allow her to walk forward to punish fireballs, and make it easier to punish Blanka’s up balls on hit.
Charge vs qcf Ultras is a red herring. Most charge characters just happen to have Ultras with no set ups. Correlation is not causation. There is the issue of it making it harder to do on focus crumple, and I do think something should be done about that, but that’s an isolated case.
*partially because of the weird motion, I expect flash kick -> FADC -> Sonic hurricane to actually work (although be really hard) simply because of the different motion.
Yeah, it seems you can only push it out. If you perform it right in front of the other player and hold back, you go over him no matter what. Also, it’ll connect if you land in front of them as long as they’re not blocking standing up. Another thing I like about the super, but probably easy for other players to figure out with time, is that from mid-length, the super is quick enough to almost use as an ambiguous cross-up. If they’re not quick enough, they could end up blocking in the wrong direction and voila, free damage.
Geezus, shut up with the charge move versus motion move nonsense. Nobody reading this thread wants to see 3 pages of ‘I-know-game-mechanics-best’ oneupmanship. Capcom made it motion so move on already.
@Foolius
I read you could FA and then Psycho Punish afterwards. This would imply the ultra can have a fairly short range. Could you verify if the range can be shorted by holding back similar to ELF’s ultra or if you can indeed follow up FA with it?
I completely agree. lol This thread is supposed to be for discussing changes and tweaks. Now…while technically whining and complaining about his Ultra input is related to the discussion, it is not a particularly good use of thread space. As stated: it’s a motion. Deal with it, folks.
I had a quick question for anyone that might know: are there are reports on whether or not Dictator received any special normals in SUPER? I know some of you guys are going to crucify me for saying this, but I feel that he should have some form of overhead. Dictator is honestly not that terribly weak in too many areas. However, because he is a rush-down archetype I think he’d benefit tremendously from an overhead. Even if it weren’t inappropriately fast, just its presence would make him feel like a much more well-rounded rush-down character. I don’t think he needs too many buffs in general; the addition of A. a new Ultra, B. a simplified input for said Ultra, and C. hypothetical overhead would make him strong enough.
I really hate being that guy that has a laundry list of “improvements” for my character. Balancing a fighting game is a long, tedious, mind-numbing process that we all seem to think is soooooooo easy. Frankly, I’d be lying if I said that I didn’t have my own private list of improvements. However, who’s to say my ideas would do more good than bad? Bottom line: Dictator’s mah-boy, and I’ve been playing him since day 1. I have no intentions of stopping regardless of what Capcom does with him. That said, do us proud, and take good care of us, Capcom! :tup: