Ultra changes (location test)

Wow, many news today.

About EX-RCF, does that mean that, with the additional 2 frames of recovery, it is now -2 on block like standard RCF’s ? Or did they improve the blockstun as well ?

Also, Haztlan, what do you mean by “RCF timing are all screwed up. It’s really hard to get a perfect FADC. Currently its very weird.” ? What changed about the timing ?

I think the whole roll changes are pretty mixed up right now
To make things easier can someone fill in the question marks?

ex.roll fadc forward dash is ? on hit
lp,hp roll fadc forward dash is ? on hit
mp roll fadc forward dash is ? on hit

ex.roll is ? on hit
lp, hp roll is ? on hit
mp roll is ? on hit

ex.roll fadc forward dash is ? on block
lp,hp roll fadc forward dash is ? on block
mp roll fadc forward dash is ? on block

ex.roll is ? on block
lp, hp roll is ? on block
mp roll is ? on block

ex.roll fadc forward dash is +6 on hit
lp,hp roll fadc forward dash is +4 on hit
mp roll fadc forward dash is +4 on hit

ex.roll is +4 on hit
lp, hp roll is +2 on hit
mp roll is +2 on hit

ex.roll fadc forward dash is +5 on block
lp,hp roll fadc forward dash is +5 on block
mp roll fadc forward dash is +3 on block

ex.roll is 0 on block
lp, hp roll is -2 on block
mp roll is -2 on block

Also, Vega indeed has a faster forward dash if he FADCs from roll on block. I did the following test:
I recorded Roll xx FADC > st.HK. I did st.HK a bit early to make sure it doesnt come out on hit.
On hit: st.HK doesnt come out
On block: st.HK comes out

insightful indeed, but how is that possible gameplay-mechanic-wise? Is the fadc dash different on block and on hit? How can the system tell the difference on my side?

It’s funny how we got to the same conclusion with different methods. Me with trade EX FBA and you with Cosmic Heel.

I guess in the same way Hugo gets a special 100 damage/stun Shootdown Backbreaker after his Super Combo, Capcom can fiddle around with changing properties of moves during certain scenarios.

Theoretically, they can make 2 different EX FAs, and 2 different dashes.

example:
Make EXFA1, make dash1 (regular dash), and make EXFA1 cancellable to dash1
Make EXFA2, make dash2 (faster dash), and make EXFA2 cancellable to dash2

On hit, make the roll cancellable to EXFA1
On block, make the roll cancellable to EXFA2

idk if they did it this way, but it’s possible.

Hi guys, I was wondering what your thoughts were concerning Ultra Vega’s metagame—mostly concerning meter management. Do you think it’s worth it to forego our EX.FBA bnb in favor of roll combos when hit confirming a clean hit? Rolls instead of FBA would build a bunch of meter, add corner carry, and allow us to blow the bars on RFADC > Ultra, kinda like how Gen tends to save up meter for super > ultra.

Of course, roll combos are more space reliant than something like a long-range cr.Mp into EX.FBA, but let’s assume that you’re at a range where cr.MP xx lp.roll or cr.MP xx mp.roll will hit (an example that comes to mind is hit confirming j.Hp > cr.Mk).

I suppose I’m asking this because after playing a few long sets last night, I never really took advantage of red focus into ultra since I was usually spending meter for EX.FBAs whenever I had the chance. DWU was definitely fucking with some of my setups off of FBA knockdowns; any thoughts on their continued viability?

Cheers.

Meh I don’t like it. Makes theory-fighting a lot harder…

To play around, I’ve been spending the first round as a “battery” round… I feel like our game is so much deeper now where we can play footsies and roll pressure for meter and then be a meter-rich threat in the second round!

i personally don’t find the appeal of spending 3 meters and 1 ultra meter for only 100 extra damage unless i can end the game really. i’ll have to wait for pc before i can try out anything :frowning:

I agree, I feel I might very rarely RFC into Ultra unless it was a game ender! You just lose so much utility that it’s just not worth it early to mid game.

Hell, even ending a RFC combo with Cosmic Heel -> HK ST is really close and way more stun than ending with Ultra.

Comboable super is amazing, though, and I’ve been hitting that a tremendous amount!

Also: for comboing jiLK to clMK, I’ve been pressing MK while the LK is still out, and it seems much much easier!

In other news: first USF4 tournament for me tonight! stoked!

Against a maskless Vega, Cammy and Decapre’s close or crouching LKs do 112% damage instead of 110% damage.

Haven’t found any other characters with this property, is this something we already knew about? Perhaps indicative of a secret Vega maskless buff to follow the +/- 10% theme?

http://youtu.be/XR5jrSWL0N0

They’ve removed the buffer window for the FADC cancel on RCF. usually you’re able to press MP+MK between the last two hits to cancel the last one, but now you have to time the cancel pretty exactly.

A fair trade off IMO. Nothing should really be derpy.

The cl.MK -> cl.MK 1 frame link is character specific. It only works on the following:

Standing
Cammy
Decapre

Crouching
C. Viper
Dan
Dee Jay
Evil Ryu
M. Bison
Oni
Ryu
Seth

So, had a chance to play Ultra tonight. Yeah, same old shit. Same old crap as always. Jump in attack to hit xx RCF is a lot easier with the shorter charge time. I couldn’t find much use for it though. On the other hand, I am using EX RCF a lot more to bypass fireballs with the shorter charge time. Seems a lot better than using EX SHC, which now has become totally worthless IMO. EX RCF is more reactive, less predictive.

You know what? I like the cross up a lot. In cases where I was jumping over someone to avoid getting hit by something, I can now force a block and cl.MK and tick throw off it. Having the extra + on cl.MK is a pretty big deal. It’s also nice to have when you have an opponent in the corner, cross up, cl.MK, throw them back in the corner. That’s the most use I’ve found out of it since the cross up seems to get blocked a lot and seems hard to make ambiguous. I’m also not used to having it and capitalizing off a scored hit. I’m glad we got the cross up.

Super has nice potential, but I don’t like sitting on it. I’d rather EX RCF or something else. It does nice damage though.

cr.HP also works better, but is really inconsistent. Jump ins with the right hit box still kills it.

However, none of the buffs we have address his largest weakness. He still sucks ass on wake up. I really wish we got those i-frames on ST, it would have made a world of difference.

Also, what are your guys thoughts on W Ultra? The damage output on his W Ultras isn’t too bad. Having both at the tips of my fingers is nice, buuuuuuut… now that U2 has faster start up, I’m finding myself using that more. I might as well take the extra 90 or so damage and go with it.

BTW, I don’t know how fast it is, but it feels like Decapre has some ridiculously fast charge times. I’m jelly.

@Moonchilde‌: Decapre’s charges are all 41 frames except for stinger (her dp), which is 54 frames.

WUltra is pretty sweet; I’ve pretty much been choosing it in all matches against projectile characters since U1 still functions as a decent corner escape. However, against rushdown characters, I’ve still just been sticking to U2. Is there a good reason to pick U1 by itself at all anymore? Maybe if you really love RFA combos lol.

Ah, 41 frames would make sense. ST is 42 frames and I can charge that up pretty speedy as well. Stinger was a little slower but everything else was pretty fast. It makes me wish the rest of Claw’s charges were 42 frames.

Damage. I was only choosing it against Seth, Sim and Akuma. It will remain like that cause there is no need for sacrificing the U1 damage for a very shrink possibility of landing U2 against them. And I will choose WU against Sagat and Gouken. U2 goes much much better for the rest, yes, including Viper.