Ultra Street Fighter 4 | General Lounge

why? couldnt you press whatever face buttons you use for FA now + whatever you have mapped to 3P

hell you can probably just press 3P+mk if red focus input priority is anything like regular focus

At first just like everyone else, i thought Ultra Street Fighter 4 was going to be a complete copy paste job with the same characters and same stages from SF x T with a little rebalance on the side. But now more and more USF4 is starting to become worth the 15 bucks, nicely ported over stages/characters( plus a new bonus one), huge rebalance with location test to go along with it, new/IMPROVED( exited about training and team battle) modes, and finally new game changing mechanics. The best part is they still have yet to announce a few more things. All of those new scrubs who pay 40$ dollars for the physical copy and all DLC costumes have it good, at least they did not have to pay 40 bucks for a game like vanilla AE. -_-

Well, those scrubs have to face people with 5 years of experience playing the game right away tho. That’s probably enough to make 90% of them stop after a few weeks.

Even now there is plenty of beginners on XBL and PSN, with the new influx of them, they will be fine. It’s not like fighting games were for the feint of heart anyways.

I like the music of the day time part but not the night time part of that stage. We’re still missing 3 more stages.

Heading to the 2nd day of the Osaka test now. Anyone else in this thread heading that way and want to hook up a vs and just try stuff out (though difficult considering the size of the damn cue) let me know. If you spot a white boy in line looking tired and in bad need of a shave, that’s me.

The reason we have mostly jump in mix ups in this game is because of all the stupid defensive options. Other games had weaker or harder to use defensive options which made other styles of offense viable.

Removing the vortex in this game won’t make everything else suddenly better. They made a step in the right direction with the DP -5 change.

Urien and Yun say hi from 3S. They had some pretty stupid mix ups and yes Yun had jump in on wake up mix ups. The parry was a problem, that’s why a lot of the ambiguous mix ups from Yun were “guess which side I am going to land on or if my dive kick will hit you”. Then Urien, ah man that was the vortex character of that game. 50/50s and unblockables all day long.

And no CvS2 may not have had much jump ins (Still had safe jumps however), but then again it had roll canceling which led to a host of really dumb things you could do. Invincible Sakura Tatsus from half screen anyone? Invincible Blanka Balls? At a low to mid level that game was down right silly once people learned how to plink roll before activating a special move.

If you want actual jump in set ups, we have to go back to ST (The game they were trying to recreate with SF4) there were some of the dumbest set ups in the world that makes SF4 look like child’s play. Block a meaty c.LK from Ken? You are getting thrown or DPed. Block something from T-Hawk? SPD or DP. And then how can we forget the original vortex character in Vega? Ambiguous 50/50 left right mix ups in a game where reversals were 1 frame, there is no short cuts, and Vega can still throw you. The character so cheap Japan booed people who played him.

Then we get to Alpha 3 with all the dumb things you could do with V-Ism or for that matter Alpha 2’s V-Ism which literally had an unblocakble from footsie range. In Alpha 2 if I activated the custom combo when you were standing I could do a low so fast the game engine could not block it.

Let’s stop pretending older games didn’t have loads of BS and even its fair share of brainless crap. They were chocked full of them, but it wasn’t as commonly known back then. We didn’t have it plastered all over the internet for any random online player to see. I’ve had one of our old school guys down here show me all the really stupid shit that was in those games. It was harder to execute granted, but there was so much people don’t know about those games.

The reason red focus is like that is because it removes the backdash-throw tech-focus option select also known as claw backdash. People who know combo personally said he didn’t want it in the game. It option selects 3 things at once so it makes sense as this is the time I see American players picking up on it. So it will still be in the game but now at the cost of meter when you have 2 bars or more.

Sakura’s standing tatsu corner crossup on wake up is still in the game. Drag.

All 6 SFxT stages are in the latest loketest build. Check out the pics from these links:

http://www.4gamer.net/games/225/G022539/20140131062/

oh sweet. didnt know they were adding that half pipe stage. one of the few i liked from xT

You know I just realized, if Alex was somehow the 5th character, hed totally make the delayed wakeup option useless. STOMP! STOMP! STOMP!

You sure about that? :wink:

Wall of text for nothing.

Topic, wake up vortex getting nerfed won’t ruin the game. I told someone they are lucky they didn’t play an older game [context: where wake up vortex makes the top tier (except fei footsie jesus)]. You asked which and I specified…

I said give me an example, you tried and failed:
Yun needs to take risks on his mix ups or get bodied. Urien needs to build meter on top of those set ups being ridiculously difficult. If Yun takes a bad risk he could lose half his life to most characters and Urien usually can’t build the meter to do his set ups every round on top of the fact that the first round almost always counts as a loss for him because he’s not a top tier character without meter. Take that into consideration when you have akuma, cammy, ibuki, seth who for free with no risk at any point you are focused, knocked down, air reset and many other situations can perform 100% safe double or triple layered mix ups into the exact same scenario at no risk to themselves during most of their entire string… Brain dead…

The only relevant part of your mostly tangent post after your first two paragraphs is the st vortex, which I didn’t even mention. I can’t say I know much about that game. But I do know that a bunch of people say it is the most balance amazing something or other that forces two players to butter a bar since gold. My guess would be that somewhere between the heavy poke damage, the ridiculous throw damage, the fact that you can’t stop throws, the combo damage and the severe differences between each match up some how balances the vortex. But on the other hand, I don’t know that game on a high level, so, yea…

The rest of your post is about other bullshit in fighting games. Tell me, how much of the shit you were talking about is getting addressed in Ultra. I know what I was talking about was relevant to this thread, how about you.

Yup, STOMP!

Respectfully disagree. His buffs mean he relies a lot less on the wakeup vortex. It was his general weakness that meant he depended on scoring as much damage as possible in those opportunities.

Faster walk speed, better pokes, being able to truly bulldog with spire are all pretty huge for him. Not to mention he has an even more threatening range on his lp typhoon now. Hawk will be better off in a lot more matchups. Only problem is Blanka is going to be so far beyond winnable…

Re: DP FADC forwards being -5 on block in general, how likely is this to remain in the game? I fucking love it.

we’ll see…

I guess, but I just hate it that capcom is ruining how my main is played, AGAIN (Seth is the other one). I don’t want to play footsies ffs! The reason I stopped playing Zangief was because he started relying on standing mix-ups after EX GH, and if I stop playing T.Hawk, I’ll just stop playing period. Then again, I already use Spire like that since the people I play never really punish it, so maybe it’s not such a huge change for me after all.

Spire is a lot better in terms of startup, range and recovery, so it’s a pretty big change regardless of how it’s being used now, especially if it can now be used to effectively sail over lows and recover safely, even at closer ranges. It’s just going to be more effective overall in it’s intended use of bolstering Hawk’s mobility, which with the faster move speed and longer reach lp.typhoon, I can’t see how he’s not going to be better off overall.

Moving in and out, being able to react punish with longer reach and faster light spire/typhoon, cancellable low MK into armour breaking EX spire. That sounds like a lot more of a reliable gameplan than hoping for KD > milk splash vortex.

I didn’t use splash in my vortex though, I found my own. Which is now getting ruined thanks to DWU since it required frame-specific HP tomahawks.