Ultra Street Fighter 4 | General Lounge

No there was something there, you just don’t understand it because your understanding of those games is very superficial.

And I’m telling you the older games also had a lot of other mechanics that made it so vortex style situations weren’t needed, but they sure as hell existed.

The problem with removing it in SF4 without fixing the problems that caused the vortex to become somewhat necessary in the first place will cause the game to devolve into a turtle fest just like SFxT was.

Just because don’t understand because of your lack of knowledge it doesn’t mean I failed.

http://www.youtube.com/watch?v=q1r82kmXSPo

Tokido using unblockable after unblockable on Justin Wong. Aka a VORTEX in 3S. Of course that exact style of mix ups people found ways to defend against, but for the most part Urien still has a pretty damn good mix up game.

Yea you took “risks” but the risk reward was slanted in your favor heavily. For any damage they could do for a correct guess out of 4 or 5 possible options you could get 35% of their health for a wrong guess.

I didn’t even mention Genjin in my post. Yun in Genji had strings that were plus on parry. High level Yun mix ups were almost at marvel level of good.

And Akuma’s set ups in SF4 require manual frame perfect timing to get to work. Difficult != How brainless something is or isn’t.

And come on!! This is 3S we are talking about. You build meter like candy in that game! You build it on throw techs, you build it on whiffed normals, you build a crap ton on blocked normals, an insane amount of hits, and as Urien doing his tackle combos you easily built a bar.

Yun could build 3 Genjins and would usually build at least 2 in a single round for crying out loud! That was the joke in Japan was that “If you build 3 Genjins in a round with Yun you will win, if you build 4 you suck with Yun”

Just to show you how fast you build it back watch this match from Evo 2009.

http://www.youtube.com/watch?v=uoiGuMBLNzQ

In the first match Yun builds 2 Genjins and has 3/4s of a bar for a third by the time the first round ends.

At 2:58 you see Urien sitting with 1 bar right after a successful hit. After one mix up series he already has another reflector stocked.

Seriously did you even play that game at anything beyond a casual level?

And you don’t really understand SF4 if you think they don’t ever take risks. If you actually want to run a convincing mix up game you are going to have to take a couple risks including this like not using safe jump timing or going for a heavily delayed option.

The balance is horrible in ST in the sense that there are so many unwinnable match ups. You needed to learn multiple characters to win in that game. The game is amazingly fun, but balanced it is not. If anything it is praised for how broken fun it is.

No, what was different was that different play styles were equally as viable. Something that isn’t the case in SF4 and that isn’t because the vortex is so good, it is because all the other options aren’t.

Throws were 0 frames on whiff which meant you could OS an option off the throw which was usually DP. What does that do? Well if the other guy does something throw invincible, your DP comes out and beats it. If T-Hawk did a standing jab point blank you were guaranteed to get grabbed or DPed unless you played a character like Ken who had a better DP. Which is one major reason why T-Hawk jumped from one of the worst characters in the game to one of the best because of that OS alone.

Some characters literally had absolutely no answers to the set ups. You would Throw > Safe Jump > Throw. Rinse and repeat. T-Hawk could loop the set up if he had the opponent in the corner, mid screen the SPD would move him too far back. Ken on the other hand can loop it from mid screen against characters like DJ.

Damdai did a good break down of this. Skip to 15:10 if you want to see how silly it was on DJ where you had to wake up throw (exactly 1 frame unplinkable). He also breaks down T-Hawks around 20:00

http://www.youtube.com/watch?v=ttKIefT3C8k

AND if you want to see the ST Vortex in action.

http://www.youtube.com/watch?v=i2gMAOPIHIo

At 11:00 you get to see T-Hawk Vortex in the corner against Guile.

Around 32:00 shows Vega’s version of it. You can also find other instances of it in that tournament.

You make a comment about previous games that was completely ignorant of how those games actually played and I’m telling you you have no idea what was actually in those games.

The previous games had vortexes and they had stupid brainless bullshit. CvS2 had invincible, safe, forward moving, and high priority special moves you could throw out. The reason characters like Blanka were stupid is because they could roll cancel and there is not much a lot of characters could do against it. If you didn’t have a character who could also abuse the roll cancel or had a great way to punish it Blanka could go full idiot on you. High level CvS2 actually devolved into a footsie game only when you played top tier. If you played anyone else against the top tier the game was one of the most bullshit things around. Just like in SF4 currently if you play anything except the characters with good wake up the vortex just absolutely bodies you.

The reason the vortex became prevalent in SF4 was that defense against a lot of different styles of offense is easy in this game compared to old games. Older games didn’t have safe reversals, had high damage for not blocking, had guard crush gauges, etc.

There was there was no 60% damage easy wake up option, there was no safe DP, there was no easy throw teching, and most of all there was no invincible back dashes. Playing defense in those games required you to take way more risks to get out of a bad situation. The reason the vortex is good in this game is because it is the only way to deal with those options consistently

What I’m sick of is players who never actually played these games above a casual-mid level or watched a few tournament matches and act like they understand these old games. You don’t understand them because there is a ton of crap in these games that aren’t obvious from just watching high level play.

Shinakuma at loyalsol’s house?

Raging demon party confirmed

you can’t use a video from america in 2002 (actually the first time urien unblockables were seen outside japan) where CHUN lets URIEN build 2 bars at the start of round 1 and pretend that’s what a normal urien match looks like.

funny cause back then americans though urien was low tier till tokido came to evo…

or like americans thought iceman was top tier in MVC2

Actually, nowadays most pro 3S players can easily escape Urien unblockables to the point that some players like RX don’t even bother going for some of the traditional setups anymore. It doesn’t change the fact that Urien still has a solid 50/50 mix up with Aegis though.

I do agree that older games had their share amount of bs, but that video is terribly outdated. It’s like me posting a Marvel 2 2001 video of Magnetos doing nothing but HG x Tempest combos.

Everyone did. He looked dominant at first. Then his zoning became outdated and Magneto became a threat in 2003 which completely deleted him.

Older games have much more bullshit than SFIV, I agree completely with LoyalSol. More bullshit also makes them funnier to play imo.

You partially missed the point

I can use an old video when that demonstrated just how bullshit that was until you learned how to deal with it. J Wong had no idea what happened. It was something you actually had to practice to get out of, which oddly enough if you practice in SF4 you can learn how to get out of a lot of the vortexes not ran by Tokido or Infiltration.

As far as 3S, Urien’s mix ups to this day are still hard to get out of for most characters not named Chun Li or Yun.

And if you have played the game against a top Urien it still looks something like that just with reflectors set up in front like in the other 3S I posted.

Actually the trick is to know when to quick rise and when not to, but there are a few set ups where you can still get the unblockable off of. It’s also if you see the opponent screwed up the quick rise you can set them up.

The only way out of the unblockable for most characters is to parry left-right back and forth while parrying Urien. Not impossible, but really really freaking hard to do. The 3S pros could do it with a lot of practice, but your average tournament player would not be able to. Still way easier to get out of stuff in SF4.

Which makes my point that people have been dealing with way worse mix ups for a long time.

you really don’t know anything about 3s.

parry left/right? (you parry the reflector down)
why would chun/yun get out of setups easier? (chun gets hit by longer character specific sphere combos, she’s not extra fat like some characters that can parry once and get hit out, only akuma gets out free)
learn when to quick rise? (you always quick rise unless you want to eat a braindead aegis -> headbutt unblockable, you cannot quick rise supers)

Yea I do, but hey I haven’t played the game in forever. So sue me.

I forgot it was down parry (Something I would remember in about 2 seconds of playing the game again), but bottom line is you have to parry it quickly while defending against Urien. That doesn’t change that much and it’s still not easy to do.

There was a few situations where quick rising worked into Urien’s hand, but those were more situational than anything. The majority of the time you wanted to quick rise to prevent the unblockable or the easy reflector set up.

Chun gets out of Urien’s corner set up with the reflector in front easier than most characters. Having the wall jump alone forces Urien to constantly be watching for it. If he gets too over zelious she can hop straight over the reflector. Yun less so, but he had a few tricks Urien had to be conscious of.

I was more about ST than anything, but I played 3S enough against the top cats around my area to know about some of the crap in that game and how hard it is to defend.

Edit: I would call this a more typical Urien match though the Ryu player didn’t have the best defense against this as he got caught by several things. It still illustrates that Urien could loop his reflector set ups if he got a good hit in.

Huh, you can’t quick rise if you get hit by the tackle xx Aegis. Yes, he has a few quick rise setups but its character specific. For example, c.fp > hb > Aegis > rk kneedrop crosses up Makoto even if she quick rises but this limits Urien’s options for just a quick low which is not hard to parry. Besides parrying out of it you can actually block left/right by shaking the stick to escape most mid screen setups. For the corner unblockables you only need to parry once.

http://www.youtube.com/watch?v=XiZm_PzxjyE

Anyways, Aegis is not as broken as you are making out to be and Urien would be quite laughable if he didn’t have it. Considering most of the cast has the advantage when it comes to the neutral game.

My point is not that it was broken. My point is that it was a strong mix up game that leads back into itself assuming Urien can build the bar back. It was something if you didn’t know how to defend properly it would just absolutely destroy you.

If I was going for broken Genjin would take the cake. Tiny super bar for a super that is that amazing.

Ono teases PS4-version:

The bs in older games is nowhere as brain dead as “vortex” in SF4. That’s a point that you can’t argue.

Why are we discussing older games? ST came out 20 years ago, 3s 15 years ago. Games had much smaller teams, much less funding, much less testing. BS in modern games is much more unacceptable, but that isn’t the real problem. The thing is those older games had a lot of positives so the negatives were mostly overshadowed. The problem with SF4 are the negatives far outweigh the positives, and there are so many intentional design decisions that are boneheaded.

Anyways we should stick to talking to what can be done to improve the current game. BS should be removed regardless of the past, the focus should be making the best game possible.

I’ve placed Top 32 or higher at several large scale majors in multiple games.

http://www.finalround.org/results/FR16ae2012.cfm

So go fuck yourself idiot. If anything its people like you that make top players sick, fuck I’ve been tempted to just leave SRK a couple times.

I’m not hating on old games I’m pointing out that people actually learned how to defend shit in those games and that SF4’s mix ups aren’t nearly as bad. The only thing that becomes insanely hard to defend against is unblockables.

It is easier in SF4, but then again so is defense. You had to be less brain dead with your offense just like you had to be less braindead with your defense.

It’s already February, Ultra hits Japanese arcades in April, so that means they HAVE to announce the 5th character by the end of this month. By the end of this month, balance should be done for the characters on pretty much what will be the final build or close to it. ( or early march) We still need some time to balance the 5th character too in the month of march at location test, or maybe they will just do the balancing for her in house.
They still have plenty of time to work on modes, seeing how the console release is scheduled for June.

i think if they can balance the rest of the characters, they will have a better idea of what to do with the 5th. it shouldnt matter as much if the public play tests so long as they know what the rest of the game feels like

It could also mean that the PS4 controller works with USFIV.

People have been asking for the PS4 port and Capcom said why they couldn’t do it, I think unless they come out and officially announce it…people are beating a dead horse on the matter.