Ultra Street Fighter 4 | General Lounge

no one plays the version of SF2 where you can select characters from every version, right? everyone just went back to ST. just wanted to make sure that’s true. seems related to this discussion. the version select will be fun for a couple months and then no one will play it I suspect.

Dammit, i really wanted to see this online

YES, now everyone online will be forced to play Ultra and the player base will not be split up! Finding matches will still be easy cause half or 1/3 the people won’t be trolling in edition select mode. :slight_smile:
Can’t wait for offline casuals and tournaments using it though.
Why would it even be in arcades? That had zero chance of happening from the start as well.

But the thing is that Hyper SF2 at least had that chance. It was at EVO and SBO. It was after the playing that people weren’t feeling it and went back.

But again, this discussion is irrelevant as there’s no way it’ll gain any traction as an offline only mode.

Give Ultra SFIV a chance before even considering ES. ST was there forever before hyper sf2 anniversary. Ultra still isn’t released, would be dumb to make all those character and mechanic changes for a game that will never see tournament play. Then after years of Ultra, maybe they can try broken ES edition.

Anyways it is pointless, it’s console exclusive. It is an offline only mode as well.

In regards the HSF2 Evo stuff:

https://twitter.com/JoshLV_/status/440590017849593856



EDIT: misunderstood

Trust me, Akuma was very underutilized in Vanilla. You can’t gloss over the fact that he had a 600 damage ultra, faster teleport, could stun in two combos, faster s.rh with extended hitboxes that was neutral on block (was reliable for comboing off fireball fadc and did 110 damage to boot), coward copter, more damage on his non-ex dp’s (jab dp did 130), demon-palm was an overhead, all of his fireballs did more damage, reliable ex tatsu (which again did more damage), and virtually no recovery on demon-flip grab.

Also he had less incentive to burn meter because aside from dpxxfadc red fireball, his fierce dp and ex dp did the same exact damage. So now you have to contend with a character that builds meter extremely fast and has no real reason to burn it for damage output off of BnB combos thus giving him more opportunities to; get out with dpxxfadc, access an ex dp that has 18 invincibility frames, lock you down with ex fireball, convert solid damage from the mid-range, and punish harder.

And this is not even really getting into his vortex game, this is just his basic set of tools. No buffed up low/mid tier in Ultra is going to touch this character, only other Vanilla characters…
Seriously this character was high tier without most of this in the later iterations.

Japanese arcades are known for running tournaments on the most broken games ever … give them Edition Select ? that could be a magic fest, they dont give a fuck about tier list, they play whatever they like coming up with stuff never seen before , freaking fuerte on finals/top8 arcade tournament isnt rare over there

if poeples really like Edition select and its console only, that could kill an already fragile arcade scene, they could AT THE VERY LEAST put it as an option like when you turn on the arcade machine " Ultra version or Edition Select " just like you could choose to lock/unlock Oni and E.ryu, no one would play that in ranked obviously, just for tournaments

but i think that it will happen at some point, ther’s no way edition select will stay for offline only ( except if its because of technical issues ) and being not available for arcades

I think you undersell what this character could do. Unlike Super Akuma onwards, Vanilla Akuma didn’t need the vortex because his damage off neutral situations was really really good. The vortex was icing on the cake.

Teleport wasn’t faster. It was the same.

I would say Akuma had more incentive to burn meter because he could actually get super legit damage off 2 bars. c.MK > Fireball > FADC > s.HK > etc. was a real and consistent combo which helped against crouching opponents. Also LP.DP > FADC > Shaku was actually a legit damage extender that was worth the bar in many situations. Now it does less damage than a regular EX.SRK does.

All in all V.Akuma can get a ton of damage using his standard ground game. That’s what Akuma was in Vanilla before he got nerfed enough that he had to start working the vortex in as the primary way to get his damage. Akuma’s combo options in Vanilla were so much better and were more practical from neutral situations than his current set of combos.

Yes teleport was changed, go look at Vanilla frame data and youll see that both teleports were indeed 4 frames faster than whats in his current build.

Cr.mkxxfireball fadc s.rh was also what what I was alluding to when I said converting damage off the mid range.

Now as for using shaku, it was honestly not an optimal combo ender. Using fireball fadc instead netted 30 more stun (730) and 11 more damage (423) off his traditional cr.jab, s.fierce opener off a jump in. Now consider Akuma could stun in 1.5 to 2 combos (remember that lk tatsu did 100 stun, which also carried over to his arial version, which also jacked up his stun output) so why burn the meter? Thats poor meter management in all honesty. The average Akuma BnB did 500 to 600 stun WITHOUT meter. Converting off the mid range with fireballxxfadc netted 404 damage and 590 stun. His most basic punish without meter dealt 322 damage and 460 stun. There is absolutely no reason for him to burn two bars like that.

The 4 frames is a mistake because I remember clearly people talking about this when Super came out and it was debunked. So whoever left that one in the frame data is wrong.

It’s not optimal depending on the situation. Sure if you can front load your combo it isn’t, but there are a ton of situations you don’t have the luxury. If you haven’t built the meter for the FADC for instance or you start your combo off a hit confirm. In those situations the Shaku ender becomes the optimal combo. People also forget the positioning off of it was better in a lot of scenarios.

In addition it also made DP frame traps way more damaging because it would nail you for 290 for a successful frame trap.

Well then in that regard ill concede the point.

However I will say, and this is just because of how I am as a player, that Id rather settle for 379 damage and 600 stun instead of burning the two bars for 413 damage especially against a character like V.Ryu who was very difficult to vortex. Id rather keep the two bars for when im playing the mid range. Plus the longer I can keep him from getting ultra the better, so that when I hit my second combo hes on the verge of getting K.O’d.
Then again you cant complain about 700 stun and good spacing.

Wont lie, talking about this really has me anticipating ES.

Version select is console exclusive.

scroll down exactly 1 post from that one and you’ll see i already told him that :stuck_out_tongue:

Still, probably best to mention it on another page since people keep asking about stuff like that.

Damn I scanned prior to posting but I guess I missed yours, my bad. :stuck_out_tongue:

Yep though people will probably be still asking/assuming until it releases.

It’s disappointing that edition select won’t work in private online lobbies.

So…where is the petition for Edition Selection Endless?

wait … am thinking about something … what if we cant use Edition select in training mode ?

I’ve asked the same thing, but I guess I’ll just have to hope it is.