So I’ve been wanting to finally try Street Fighter, and Steam has SSFIV Arcade on sale now. So if I buy it, I’ll be able to upgrade to Ultra when it’s released?
Cody having U1 and U2 wouldn’t be that big a deal. He can already combo into U2 a couple of ways and U1 only has 1 Juggle potential and he can only combo into it meterless on some characters with crack kick, otherwise he has to spend meter to FADC HK Ruffian. Plus the overall damage is only 468 before scaling compared to Balrog’s 491, Makoto’s 480 or Abel’s 500. It’s not unreasonably low like some ultras (Balrog’s U2) but the situations where he can combo into it aren’t that great. It’d still be a significant buff to his options as his damage off of an anti air would be much higher than normal from U1 and he’d be able to punish things still with the fast startup of U2.
Characters with 2 fundamentally completely different tools from their ultra are the ones that would be the most scary. Cammy, Fei, Ryu, Zangief, THawk, Hakan, El Fuerte, Guy, Akuma, or Gen.
Cody may not have many meterless options to combo into ultra, but he’s not the only one.
You are missing one that he can do situationally in the corner (highly situationally, but it’s still there) – Knife throw into ultra. Granted, I have never seen anyone actually do that in match, but you’re generally right on Cody.
All of Cody’s combos into U1 are situational. EX Badstone requires you do the badstone at point blank and in the corner due to short range on U1 and pushback from Badstone. Knife Throw also only in the corner. Crack kick must be done point blank and opponent must be standing (as crack kick whiffs on crouching) and combo into HK Ruffian the opponent must be standing as HK Ruffian whiffs on crouching so he has to do s.HP or cr.HP.
That is one of the biggest reasons you very rarely see it picked over U2 which has much much less situational requirements to combo (s.MP. Badstone. Ex Badstone. f.MP counterhit or from a distance. cr.HP with knife. S.HP Counterhit.) while also U2 gives more punish options and anti projectile options.
Cody getting both ultras would be stupid, but it wouldn’t be crazy like Makoto getting both ultras. It’d be about as big an issue as if Ken got both ultras. AN issue but not a horribly OP omfg this is stupid issue.
On another topic:
Anyone thinking of what the new “modes” are? I mean we all saw Championship mode was ruled out. Seems obvious to me that at least one of the things will be the “Mission” modes from SFxT. Though the system mechanics available in SFxT allow them to be a bit more creative with the missions than I imagine they could be in SF4 (Pandora/Tags/2v2/Cross Assault/Boosts/Launchers/ect vs Focus and Ultras)
Just keep in mind that Capcom is often slow in getting new updates out on PC, so you could end up playing the older version a few months longer than everybody else.
Once upon a time, characters had access to multiple supers with damage comparable to ultras (CvS series, Alphas, KOFs) . They did not break the game. The end.
Access to multiple ultras would be good for the game. The one system change i think would have a dramatic impact, is to include the throw invulnerability from the older games. Characters like Cody wouldn’t have such a tough time dealing with wake up shenannigans.
Actually he does, counter hit C.fierce, ultra 2. Not hard to land at all and an easy hit confirm. Not to mention he has tons of safe setups to land it.
I don’t remember exactly where I read it but Capcom did state something along the lines of planning to have the PC version released much closer to the console version than previously and recognizes how the late ports are harmful to the fan base.
Once upon a time, these moves were designed with the express knowledge that they would be available at all times rather than deciding halfway through a games life “they should have all of their supers”
Also, last I checked, CvS2 and Alpha didn’t have separate meters for one super over another. And CvS and Alpha didn’t have EX moves either which in many respects are like mini level 1 supers.
Which in turn is the whole purpose of this balance update. Capcom can augment the ultras with the express knowledge that they will be available at all times. It wasn’t an issue in older games and shouldn’t be an issue if they choose to implement it. That’s what R&D is for.
I don’t see the comparison of EX moves functioning anything like LVL 1 supers. They only function as souped up specials…
Multiple ultras would only work if they got major damage nerfs and changed properties. E.g. gief u1 having 3+ frame startup and no invincibility, height restriction on U2 and tiny grab range. Capcom would also be forced to rebalance the game yet again because there’ll definitely be more skewed matchups in the game. Fireball zoning would be made even worse by the fact that certain chars such as Adon and Yun that often use combo ultras always would have their anti-fireball ones available.
I think we already discussed this last title change, but I think it’s safe to say that if somehow they managed to think giving people access to a universal CC system, a lot of people wouldn’t be buying this game.
Peeps, the Capcom reps said themselves that the balance changes will NOT be drastic. Allowing both Ultras is more than drastic. It won’t happen. Let’s be reasonable, please.