Ultra Street Fighter 4 | General Lounge

Wao is Japanese. makes his opinion worth at least 50 Americans.

yeah seriously I kept saying you could react to delayed wakeup since february, then the jp players do it and everyone is shocked :frowning:

matchs will continue to be slow paced, i hardly believe that anyone would risk a none safe jump/meaty whatever you want on wake up and eat hard punish, if nothing is found to counter this, its gonna be even worse over time and players will simply wait on wake up , also your quote is from the very beginning of the blog entry

Well considering Ultra SFIV is already in Japan but not yet available in America, 50 is probably too low a number.

I felt inspired after reading this to create a word document containing every well thought out legit criticism against DWU, even whole conversations maybe. Of course I’ll be quoting everyone involved if by some miracle I manage to finish it before USF4 hits consoles and post it somewhere hoping it goes viral. If I don’t, I’ll just keep it for memories. Honestly I love SF4 a great deal since it was my first fighting game, but I understand its faults. It’s posters like LoyalSol, Eternal, ilitirit, Veserius, just to name a few that really open my eyes and make a lot of sense whenever they explain things. It’s already been over a year, but I still remember back last March or whatever when Capcom Unity was taking suggestions and ilitirit was explaining why the DP FADC mechanic was bullshit. So your not alone, but admittedly there are a shit load of players on the net commenting on things they’re either unqualified or misinformed to comment on. Hell I don’t think I’m even qualified to comment which is why I don’t really post here even though I lurk here everyday. I feel like DWU is just so so wrong, and because I love this game it saddens me to death to see the direction it’s headed in. USF4 is gonna be boring as hell imo.

Agreed, I don’t think dwu really has a place in this game. Even when players learn how to react to it and change their setup, it’s only going to make the learning curve more strenuous for beginner to intermediate players. All just to bypass getting hit by a reversal or punished after a wakeup backdash. Even after successfully landing a safe jump setup, it’s still too easy to defend against. I don’t mind guessing on wake-up, maybe I’m just used to it since I play a character with weak wake-up options.

However

A lot people are bitter about vortex’s that bypass their reversals/backdash/get out of jail free options because they actually have to guess in a disadvantaged position on wake-up. The thing is, in the previous iterations you pretty much always had to guess on how to defend on wake-up.

Maybe it’s not the vortex itself, but moreso the irrelevance of grounded based oki since it’s too unrewarding or risky, causing a huge disparity between the oki options of most the cast in comparison to “vortex” characters such as ibuki/akuma/rufus ect. You can spend the entire game outplaying a vortex character and after they score just one knockdown, you can’t guess wrong twice or you lose while the same is not true the other way around. If I on the otherhand am using a character that relies solely/predominantly on grounded (much more risky) oki then I’m still pretty much on an even keel despite scoring said knockdown since their wake-up options can nullify grounded oki with

Backdashes
Focus Backdashes
Reversals
Safe reversals
Wake up crouch tech (dafuq)
ect

A better solution than dwu imho is to strengthen grounded oki for the rest of the cast (to an extent of course) by adapting some 3rd strike elements that were expounded upon by lance3rd. This would even the playing field more than dwu (to my knowledge), and would encourage more intelligent play like actually blocking on wakeup

3rd strike (highly regarded it seems) had these qualities

“-smaller throw tech window
-crouch tech is really easy to blow up and carries way more risk than reward (offensive players just buffers low parry, if they see parry they get their best punish). stand tech whiffs results in big punishes
-faster walkspeed, so walk up oki is better and throw whiffs are much easier to bait out
-beefy normals (and consequently effective meaties)
-most of the stronger characters have highs and lows confirmable into super, so high/low/throw is usually a scary mixup
-very few moves are invincible, and the few that are require meter with only a couple exceptions
-no safety net like FADC to bail you out of dumb reversals
-quickrise is a back roll and stages are relatively short. so every knockdown is either a free oki coverage (if they don’t quickrise) or pushes you further towards the corner which is really disadvantageous (if you do quickrise)
-backdash is not invincible
-there is no autoblock, so if you let go of back (to buffer uppercut or whatever) during a blockstring you’re just gonna start getting hit

-quote by lance3rd

Highlighted in bold are the ones I like the most, I’m already grateful about fadc reversals being unsafe

With this in mind, we can also take note of another common complaint

“My character’s wake-up game is not as strong as character x’s” (Juri and Deejay players come to mind)

I’m not saying they’re complaining about having to guess more on wake-up, it’s that a lot of other characters don’t have to (or not to the same extent).

It’s not just the fact that they’re reversals can be bypassed by nature of their properties, it’s that a lot of other reversals beat everything save for a bait. I say weaken reversals in general. By design, I actually like abel’s reversals for example

EX Tornado/change of a direction/rolls loses to meaty throws
Regular tornado beats throws but loses to meaty attacks but beats meaty throws
All options lose to successful baits/reads as well

TL:DR, in general characters should have a lesser risk and greater reward after a knockdown, not just akuma and ibuki. Not saying that everyone’s vortex should be at the same power level, but that the differential in oki power should be lessened a bit by increasing the viability of grounded oki and/or weakening wake-up options. Of course it goes without saying that characters with a better midrange game shouldn’t be having godlike okifor example, but at least a bit stronger than what they currently have

Meh, just my own 2 cents. Doesn’t matter regardless, this is such a drastic change and I’m sure the majority won’t agree with me, even if they did, capcom wouldn’t want to invest the time/effort into basically reformatting the entire game

https://www.youtube.com/watch?v=e_Wv_aopH8w
https://www.youtube.com/watch?v=FklWk0y_Xgg
Vega and Yang breakdowns

Interesting to note that the combo Tokido does with Vega is almost exactly 500 damage which sounds like a lot but in AE2012 there is a very similar combo you can do for only 2 bars instead of 4.

FJ HP - sHP (1 hit) - EX RCF - crMP - EX Wall Dive - Izuna Drop = 421 damage vs Ibuki. It’s pretty easy too, the only hard part is getting the charge for the EX RCF requires you to delay comboing FJ HP to clsHP ever so slightly so you can squeeze in those extra couple of frames of charge time. Of course to do the combo Tokido did you’d have to do the same thing since his also requires you to get charge in time for a HP RCF after FJ HP - clsHP.

Let say their are two evenly (or close) skilled top Zangief players in the world, one is American and one is Japanese. By Japanese dick sucking logic, the Japanese player will be considered the better player just because of his Japanese blood. Now people know Snakeyes is the true top Zangief player, he broke the dumb American logic, props to him. I remember they were talking about it about half a year ago, and this one guy was like Snake eyes is the best Zangief player! Then a bunch of people came in and said " naw it’s probably some Japanese player like Itabashi or someone else in Japan. Haha’ Fuck you Americans!!! You’re so dumb!!! Oh wait i’m American… Noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo!!!

Why can’t we have alpha counters D:…

Because they weren’t in SF2 and that is the game SF4 is trying to emulate more than any other.

Interestingly enough though Cody was originally going to have alpha counter in SF4. His Zonk knuckle is called Zero Counter in his files, and there is an input motion of Back -> Forward in his files called Zero_C. I suspect this is why his regular Zonk knuckle causes 99 juggle usage on hit, just a left over from when they experimented with giving him an alpha counter (since you can’t combo out of guard cancels in SF games usually SFxT only if you tag cancels the AC for instance). I guess they decided it was OP and scrapped it. Sucks because it’d be kind of cool for him to have had a mechanic like that. OP if they left it at the damage levels it is for Zonk but cool. Would have been a lot like how you have to fight Hakan differently than other characters or how Juri breaks the “Can’t throw another fireball when you have one on the screen” rule. Given him something that made people respect him when pressuring. I do however fully understand why they decided to not go with it lol.


Experimenting with Makoto a bunch in training room lately, found a 925 stun combo lol. I’m pretty sure i could go higher using a character specific combo though or some hayate cancels. NJ HP (counterhit) - sHP - HP Hayate - EX Red Focus - MK Tsurugi - sHP - EX Hayate - LP Fukiage. I have some other ideas for her that I’m going to look into but jeez 925 stun is a lot.

EX RF also gives Makoto back her classic sHP - Tosonami combo from SF3 if you do an EX RF from sHP you can crumple and then do U2 :stuck_out_tongue:

Also I realized Zangief has the potential now to 1hit stun almost everyone in the cast now. HP Headbutt - sMK - EX Green Hand - EX Red focus - HP SPD does over 1000stun. If the HP Headbutt is a counter hit then you are able to stun everyone in the cast including Gief/Hawk and with surprisingly low scaling Headdbut (100) - sMK (100) - EX GH (80) - EX RF (60) - HP SPD (50), that means that the stun combo is only at 40% scaling at that point. A simple combo like NJ HP - sMK - HP GH would bring the combo total to ~650 damage :o

Of course the chances of landing a HP Headbutt AND having full super stocked are pretty slim to none lol

C-Groove, yeah.

Saying that it is a roll cancel in the middle of the super is easier to explain though.

At this point in time, Cantona and SnakeEyez are probably among the same level.

I asked SnakeEyez himself in person and he agreed.

.

Capcom can make a new fighter and put dwu in it as far as i’m concerned, I dont want to adapt, i’ve played sf4 for 5 years and I like it how it is right now tyvm. Of course I will be playing ultra when it drops, because it’s really my only option but i’m disappointed i’m gonna have to just forget AE2012 and leave it behind, I still want to play the game as it is.

If it’s bad we’ll probably just do edition select or keep doing 2012.

i hope ES will be available online

lol dont say such things essenthy. Anti-ES folks are paranoid enough already :wink:

USF4 would have to be a disaster of Titanic proportions for the community to make a different version of it the main one. It would be a situation similar to what happened with HDR (massive complaints in the community + japan not having access to it). Otherwise, USF4 it is.

Yeah I know. It could happen.

Don’t know if this was put up but here… over 3hrs of gameplay
https://www.youtube.com/watch?v=SrXSAjOXuUQ

https://www.youtube.com/watch?v=weSi21pbLck&list=HL1398974615&feature=player_detailpage#t=258

at 4.18 behold hugo the gamebreaker