Ultra Street Fighter 4 | General Lounge

If you think that reads are just guessing, just try to play a grappler in any game, for real.

You could also try actually playing 3s in a moderately decent level before dropping your knowledge.

sggk’s are not 100% safe. it’s a parry high/low guess.

I like both of those more as well. but at this point I’ve accepted that SF4 will never have the oki game I want it to have, and that seems like a conscious design decision. so I’m just glad that they’ve toned down what was probably the dumbest part of SF4 up until now, even if it isn’t as far as I would’ve liked it to go.

Basically, what happened from 3s to sf4 was the implementation of severe nerfs to Oki for the majority of the cast

Grounded oki:
Reversal fadc, invincible backdashes, safe reversals ect

Then give a buffed version of Oki to the few with aerial Oki:
Ibuki, akuma, Seth ect. Their options by default tend to beat out the options that neutered grounded Oki while remaining just as ambiguous (if not moreso) as high/low/throw

“Friendlier to newcomers”

So I guess dwu helps grounded Oki more than aerial Oki in the long run by weakening safe jumps/ambiguous aerial Oki. Would have just preferred buffs to grounded Oki instead of nerfs to aerial, would have solved the issue in a different way while not slowing down the pace of the game and rewards for knockdowns are still present.

Alongside unsafe fadcs, removing backdash invulnerability would be a reasonable compromise now that we have dwu to stop lvl3 meaties

Another suggestion: taking out invulnerability frames from special moves when performed on wakeup. Taking out the option of mashing a invulnerable DP or EX move on wakeup would make grounded oki less of a guessing game. Wouldn’t probably be enough, but at least compensates something in return for DWU.

EDIT: Meant taking out the invulnerability property of the startup frames, not the frames themselves.

Did Hakan get patched out of the game?

I dunno, would just drastically shift the balance of power to grounded oki. Would just turn dudley into the new akuma (who is the new dudley) and end up being a pretty big indirect nerf the the aerial vortex characters.

TBH, the more I think about DWU the more I’m becoming savvy to it, especially since aerial vortex covers so many options including reversals. At least grounded oki lost to reversals or correct parrying in sf3

Back-dash vulnerability along with the dp fadc being -5 on block is more reasonable. DWU would hurt safe-jump setups and ambiguous cross-ups but they have the luxury of not giving a damn about the opponent’s wake-up reversals. This would be the balance: Don’t want to deal with reversals? Play a character like Akuma or Ibuki but you have DWU to worry about. Don’t want to deal with DWU? Choose a grounded-oki character like dudley, rog, and makoto but you gotta worry about reversals (and backdashes, since hoping for vulnerable backdashes is already a lost cause I guess). Then you got the inbetweeners, the characters that can do both but aren’t as streamlined or effective like the shotos, grapplers ect.

Iframes should be only in ex moves and fadc only in hit for specials

Imo

FADC on hit only could work since that only removes the situation of the safety net when a move is blocked and turning that either into safe situation or into up close pressure. But removing invincibility frames to only be on EX moves is far too large of a blanket change that greatly affects how many moves work and would flat out demolish some characters even without looking at it from a reversal perspective or a DP perspective.

Here are some of the results that would have:

Abel - No longer throw invincible on regular tornado throw, now has NO throw invincible move whatsoever and because of the 5F startup on TT he himself can be thrown out of the startup which severely weakens his pressure options. No projectile / strike invincibility on non-EX Rolls means he can no longer use them to deal with fireballs or long active pokes as he’ll get hit, makes rolls strictly for post knockdown mixups.

Gouken - Rush punches lose invincibility and now can easily be beaten during the forward movement as well as no longer go through projectiles. After absorbing an attack with counter you can beat his counter attack potentially with some attacks before it becomes active (it has a 12F startup).

Guile - Upside Down Kick now much easier to fight since you can throw him out of it as it’s no longer throw invincible.

Dudley - Ducking becomes strictly a combo tool as it no longer goes through projectiles at all.

Dhalsim - Teleports are now vulnerable on startup AND recovery, no longer has ANY escape tools.

ect ect. you’d have to redesign how a lot of moves work drastically. It’s a neat idea that sounds good when you make it simple as “don’t allow iframes” but the actual implementation is more complex that that. Fun to brain storm though :slight_smile:

Gief without invincibility frames on Lariat would make me murderous.

Well I had thought about Gief, but didn’t mention him since his is only partial body invincibility via hurtbox manipulation just like Cody’s Zonk or Balrog’s Headbutts. I kind of figured he meant purely invincible to something where there is NO hurtbox whatsoever to that attack type.

i was thinking about strike iframes in hitting non ex specials tbh, some moves are not throwable since frame 1 because airborne state too.

so in that regard guile abel and teleports are off the “hook” right?.

One thing I never truly understood is why do Ultra needs iframes on start up ? Mostly talking about Ultra you only see in combos.

How else would I wake-up Ultra

Noocta pls

i hate more the fact that DPs are 3f-4f start up

DP are fine, if anything they should do full damage as AA, unless they hit with the ending active frames

You got it half right. Almost ALL anti airs should do more damage if they hit as an AA instead of grounded, especially ones that don’t cause a knockdown (so they don’t lead to additional damage ever). I never understood that logic, moves like Guile’s crHP, Ryu’s crHP, Dudley’s sMK, Balrog’s crHP, and even Sakura’s crHP should do either the same damage or MORE damage vs airborne opponents not LESS damage on later frames vs airborne (only some of them lose damage but none of them gain it). It’d be one thing if it was like older games where Capcom didn’t have a way to designate a hit to do different damage based on if the opponent was standing / crouching / airborne and instead had to change damage exclusively based on active frames. In SF4 they can adjust damage based on the opponent’s state so sure, make Guile’s crHP do less damage vs grounded opponents on later active frames but leave it alone vs airborne or make it 10 damage HIGHER vs airborne to truly discourage jumping.

Yeah they should make all Shoryuken’s 4 frames, that would give the shoto players something to cry about, no more pampering. But i guess the -5 nerf is nice too.

i´ve always want st.mk from chun to do 160dmg that cant hit crouchers…

SSFIV AE will be a free game on Xbox in June(most likely at the end of the month). Along with Dark Souls and Charlie Murder.

Obviously it’s not a huge deal if you already have it. Since Ultra drops in June, this means new people can get the latest’s version of SF4 for $15, which is kind of nice. It will also be nice to just have a digital copy on hand.