That is only in respect to combos into super though, really outside of combos into super the AVERAGE damage wasn’t much higher than the average damage in SF4. The main thing is that in SF4, supers are ass both in terms of damage and utility, whereas in ST/3S supers were actually pretty strong. The only supers that both have enough utility and/or damage to make them worth saving for (IMO) are Ryu, Gen, Dhalsim, Yun, Yang, Honda, Chun, Rose, and maybe Blanka. Ibuki, Seth, Akuma and Gief are in the “decent supers but they have better use for their meter” catagory. However other than that most characters have better use for their meter, and their supers aren’t terribly strong or useful.
I mean SF4 def does have lower damage, I just don’t think that it’s SIGNIFICANTLY lower outside of combo to super which is sort of like combo to ultra in sf4.
Definitely wrong about this. Walk up/dash up throw is pretty strong. Especially with A/K groove. You’re right about everything else in your other posts tho.
I’d take you up on that offer. I’d love to play some more people on the forum. It sounds like a lot of fun or at least more fun than playing ranked lol.
My ID is KiteD19 if you (or anyone else) want(s) to play.
I’m also angry at simple jokes made at my expense when I say really stupid things!!!
I have a suggestion. Might be stupid but w/e. How about we have one bar exclusively for supers and ex moves and one bar exclusively for fadc. Pros: That will solve the damage output. Cons some characters might be OP
EDIT
Either that or make supers cost less bar.
Actually Gouken’s SRK Super is really amazing and worthwile saving for if Gouken is already close. Besides max damage punish situations (i.e. EX Rush Punch) Gouken can replace ex moves with something else while anti airing, etc. Gouken’s Super has 3fr start, 345dmg and three ranges depending on button press and a really easy 4fr safe jump set up afterwards.
Gouken’s Super really takes a lot of the opponent’s options: can not jump as Super is a 3fr SRK, can not careless press buttons or crouch tech with out the risk of counter x Super for 500dmg, can not throw fireball due antifireball MP rush punch x Super for 390dmg, low mix cr.lk x LP rush punch for 340dmg, etc. Furthermore 3fr start up also enables Gouken to reliable punish things he can not without super. It is really a match up changer and should be mentioned in your list.
If FADC (or some variant of it) makes it in SF5 I think that would be an ok idea if they take out ultras but for SF4 not so much. <— Mad my mains won’t be OP even with these changes.
ha i knew someone would of brought that up. Ultras count as two hits so it will get scaled. Plus with the rumor that both ultras being available their is going to be a damage nerf to ultras. C’mon imagine Makoto with meter in the corner… Ex rush into ex axe kick…SCARY STUFF MAN
Personally, I wonder why they decided that you needed to burn meter at all to combo into ultra for that big damage when in the previous game, all you needed was a hit confirm.
Which brings me back to this.
One of the things that keeps damage low in SFIV is that it’s much harder to access big damage via meter. It also makes the game much more execution-ally demanding. Then again, the devs were retarded about execution in the game. Trying to make it easier yet at the same time creating needless and arbitrary execution barriers.
Nah, that’s just the editing. While it looks like he focuses out of the final bit of Patriot Circles, that’s actually not the final part. That’s just a regular normal (I believe that’s cr.HP) that E.Ryu focuses.
Woah, Hugo is huge…will you even be able to jump over him? Also Rolento’s patriot circle being focused is disappointing.
Why Akuma has his teleport is due to his initial design as the ultimate badass in ST. Since it is a defining aspect of his initial design, it has to be put in there.