Ultra Street Fighter 4 | General Lounge

I highly doubt they’ll have both ultras available during a match; just fun to talk about with people who are equally passionate about the game- considering speculation and day dreaming is all we really can do until something concrete is announced.

What I can see happening is an Alpha counter like system, which can be taken from SFxTK.
Maybe they can use that to eliminate brain dead tactics.

My two guess will be
to introduce rolling
make every character get up a different way when knocked down
More offense is good if they remove vortex so another type of meter…maybe it will over lap and fill twice…idk

If they ever add rolling to SF4 which i hope they don’t really, it better be SFA3 rolling. Where you have to roll as soon as you hit the ground and you can be hit out of and punished during the roll. Basically if they predict you will roll then you get blown up. But honestly i doubt they will introduce a roll to SF4, especially since they already have quick tech.

Maybe they’ll make everything in the game have no hard knockdown.

this would work but some sweeps will get punished on hit because it take to long to recover. same with slides that knock down. Your best bet is a roll but not like sfxt. I never played the alpha series but getting hit during your rolls sounds great and you can only roll on quick rises

If they tweaked the damage on some of the ultras wouldn’t that make things a bit more balanced? And usually isn’t a game more fun when there’s a bit more options?

Or maybe they can make it an option… Both ultras but both if them doing 60%(or whatever they think is suitable) damage or choose your ultra at 100%

Btw… I’m just suggesting my opinions for discussion… I just think it’ll make the game more fun and interesting

Or change the system completely and revert to the old gauge using level 1s and 5s. Ultras would be 5 and 3 if you wanted both and so on.

Lets see these are the mechanics that we have. Capcom will probably use one of these…

Alpha counter
Parrying
Rolling

Giving two ultras at the same time will turn this game into Run Away Fighter. Why is there so much emphasis on the ultras, anyway? Sometimes I feel like there shouldn’t even be ultras at all.

Changing the system now WILL ruin the game. Seriously, its too late in the game’s life to suddenly neuter the vortex. If by some chance they actually do nerf the vortex, I want Akuma, Seth, and whoever else to get huge tools to compensate.

Welcome to how everyone who doesn’t like this game feels.

They should give us the option to choose which ultra you would want to use after a round is over. If you happened to pick the wrong ultra at the start of the match or if you found an opening in the opponent that only the other ultra would exploit or would give you better damage, then this could be really useful.

I feel like that would throw a wrench into match momentum by pausing it between rounds :confused:

Of those three, I’d be most accepting of alpha counters, though I think I’d prefer it required two bars of meter instead of one in this hypothetical future where we’d be seeing any system changes at all.

I’ll be more down with this road of speculation when I see a source confirming the possibility of any new systems.

New system change could be button check on character select screen.

things I’d want in an ideal world

rollback netcode (adjustable input delay to control your experience)
button check on character select screen
buff everyone to the point where we end up with an unbalanced game but the top tiers are really fun to play and are a variety of styles. 8-16 top level viable characters should be good.
no more crouch tech - force stand tech and the throw whiff that comes with it
all jabs and shorts have +1f more startup
footsie characters have faster walk speed across the board
tools for getting through fireballs have that part of their function reduced in effectiveness. you should have to make a read on a fireball and not go through it on reaction.

give Chun her low forward as a good poke back. SF4’s low forward is so bad compared to earlier incarnations.

This would make the game terrible, and I don’t think ANY other SF game had jabs and shorts that were ONLY 4F and up.

I just want to find a balance between offense and defense that doesn’t heavily lean towards tough defense and safe piddly pressure. there are several characters in the game who don’t focus their offensive (non-knockdown) play around jab string confirms and I’d like to make most of the cast like that.

I had suggested buffing the entire cast’s walk speed, to me this is a more elegant way of dealing with the problem. but when I asked about it most of the board’s response was "probably not a good idea.’ so jab and shorts sucking more, combined with the other changes I listed, was another possible solution. less elegant and you may be correct that it would damage too much of the game overall.

I’m struggling to come up with stuff though. maybe I’m addressing a problem that most SF4 fans don’t think is a problem but this game really does have an over-reliance on jab strings into damage and defense that is too good IMO.

please no, the game will change too much at this point of time…

I think parrying would be too broken on this game. Parrying Yun’s overhead kick, viper’s elbow, Ken’s sweep, and pretty much 90% of the moves would be easy. no way…

What I would really like for the online portion of the game is the ability to search for players within your are to minimize lag. If they can’t implement that, at least make it possible to search for players by ping, and not have to select from a pool of ~10 players whose connections vary greatly.