Ultra Street Fighter 4 | General Lounge

There’s a “selection” sound when your opponent locks his character. That way you know in order to see his character, you have to lock yours, and visa versa. Then both of you can go on to pick your ultras depending on who the other guy picked.

This doesn’t work if your opponent selects random though.

Am I the only one thinking that people who wait that long to counter pick Ultras in ONLINE MATCHES are taking it a bit too seriously?

As a Balrog player, I would welcome the option of having both Ultras available. There are specific circumstances where Dirty Bull is really good as a punish, and it would be awesome to keep it in your pocket with the threat of Ultra 1 looming.

If I must be honest, I don’t really understand how there is a problem here anyway. The game does not show the opponent’s character until both players have locked in after the customization bit. Waiting for the other guy is pointless because no matter what happens both players will always see their opponent’s character at the same time and by that point they are stuck with it. Granted, I can see why you would wait at the Ultra selection if your opponent hasn’t reached that point yet, but waiting at customization has no value other than trolling lol.

dude, are you even playing online? looks like you don’t know how it works or since the beginning you’re just mashing through the whole select screen like mad with your eyes closed.
well, both players are gonna see each other char pick as soons as both (!) players had made their choice. then the timer gets 10 seconds to it’s current state for the ultra selection. so even if your opponent has the stupid idea that he wants to force your ultra choice without knowing what matchup is gonna come, it doesn’t work. after the 30 seconds timer is over the char which is currently marked gets selected, both player see each others choice and you still have 10 seconds to think about your ultra. so there is no benefit at all to wait or on the other hand to be fast. capcom put some thought in the select screen and there is no stupid exploit in it.

Actually there is one way of not knowing what character he chooses and you have to choose ultra before knowing…

If your opponent chooses “?” You don’t see his character or ultra at all.

Obviously the opponent also have no idea as well…

-LAU

We are having SFUv15 forsure.

I really hope the multiple Ultras at once is just a rumor. If it’s true, I can imagine that’s going to make the game an Ultra fest unless it takes longer for everyone to build up Ultra meter. For some characters it’s a good way to make them better, but for others (Gief for instance) it’s going to make them a lot more powerful. If Gief has access to both Ultras, once his meter is full, you know you can’t jump anymore and unless you have a character that can play good keepaway, you eating one Ultra or the other is inevitable.

Maybe there’s something I missed, but I can see this making killing the strategy of the game in some ways because it’s going to make people even more afraid to do things against certain characters once they build up an Ultra.

Exactly, not to mention gief has like a million health and stun. You’ll either get ran over by the tank that he is, or shot and blown up out of the sky.

Has the 2 ultras thing been mentioned anywhere other than by FChamp?

Because if not, there’s no reason to believe it’s actually going to happen - it will make some matchups ridiculous. Capcom have made some questionable decisions in the past but a drastic and gimmicky change such as this, for what is likely the last update (considering next gen is around the corner) would be beyond stupid.

I don’t understand why this rumour is being taken so seriously, unless someone can link me to a credible source that I may have missed?

OK, I can see how having both Ultras available could potentially break the game. So, what they should do is just make that option available for Balrog :smiley:

you guys haven’t played Alpha2, where you had multiple damaging level3 supers & custom combos available in a match… that game was far from broken, in fact it was one of the more balanced SF games

Well they are nerfing each ultra when they do that. Like i said… would you really think zangief would have a good version of each ultra in that way? They’d nerf the range on his u2 and u1 along with damage to keep it fair. Possibly nerfing the damage too.

That was Alpha 2. This is AE.

I’m going to have to counter this by asking if you’ve tried 3rd Strike arranged with all 3 super arts enabled. Certain things (Chun with 3 SAs, Makoto being able yo do SA2 TODs while under SA3) were flat out ridiculous.

In games where you choose supers/ultras, the choice is always a gamechanger. To allow all at the same will require serious nerfing.

How about two Supers to choose from instead?

BTW, in Alpha 2, you don’t get rewarded from getting hit by your opponent. Having multiple super options is OK because you have to work for the meter.

How about a simple system change? Like viewing hitboxes in training mode, or an option to have random songs play on training stage?

It should show the ultra commands in the UI like SF3TS.

Wasn’t meter build super high in A2, though?

I’m going to counter by saying that it was an unbalanced option in the game. They didnt put any work into balancing this option. Capcom can very easily balance having multiple ultras. Pick a primary and make the alternative 15% weaker or whatever they’d like to do.

What I’d rather see them do, and I’ve posted this before, is make the wake up timing similar to old games and bring back the old throw invulnerability rules on wake up. These changes would fix a vast amount of problems with the game (ie: vortexes, characters with horrible wake up options and practically lose for getting knocked down).