Not so sure how I feel about the rest, but one thing I want for sure is only being able to get one Ultra per round. This would stop characters with anti-fireball Ultras from being able to constantly focus fireballs and gain Ultra with almost no health lost and if they use it early they can gain another one later. With so many ways to shut down fireballs in this game, I figure it’s the least they could do by preventing this kind of thing.
Regardless it stops everybody from having multiple Ultras per round, but I’ll admit I want it mainly for that and certain characters who can combo into ultra so easily that gaining a 2nd one before death is just painful to have to deal with again.
I doubt they will change it, but I think we would see slightly smarter play from your average person if there’s only 1 ultra use per round. There’s quite a few people who just throw that shit out there to see if it sticks. If they know its a one off then they may be more conservative with it
We will finally get to see them in play soon. Hopefully they’ll bring the testing over to nyc or something. Btw the new teaser pics look nice. Poison isn’t a giant in this game XD
it depends on the game and what we mean by mashing.
in ST reversal uppercut is the only way out of some situations. so there are definitely some 50/50s where you see reversal DP as a legit option though of course you have to hit a pretty small window. a lot of reversals are pretty great in ST also. it’s not altogether dissimilar but you move a lot faster in ST so the game widens out and takes place in a bigger portion of the screen. there’s also a lot of pushback on block so dropping a combo can a lot of times leave you safe, and there aren’t many opportunities to churn butter through a string.
in 3s reversal uppercuts are generally pretty bad. they have limited to no invincibility, allow really big windows for punishes, full punishes in 3S can easily do 25-50% depending on your meter situation, and there is no auto block so if you start inputting reversal during a block string you just eat a combo. so really the only place you’ll see reversal uppercut is on wakeup, and even then they’re still really bad. they can be stuffed, blocked, or OS parried. that’s not to say uppercuts don’t have uses though. they’re really good for punishing stuff on reaction, Makoto’s dash ins are a good example. they’re good for ensuring a punish in situation with minimal frame advantage, like someone does a late jump in roundhouse, you parry, then you jab uppercut to ensure the punish before they land. they’re also really good for punishing wakeup guess parry - you can input a cancellable normal and buffer uppercut behind it so that the uppercut only comes out if they parry. it’s a good option against the idiots who can’t seem to figure out how to block on their wakeup and think they’re the next walking Daigo parry all of the time.
I think the biggest differences though between SF4 and ST/3S is SF4 puts you in more close-up situations. it’s not just that the reversal window is bigger or there’s too much invincibility or because of FADC. ST and 3S don’t have the plentiful opportunities for DP mashing that SF4 has. they just don’t let the players get that close to each other that often for an extended period of time.
One can only hope. The game is slated to release in “early 2014” and shit, that’s only three months away and we don’t know a damn thing more than we did two-three days after this thing got announced in the first place.
I suggest perhaps showing a silhouette of the 5th new character. That would get people whispering and talking. Next month reveal the gender (if it isn’t obvious through the silhouette) and ethnicity, and finally in December reveal the character.
I honestly don’t care about the fifth character reveal anymore.
I just want to see some actual balance change information coming on, official information, AND I want to see the new combo/Super/Ultra moves from the newly added cast members.