About the use of both Ultra Combos… well, the damage nerf better be REALLY big. Because some characters (like Gief) will be way too powerful once they have meter.
Looks like I’ll stick to just using one or the other.
Red Focus seems like it would be a bit of a pain for Adon, what with his kick being a free get-out-of-focus free card and this being able to just laugh it off. Gonna have to actually start using ex attacks besides on wakeup or for the extra chip.
thanks.
I am thinking how to make use of the red focus. It can counter super/ultra, but who will use two bars of meter (also risk of 2 times of damage) to focus super/ultra when you can wait till the super/ultra finish for counter?
i can only think of using it as combo counter, such as Ryu couch mk + fireball. It will be a good option but not great trade with two bars of meter.
I am a gen user, it wont affect much as most of my combo end with hands and it is armou break…
the double ultra is great. Being a gen user, I always want to have Zetsuei and Teiga (againt anti-air) in the same time…
Lol i’m curious on the dynamic the matches will play out with red focus. I know i’ll be scared shitless to press anything when the opponent has 2 bars and i have the life lead.
I guess this is as good a time as any to mention I’m working on a full conversion mod for SF4 that happens to go in almost the exact opposite direction that USF4 is taking:
Level 1 focus counterhit no longer crumples now causes 25hitstun instead
More blockstun frame advantage and more pushback on block on 90% of normals
Less meter gained for opponent during combos / block strings
~10-15% lower damage for all ultras
Back dash invincibility lowered from 8F to 4F with some tweaks to backdashes for characters who have mediocre BDs to help compensate
95% of changes are buffs for characters
Overall more damage on many moves (emphasizing anti airs)
lots of hitbox adjustments (with emphasis on buffing AAs)
Walk speed boosts to majority of cast (varying degree from character to character.)
No more crouch tech (if you input LP+LK while crouching you do a stand throw attempt)
Higher damage on throws
Slight buff to throw range on characters who don’t have good kara throws
Stronger overheads for most of the cast
Many chars getting a whole new move or a new way to use an existing move.
over all more reward for the ground game
Many bug fixes
and much much more.
(Currently only have Gouken/Cody/Blanka/Vega complete though so a long way to go lol)
I found it really dumb that they took those setups out to begin with. They were very timing specific any ways. At least you would need ultra for those setups.
Heh, even as a Makoto player, I don’t really want to use both Ultra beside in match ups where we used Ultra 2 for escape purpose. ( sakura, grapplers, Akuma )
I want to keep the comeback factor of grab > Ultra 1 if I can.
Why? What did the game gain from having unblockable ultra setups that only characters with a fireball could take advantage of?
Non-factor.
You say that as if it’s some kind of a restriction. The only times you’d not have ultra is at the beginning of a match or after you’ve already used it.
Red focus will have a significant impact on the way the game is played. It reminds me a lot like Rufus or Sakura needing 3 meters to make their reversal safe except that we get a focus crumple after if you hold it long enough.
Currently, if you jump after a focus crumple, the combo is given counter hit properties. So after a red focus crumple, CH setups/combos are gaurenteed. That in itself can change a matchup considerably now that the option to land a gaurenteed setup is available from a punish.
Red focus also reminds me of parrying in 3S due to the ability to absorb a seemingly endless amount of hits. Obviously we can’t do this from block stun (like 3S red parrying), but we have a new defensive option that is dirt easy to perform (unless we get future news about timing) that only costs a bar. Even though 3S wasn’t that balanced, parrying (and red parrying) allowed bad matchups to become beatable. If red focus and the character balance is done well, Ultra may become a really balanced game where every character can be considered a major threat.
Red focus costs 2 bars and not one. And even if we admit the possibility that you can fadc into red focus, that should cost 4 bars (sakura and rufus wouldn’t be able to do it with their reversals), otherwise why would you ever regular focus cancel. Anyway fadc doesn’t give you armor properties.
Also, regarding grapplers: every new iteration people list them as top tier and then they fade into irrelevance because grapplers suck ass. The only ones that have a chance of fighting are abel and hakan because they’re more hybrid.