Ultra Street Fighter 4 | General Lounge

Potential new characters :
Xiayu (October) - Originally from China, she specializes in using nunchaku. Her name is derived from Shiyue’ (十月). Like Jianyu, her hair is black.
Noembelu (November) - Originally from Mexico, she specializes in fighting with twin hatchets. Her name was originally “Little Eagle” and she was part of T. Hawk’s Thunderfoot tribe. Her hair is brown.

Model close from Cammy’s.

I am glad they are adding new features to the game, I’ve been bored of the SF4 games for a looong time. Hopefully these new features will help spice things up.

I don’t think they will unless the third reveal is something truly big. Probably not.

120Hz monitor are still pretty rare. I think less than 5% of gamer are equipped right now.

Loyasol is right that walkspeed is a huge part of it. However how the normals/jumps/projectiles look seem very similar to SF2WW

http://www.youtube.com/watch?v=jFhokAHfY2k

Compare that to say SFA3

http://www.youtube.com/watch?v=V4NReH9D7EE

double ultra post

@SocraticClown

I don’t see the the problem here. Sure the Ultras will do less damage if you choose Double, but in exchange you get more versatility/options in the match. That’s a good trade off.

Damage or Options.

I can see both being useful in certain situations.

When people ask for a faster game I feel like what they mean is they want a faster walkspeed. The normals are already 3 or 4 frames for the fast ones and while some characters don’t have any 3 frame moves it just forces them to play smarter and learn their OS and frametraps.

Besides this I can’t for the life of me fathom why somebody would believe that two high level players playing a lame spacing game in the akuma mirror is concrete evidence that the game is too slow. High damage, low health mirrors where one punish is 30-50% of your life means you have to play a tight footsie game or else you’ll just lose.

In my opinion a turbo mode for SFIV is not only unnecessary and impractical but also impossible.
First off we should analyze what you mean, do you want one frame taken off the startup of every normal? A % increase to the fps? Faster walk speeds?
A mixture of these?
Now think about what that would do to the game you love and have invested hours into, suddenly links become easier to hit, or if the engine is modified they could become almost impossible to hit. It’s not in capcom’s best interest to make one frame links harder to hit, since these already turn potential players off the game due to difficulty–a further increase in combo difficulty could completely destroy low-level sf play, choking the community out at the roots.

As for faster walk speeds unless you play makoto I don’t think this is an actual issue, I could see slight changes across the board but with too much walkspeed grabs become problematic, should you be fast enough to bait out grabs with stutterstepping? If not then should the grab range be longer? Then should the tech window be enlarged similarly? Should the walkspeed change be the same for every character? Should it be a percentage or just a flat increase? If it’s a percentage then makoto will hardly be buffed while akuma will be sonic, if it’s a flat increase then akuma won’t get as large a benefit as makoto. Which change is acceptable? Players will always complain about changes (and lack of changes) but which will result in more applause and less booing?

So I ask you people who are demanding a turbo mode, please quantify what exactly you mean by turbo mode and consider what this means for the big picture. It’s not like this is injustice we’re talking about where the walkspeed is slower than molasses.

Futhermore double ultras, I’ve heard so much complaining about how they will ruin the game, how they’re awful, how their inclusion alone makes some characters top tier and others bottom tier. Where should they be? If they do too much damage and are too efficient then there’s no point for a single ultra option, and the mechanic is a clear failure, and as many of you are griping about, if they do too little then again they’re not viable and the mechanic was a failure.

A lot of this stems from the relative strengths of each character’s ultra, whether one is good, one is situational, both are situational, or any combination of these. The most dangerous combination is having one really good ultra and one good situational ultra where the situation occurs frequently against many different characters. Now we have a sticky situation where someone has two ultra options and almost all the options to get around this aren’t viable (if the damage isn’t just so). For example a fully charged sagat with double ultras is now terrifying (ie if they do 75% damage).

An interesting idea was having the ultras deal 50% damage while consuming half the ultra bar, but is it half the full ultra damage (before scaling) or half charged? Since you were complaining about spending health to get ultras I’ll assume you want 50% fully charged ultra damage, allowing double ultra to maintain damage efficiency. Now on paper the numbers say double ultra will always be better than single ultra because the damage output of two double ultras would be the same as one normal ultra, however you’d have to connect with two ultras instead of just one. Allowing skill to be the balance in this equation, if you’re confident you can land multiple ultras then the variety of both ultras is clearly superior, however it’s less risky to only need to connect once and get all this damage.

But is this enough of a balancing mechanic? Would high level play devolve to always taking both ultras?

As a closing point, good luck cancelling akuma’s fierce into teleport into ultra 2 if there is indeed a turbo mode implemented.

Yes you should be able to bait out grabs by stutter stepping. You can do it in most of the series previous to sf4.

It’s only walk speed that needs to be faster. Crouch tech needs to go too though.

Ok but then should it be % increase? flat increase? Also, are the people who want these changes frequent players, either lan events or online grinding? Or are you guys just a vocal minority who played then quit?

Could the remedy simply be that you should play akuma with his fast walk speed?

No it’s not, 120mhz is far from being standard yet. If you look at that last link you’ll see that only 2 of the displays used are actually TVs the rest are MONITORS. 120hz is a good 3-4years minimum away from being close to being considered standard. Consider this, most monitors don’t support 120hz at the moment. Now if we take a look at HDTV adoption rate as a comparison it could be 10years before 120hz is considered standard. HDTVs started becoming popular early 2000s but even in 2011 only ~65% of homes had an HDTV in USA and it wasn’t until 2009 when TV transmissions in USA went digital and forced people to use HDTV or cable for their SDTV. 120hz monitors only started becoming popular 2010-2011ish. There is a long road before it becomes standard and developers aren’t going to risk creating a product that the majority of users can’t even play properly without a whole new monitor setup.

So yeah, all together the idea of a turbo mode is moot. I’ve proven that in every conceivable way, it alienates the largest group of players (console owners. I play on PC but SF4 on PC is around 20% maybe 25% of the community at best, it’s a small portion.) it isn’t able to be done via increasing FPS as most home owners don’t own a display capable of running 120hz even if the turbo mode was PC only. Frame skip isn’t a good solution due to dropped frames causing inconsistencies and altering frame data. ect ect.

Plus this is the true fact of the matter:

If you look at Marvel 3 for instance a game everyone talks about being crazy fast. Guess what? frame data wise many moves are significantly slower than in SF4 (If you look at Akuma his standing L is 5F and crouching L is 6F compared to 3F for both in SF4. His LP DP has a 6F startup and his overhead is 21F instead of 17F. Hell, the actual walk speeds aren’t even particularly fast:

http://www.youtube.com/watch?v=8-1rXuNyV_8

Akuma is the fastest walking character in UMVC3 but his walk speed isn’t even particularly fast (and I may be incorrect about this but it appears slightly SLOWER than SF4.) however there is numerous other movement options in MVC3 that speed it up and make Akuma seem slow by comparison to things like Vergil or Strider or Wolverine. Wave dashing, super jumps, air dashes, teleports, dive kicks, ect. Plus even without the tons more movement options and faster movement options there is the magic series which means that the game appears faster because there are less links done since you are often just canceling the recovery frames of any normal into the next normal or a special move, not strictly a rule of course but it is more common to chain cancel / special cancel than to do a link like in SF4, thus the total frame count of many moves gets reduced due to the loss of recovery frames that you’d normally have to pass through when performing a link instead of a chain.

SFIV isn’t as clunky as SFEX, but yeah it just doesn’t have the speed in the jumps or walk speed that SF2, SF3 or the Alpha games did. It’s just not as smooth for me as those games. Tack that on with the low block stun and strong jabs and just, I couldn’t really get into the game after about the first half year of console Super.

Hopefully Ultra gives the game some extra spice, but this is not really one of those games to begin with if you want spice in your fighting games. After playing a lot of 3rd Strike, Alpha 2 and 3 and CVS2, I just can’t really get into this game. Despite that, I’m glad to see it staying strong in major tourneys years in.

I also thought it was universally acknowledged that SF2 WW is much slower than SFIV, unless I’m confused…?

I’d need a date farm to get enough palm on my face for this one.

For fuck’s sake, executing two ultras per round is not even the point. The point is that you get to choose which ultra you can use during the goddamn motherfucking round should you choose to use the W option.

SocraticClown isn’t particularly good at critical thinking.

I haven’t played SF4 since vanilla, it’ll be interesting to see how it plays after all this time. I was always super annoyed that Akuma has all these options including EX moves too, whereas in 3S he is the only one without EX moves to balance out all his options. That was actually the first thought in my head “I hope they knock Akuma down a peg”, it won’t happen, but it’d be a nice pseudo-canon transition to SF3 where he has no EX moves.

am not advocating for a faster SF4, am against it, maybe as a training tool at best … as i already said, peoples cant even react with the current speed ( am talking about the 95% base players, not 5% tournament players), let alone a faster version …

when i said 120hz are becoming standard, its for PC gamers ( the hardcore niche ) and clearly not for the mass wich dont even own a full HD tv in most case, even Nvidia is starting promoting it after the main monitors constructors saw the niche, and they are even chasing after it with their last tech G-Sync … personally i dont even own a 120hz monitor , but thats in my priority list to update

Red focus and double ultras. I do not really see how this makes the game more aggressive but more defensive as of far. The third option had best be something that allows us to advance to the opponent and contradict the red focus allowing them to be defensive instead. Us Vega players have enough problems with pressure anyhow, we should at least have an alternative to do the same.

Double Ultras? Fuck, Zangief just shot up the tier list. Bad enough you really had to work to keep him off your ass when he got in, now he can soak up some damage, tank that he is, and really make it worse when he gets in. At least before, you knew, based on his Ultra, whether you could take to the skies to try avoiding the SPD/Double Suplex/UAB on your wakeup. With this, he’s got the choice to do all those, OR protect the skies.

Besides, isn’t this like saying the hackers had the right idea? You all remember how the PC version had people cheating and using both Ultras at once before… Those folks will know how to utilize these options from having them so much longer than the rest of us.

I’m with you on this one.
OH SO SCARY two things I have to respect and they ‘limit’ my options!!!

So what am I gonna do? I am gonna get hit by the ultra on purpose since he took damage enough to have it, so I’d probably be in the lead as yun. then sure Ill get hit on purpose by that weak piece of shit which is identical to 1 counter hit shoryuken, and then still win anyway…

it is nothing but tossing your come back factor in the dust. No one is gonna respect that puny shit. Some high rank players jump into fuckin ultra (let you get it on them) when they have the lead anyway just to get it out of the way. AND THAT’S WITHOUT Damage reduction. I do not hate Capcom for making it, that is cool and all but I highly doubt it will make anyone a threat at all…

was looking forward to brand new ultra instead. That seemed fitting for this revival .

The big question is just, which one do I bait the sucker for ?

But yeah it can still be made viable btw from feedback. but either way you bait em it doesn’t matter still
:smiley: :smiley: :smiley: