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.