Ultra Street Fighter 4 | General Lounge

No, because nothing’s final.

I mean, I know that, but I’ve heard people mention little changes here and there so I was just curious where they were getting their info. Even if its not confirmed I’m still a bit curious.
About akuma mostly.

Rose can use focus to build ultra pretty well just like Gen. Her backdash makes it a relatively safe option and she likes playing at mid - far distance. The other fact of the matter is that U2 doesn’t truly lose 40% of it’s damage because the majority of it’s damage doesn’t come from the orbs themselves which is the point. Most decent U2 combos are around 400+ damage.

Knockdown throw setup - orbs - crHP - Soul Spiral = 390
crHP - LP Fireball - FADC - Orbs - slide- crHP - Soul Spiral = 462
Orbs - walk forward - crHP - HP Reflect - Soul Throw (corner only unless you spend 2 bars) = 451

With orbs reduced to 72 damage per orb (60%)

Knockdown setup - orbs - crHP - Soul Spiral = 294 (25% less)
crHP - LP Fireball - FADC - Orbs - slide - crHP - Soul Spiral = 401 (14% less damage)
Orbs - walk forward - crHP - HP Reflect - Soul Throw = 355 (22% less)

You aren’t really losing much but you are gaining an admittedly limited but still useful tool and threat.

Edit: Also your statement about “First orb hit counts as 2 hits” is kind of moot. ALL Ultras cause 2 hits worth of combo scaling. As a matter of fact Rose’s U2 is pretty unique because the 2nd orb wont add to the combo scaling if both orbs hit in the same combo so it counts a free link to an additional move.

Lastly, this wonderfully impractical combo:

FJ HK - crHP - LP Soul Spark - FADC - Orbs - close HK - crHP - HP Reflect - Soul Throw = 481 damage

That is with the orbs doing only 72 damage per orb before combo scaling.

Full damage orbs: 532 damage. Total loss of damage: 9.6%

It’s mostly rumor and the few feedback Capcom said they were looking into when collecting fan feedback.
There’s like a list on eventhubs somewhere from a few months ago.

The only things I remember for Akuma is more recovery on air fireballs, and no more cancel into demon from sweep.

Oh nice ill have to do some snooping around there.
Thank you, you are a gentlemen and a scholar sir.

I’m entitled to my opinion. Cheer the furk up.


That post is much better than the eventhubs post, as it explains where the information is from, while the eventhubs post just posts every rumor they’ve heard in the same big list as the confirmed changes.

I agree that Luffy isn’t the best user of Rose U2 mix ups and set ups but could you please read the rest of my post once again. I never claimed he is, all I did is discribed how Rose U2 is a good tool for everything but the damage.
You said that if you have a 80 damage/orb U2 it’s bad because you lose a comeback factor but remember, you play with UW. This mean you also have a 300 damage ultra1 at the same time : you can punish a jump in if you mind it, you can trap with a fireball to ultra1 as well, you can combo into it with 3 meters or punish for 300 damage raw. Yeah, you do less damages with your orbs but at the same time you have the Ultra1 punisher and the orbs combo still damaging enough as Eternal posted up above.
Also, Rose main defensive tool is focus back dash and because of this you build ultra pretty faster. If you are good enough in footsies you end with a level1 ultra with still 80% of your life. Thanks to the focus you often have your orbs to get out of the corner without even beeing low in life at all and gain space to apply your mid screen game again ; This is the true strenght of U2 if I may, when you finaly trapped a Rose in the corner but your are pretty low in life because you lose the footsies battle… you hate this raw U2 activation ; Rose with spotnick in orbit around her pushes you to your corner and she can play hit and run again, back to neutral where she shines ;).
Also, Rose builds meter faster than when you eat Gouki’s U1 it’s just crazy especially against fireball characters. Often you have a super per round so basicaly your comeback factor is your super not only your ultra ;).

I’m not a Rose player but the way I see luffy plays her I truly believe this UW system is a good tool for her in some match ups.

Sorry for my bad english.

Not to derail the conversation, but I had a random thought!

In light of this whole Double Ultra addition, wouldn’t it be interesting if there was an option to have
"No Ultra" as well? :smiley:

Maybe not choosing to use an Ultra would give the player 2 or 4 more blocks of Super stock as a trade off.

I dunno, I was just playing the game and the thought randomly popped in my head. I then felt this urge to post it
somewhere based on the incredibly off chance that Ono and/or Combofiend happened to be lurking on the forums and
were smoking enough weed to consider putting it in the game haha

I think that would be really awesome.

Nice, thank you! I’m hoping they don’t nerf akuma too hard :frowning: doesn’t seem like they are but all the info on akuma was just rumors like you said :confused:

My issue with this rebalancing is, they wanted first at all suggestions for rebalancing the characters, but when I gave my input, I didn´t knew that they will change some of the game mechanics, more than 6 months later. I gave my suggestions for Hakan, while keeping the current game mechanics, however because of the game mechanics changes, it means, I would actually need to change some of my ideas, thanks to Capcom. So those new mechanics might be more bad for Akuma than individual nerfs for him, lets see.

^^^ yeah that makes a lot of sense actually, the changes will give everyone more ways to deal with him. Either way I’m still gonna play him if he gets effed in the a.

That is the spirit! Though I am sure getting effed in the a will severely effect his walk speed. Cody’s been to prison, look what happened.

Red Focus doesn’t really hurt akuma too bad afaik. I mean admittedly he doesn’t have a particularly good armor breaker but DF Palm is part of his vortex as is DF Throw which both beat red focus. He also has the ability to control the range he wants to fight very well which makes red focus weaker again as you still have to do it in a range that a regular focus would have worked. That isn’t to say it doesn’t hurt akuma AT ALL but it’s not a particularly big issue as far as I can see.

Dual ultras is also not really hurting Akuma, if anything Akuma is one of the characters it helps the MOST as U2 is more for the threat of landing it if you follow his teleport rather than the actual damage. U1 is still going to be viable though the lower damage is a bit of a factor when you take into consideration the amount of meter he gives the opponent it still is a good tool.

The only change that will really hurt Akuma is one that hasn’t been announced yet and may not even be in the game: Variable wake up timing. THAT would hurt Akuma a lot. He’d still have a viable zoning and footsie game to fall back on (which is something that Infiltration has shown to be very effective.) but losing the vortex entirely means he loses a big chunk of his offense and comeback factor. That is the only change I’d be worried about if you play Akuma.

I can imagine that red focus will definitely benefit grapplers like Zangief or anyone with high damage prowess. I can see that the delayed wake up rumour would be most excellent for characters who suffer from pressure. Claw would have a field day therefore.

Footsies/zoning is a good gameplan for control, not dealing damage. A purely zoning Akuma probably deals less damage than Dhalsim. And his armor breakers suck. Hello, 40 frame startup. Uh, yay?

If Akuma’s U1 does less damage while having double ultra, shouldn’t meter given to the opponent be scaled as well? I know in long combos that the meter built scales along with the damage, but I never paid attention to whether the amount of meter the opponent was getting was scaled as well.

Now I’m not a fan of variable wake up timing, but vortex characters wouldn’t lose the vortex entirely…they would have to do a 50/50 guess on if the person will wake up regularly or quickly.

On Akuma, U2 to protect his teleport and U1 which will still do like 350 damage? Not bad.

Well aren’t vortexes doing a setup after a setup based on predetermined wake up times? I think delayed wake-up would throw quite a wrench into that plan.

I hope delayed wake-ups is not a thing, how am I supposed to pressure with a reversal using T.hawk if I have no set-ups?