Ultra Street Fighter 4 | General Lounge

Then you’ll have silly scenarios where you should have landed a level 3 focus crumple but Guile threw a sonic boom to eat your ‘projectile’ and now you’re whiffing a move with 9001 frames of recovery.

tbh, making focus shit on projectile characters less seems great.

So making a move, which is now unsafe on hit and therefore punishable, safe on hit could be too strong? Wtf Capcom.

Do you play Mr. Karate cause he’s the best character in KoF XIII? Cause no one genuinely likes him as a character, it’s impossible, just Takuma with a mask… lol

U make a good point, I don’t think many (any?) people would play Mr. Karate if he wasn’t so strong especially considering how unique most of the rest of the cast is.

YEAH. I DO THINK HE WOULD.

There are other solutions. Making it so that the projectile itself isn’t the core of the zoning is one. (E.G. leave the projectile as less of a threat but improve the threat of the followup anti air/poke/ect either through damage or knockback or simply being extremely difficult to get around due to hitbox/active frames/invincibility/ect)

Increasing the damage of a projectile so that chip and focus is a little bit more costly. While this still leaves fireballs somewhat weakish the amount of time you have in the match to get in is reduced and if the opponent hits you during the white health recovery costs more health

Reduce the speed of white health regeneration <-- this is a big one for me. I wish I could mod it into my mod but alas it is part of the .exe reducing the speed of white health regeneration makes the potential cost of absorbing a fireball a more long term investment.

Make white health not regenerate while attacking. <-- this is an interesting idea that kind of plays on the first idea. However it’s an idea I’m not particularly attached to. Currently white health stops regenerating whenever you block an attack. However white health regenerates while attacking, even during long pre-set animations such as throws or ultras. I wouldn’t mind removing the white health regen during throws though. It’s especially annoying against Seth who has that very long SPD animation.

Remove focus crumple on level 1 counterhit focus and level 2 non-counterhit focus. Retain crumple on level 3 and on counterhit level 2. <-- After releasing my mod I may attempt this one. I’ve already removed Lvl 1 counterhit crumple I may remove level 2 non-counterhit crumple. OR do this next one:

Increase the charge time for level 2 focus. Currently focus breaks down for most but not all characters like this:

10+11 (21F startup) = Level 1 focus
18+11 (29F startup) = level 2 focus
64F startup = level 3 focus.

The charge time to go from level 1 to level 2 focus is only an additional 8F while going from level 2 to level 3 is MORE than double the startup of level 2 at an additional 35F.

Now, to be fair the fact is that level 3 charge offers SIGNIFICANTLY more than a level 2 so it SHOULD be a lot longer to charge (You gain A LOT more damage as most level 2 focus = 80 damage 150 stun and level 3 = 140 200stun) the move becomes unblockable, you gain a longer crumple than level 2 focus, you gain more meter (level 2 = 40 level 3 = 60, and lastly the armored frames last all the way through the active frames while in Level 1 and Level 2 there is an 11F gap between the armor and the move becoming active upon releasing the button.

However making focus attack changed so that level 2 focus is say: 24+11 (35F) would probably do a lot for weakening focus. Not only would it reduce focus crumples (at 35F the startup for a level 2 focus would be longer than the recovery for most fireballs) but it would also make it harder to use focus as an approach tool as level 1 focus is ALMOST universally negative on block (Other than Chun who is +1. Elf, Makoto, Abel, Gouken are +0F and Hakan while oiled who can be as much as +14F if he cancels his dash into a normal (he’d be +14F BEFORE the normal hit of course.)

Since it takes longer to charge to level 2 focus it’d be harder to use level 2 focus - blocked - dash cancel for pressure (since most level 2 focus is + on block). But it would still be possible.

Of course, increasing the charge time for a level 2 focus would potentially remove a couple of non-standard combos. Any current combo that allowed you to combo INTO a focus crumple would not be possible anymore (AFAIK this only affects a couple of characters and requires you to EX Focus cancel a fireball. Seth and Evil Ryu come to mind as characters who can charge up a level 2 focus by doing a Level 2 EX Focus from their fireball.)

Honestly, I’m not even worried about the red focus or double ultras. Variable wake-up is the only thing that concerns me, I think its going to drain whatever fun and reward was left out of this game. The game will end up not being about footsies or oki, just a mash-up of whatever. Pure footsie and fireball characters are already really difficult to play, now they’re going to make it harder for oki characters to thrive as well?

Dang. They really stretchin out this ‘Announcment next week’ thing. Week is almost over!

They almost always do the announcements/posts/whatever on Thursday. So sometime today is most likely when we’ll hear about the delayed wake up.

then why don’t you?

https://www.youtube.com/watch?v=LWo6iUxWP1A

http://www.sf4remix.com/

well at least for pc sfxt is definitely taking the cake. it’s probably the worst netcode I’ve ever experienced. it really needed a platform adjustment, but nope… cannot expect that from capcom.

sry double post… plz remove

https://twitter.com/CapcomDawg/status/401047572808089601

SfXT is unbearable in bad connections, much worse than SF4. However on good connections it blows away SF4. It’s feast or famine.

ALL games are unbearable in bad connections. That’s not what should define the worth of a netcode.

It’s how good are they in the midline-solid connections.

Wouldn’t the best connection be more reasonable?

SF4 is less playable on an optimal connection than a lot of other games.

True, however on best connections, most games ARE playable. It’s in that middle ground that’s most important. Where do things start deteriorating, and by extension, the distance for P2P playable connections. Those Yellow Bar connections.

Announce location tests that start in 2 weeks.

No word on a any of the balance changes beyond red focus/double ultra. Good to know players will have absolutely no idea what they are testing.


Awesome, just got tweeted from Combo fiend “If you show up to a location test a list of changes will be present”

Way to remove the ability to plan ahead for what you want to test or come up with ideas for possible issues that may be present due to those changes. :confused:

Big announcement tonight on the LevelUp stream during TheRunback, and Capcom announcement scheduled for next week!

Announcement for an announcement.SMH