Ultra Street Fighter 4 : New Ultras?

Lol, read the fucking rules, SF4 has its own section, therefor this thread should be there.

FGD is for games that don’t have its own section and theory fighting.
Not for UMVC3, SFxT, SF4 or any other game that already has a section dedicated to them.

I did not read the fucking rules and apologize for it.

Doesn’t make the post and it’s content nonsense.

Learn some fucking courtesy.

Clearly you don’t either since you’re naive enough to think anyone would truly give a crap about another balance patch. This is hands down, the SMARTEST move Capcom has made in a while. Here’s exactly what would have happened if they just released the patch:

  • People will either rejoice or cry, depending on their non-important opinion.
  • Even if they made a balance patch to reduce a Cr.MK 10 damage everyone is going to complain how they have to learn 39 matchups all over again.
  • Unless your C Tier character makes it A tier, you’re not going to be happy.
  • After two months everyone is going to be at square one where everyone is ‘bored’ of the same old things.
  • Cue the QQ’s for not doing something “as simple as porting over the SFxT characters”.

It’s $15 bucks and that if you own the previous versions. Basically it’s a DLC two years later. Some of you guys are the most predictable people on earth I wish I worked for Capcom because it’s the same thing over and over. You don’t have to worry about playing SFxT and be able to enjoy those characters on SF4:U.

You know why costs $15 bucks? BECAUSE IT TAKES TIME. Regardless of what you people think. You know what I wish people would do for free? Wash my car. Because all they’re doing is applying soap and water to it why should I pay them? OH WAIT. That’s not how life works. Go tell your boss you’d be willing to work for free because all you do is X or Y thing. Unless you’re a freeloader, which wouldn’t even be worth a discussion in the first place.

Correction: you need to learn some courtesy. There are established rules for the overall forums, the sub forums, as well as a culture that’s been running for 13 odd years in this place. You just got here. If you want to shit things up and be a dick about it, please, go ahead. Do not expect to be treated as anything other than the asshole you are portraying. This thread breaks two rules of this forum as well as being redundant since the SF4 sub forum already has one on this topic.

This is about as nice as you’re going to get this message. So stop and go to the SF4 forum.

This would actually be a good time to redo the ultras… keep the camera fixed, fix any wonky model issues from the perspective, speed them up and leave them like that. Everyone’s seen them all a billion times and it really halts the pace of the game.

Personally, I prefer if balance tweaks only came with major updates and not free patches.

Players shouldn’t be asking for patches anyway, they should learn to adapt!

P.S. Moving to the SSFIV section.

Considering the title, 3rd ultras are a possibility.

I don’t think so. They would of announced it if so as new ultras is a pretty big thing.

I agree, no 3rd Ultras…The only new Ultras you’ll see are from the additional characters…if that…

Perhaps, it could just be a name. Ultra is one of the defining characteristics of SFIV in addition to meaning ‘extreme’.

Pretty sure it’s just a name.

Super, Ultra, Hyper, Mega whatever.

Player 1: Wow I wish Capcom would put more money into tournaments!
Player 2: It is highway robbery to charge $15 for what it took a large team probably a year to put together!!1!

facepalm

Player 1 people, please lock yourself in a room with Player 2 people until you can come with a coherent worldview for scene members.

I have a better alternative…we just rub out all the player 2’s…

Constant balance is the way of WoW and other MMOs. Because players pay each month. Fighting games get new releases. Because players pay only once, at release.
See a pattern here ?

Huh

What about f2p games that balance regularly then? League of Legends gets balance updates every 3-4 weeks.

Balance frequency really depends on the game.

Did not know about Robo-Fortune. That’s neat. I hope she has Knee-missiles.

League of Legends makes a KILLING in people buying Riot Points and their game is PC only where they don’t have to worry about getting it through 2 different console companies. Until recently MS made them pay a ton of money if they so much as wanted to change a jab a frame.

I just love theorycrafting, so I’m just gonna go ahead and theorize about a 3rd ultra for every character.

Ryu - Shinku Tatsumaki Senpukyaku (Slightly more damage than U1, less damage on juggle, can also be used in the air)
Ken - Shippu Jinraikyaku (Less damage than U1, goes into animation on juggle)
Chun-Li - Shichi Seisen Kukyaku (Air Ultra. Quick, good damage, can’t juggle)
Guile - Crossfire Assault (Airborne, motion Ultra. Can be done after FK xx FADC, but not df.HK)
E.Honda - Fuji Oroshi (Single hit into animation, large vertical hitbox, lower damage on juggle)
Zangief - Aireal Russian Slam (low damage, can AA or be juggled into)
Blanka - Tropical Hazard (Blanka jumps straight up, then goes into animation, no fruit afterwards. Low damage, can be juggled into)
Dhalsim - Yoga Strike (AA grab)
Balrog - Gigaton Blow (Decent damage, can’t juggle, can be cancelled into during dash part of a dashing punch)
Vega - Scarlet Mirage (Low damage, can juggle)
Sagat - Tiger Raid (Advancing move with projectile invincibility. last hit goes into animation on ground hit, low juggle damage)
M.Bison - Final Psycho Crusher (Teleports away from screen before super flash. High damage, can’t juggle, quick after flash, very low chip, hits can be negated by projectiles)
Cammy - Killer Bee Assault (charge move, similar to Vega’s U1, but no pre-flash launcher hit and more damage)
Dee Jay - Sunrise Theme (AA Ultra, can connect fully at higher juggle levels than U2, but does less damage)
Akuma - Misogi (See SFxT)
Sakura - Midare Zakura (Good horizontal range, goes thorugh projectiles)
Gen Mantis - (Counter, causes the classic Shitenshu stun countdown if successful, minor damage on activation and per second of countdown, countdown hits scales twice per hit if opponent is comboed during it)
Gen Crane - Koga (Five rapid Ogas you can direct yourself, all can combo if used correctly, scales as one move, not five)
Dan - Okoto Michi (Like a medium range Raging Demon. Deals up to 650 damage, but leaves Dan with 1 HP afterwards)
Rose - Soul Illusion (Similar to Yang’s Super, timer based on how full revenge gauge is.)
Abel - (Grab-Counter Ultra. Can be activated during tech-window of normal throw, or before any throw connects, massive damage)
El Fuerte - (Running Ultra with multiple options, has afterimages to differentiate from normal run. QCFx2+PPP to run forward at start, QCBx2+PPP for backwards. LP changes direction. LK cancels. MP is quicker, more damage than normal run MP, keeps running on hit. MK follow-up is instant stun, keeps running (has manual follow-up to cause stun, meaning it scales four times). Backrun HP and run HP are goes into U1 and U2 cinematic, but with less damage, works like normal run HPs before they connect. HK is low, causes free juggle state. Backrun MK and HK goes to wall, from where you can use MP and HP)
C.Viper - (Thunder knuckle Super. Punch version goes fullscreen, through fireballs. Kick version is AA. Less damage than U1)
Rufus - (Messiah Kick Super. Jumps projectiles, animation after single hit, no juggle, no normal invincibility, only projectile)
Gouken - (Counter Ultra, Animation is a single, super-powerful gut punch)
Seth - Tanden legend (Low damage, instant 720 command grab. Good position afterwards. Features Seth teleporting around a lot like Dhalsim’s Yoga legend super)
Fei Long - Shien Renkyaku (AA Ultra, can juggle, similar to Shinryuken, but with no animation)
T.hawk - Canyon Splitter (Leaps over fireballs to hit enemy, damage is on the low side)
Guy - Ajaratengu (Aireal 720, borrowed from Maki)
Cody - (Knife-only Ultra of some sort, I’m thinking high damage, quick start-up, short range, no juggle, single hit into animation, throws knife to finish, can be held to be unblockable)
Adon - (Jaguar Tooth Ultra. Wall-juming projectile punisher)
Dudley - (Counter-Ultra. High damage, can’t counter lows)
Makoto - (Non-instant Command grab Ultra. Poor Range, high damage)
Ibuki - Yami Shigure (Low damage, quick start-up, Kunai starting hit can reach up to half screen, can be juggled into)
Juri - (Air divekick Ultra, animation similar to Cross art starter in SFxT)
Hakan - (Oil-up Ultra. Brings out his barrel, pours it on himself, then rolls the barrel at the opponent. Minor damage, bad recovery, oil time dependant on how full Revenge gauge is.)
Yun - (Palm Ultra. Slow, Powerful Ultra. instead of being used directly, it can also reflect any kind of projectile, including other Ultras)
Yang - (Non-instant Command Grab Ultra. Very Low damage, ends in crumple for a follow-up combo)
Evil Ryu - Messatsu Gorasen (Single hit into animation on the ground, can be juggled into, Average damage. Has air version similar to Shinku Tatsumaki Senpukyaku)
Oni - Sekia Kuretsuha (Dashes forward, through projectiles, and rams his palm into the opponents chest, causing a big, red explosion. Kinda slow, Very high damage)
Rolento Super: Mine Sweeper (Grenades have projectile properties, drags opponent back with Rolento on hit)
Rolento I - Patriot Sweeper (SFxT Super. Decent damage, can juggle)
Rolento II - Take No Prisoners (Single hit into animation. Low, can hit opponent from almost full-screen, good for firebasll punish, no juggle, good damage)
Rolento III - Steel Rain (Very low damage, quick recovery. Throws knives into air, that later lands on opponent. Leaves opponent standing. Rolento can mount an offensive before knives land. Can also hit on the way up in a juggle, resulting in the knives also landing on them, doing twice the normal damage)
Poison Super: (Super projectile, 5 hits, slower than other super projctiles)
Poison I - Love Storm (SFxT Super. No longer has projectile at start, works similar to Bison’s U2. Decent damage, anti-projectile)
Poison II - (Single hit into animation. Similar to her cross art starter. Quite strong, can’t juggle)
Poison III - Thunder Whip (Shinryuken-like jumping pirouette. Decent Damage, can juggle)
Hugo Super - Hammer Frenzy (Works like in 3S)
Hugo I - Gigas Breaker (Instant 720. More damage than other grapplers)
Hugo II - Megaton Press (AA grab, decent damage, can be juggled into)
Hugo III - (Running grab with super armor, basically a super Meat Squasher)
Elena Super - Healing (Because you can’t really have it as an ultra, now can you? Can be cancelled like in 3S)
Elena I - Brave Dance (SFxT Super. First hit is a leap that tracks the opponent, projectile invincible, can’t juggle, decent damage)
Elena II - Spinning Beat (AA Ultra. Can juggle, decent damage)
Elena III - (Single hit into animation. Can’t juggle, good damage, uses Elena’s Cross Art starter with a different ender)

Chun’s 3rd Ultrs should turn her into 3S SA2 Chun with infinite meter for the duration of the move.

Nobody cares about the dollar amount. It’s not about that. It’s about this being the last iteration of the game, so people want to make sure they do it right instead of just crowbarring a bunch of recycled crap from SFxT in there.

I don’t care about the price, as it seems fair for the new content and rebalance, but I would definitely welcome a third Ultra for each character.

I like a lot of Doopliss’ suggestions, but I’d rather have Balrog’s 3rd Ultra be a timer that speeds him up and makes more normals and specials chain into combos- like Juri’s Feng Shui Engine, but call it the Mad Cow. He already has a Gigaton Blow, aka Final TAP.