What is the greatest SF game of all time

That game is down right there. Stop putting 90 frames of invincibility on everybody’s EX moves. Do that shit like 3rd Strike where EX moves get speed and or damage boosts only. Game is already scrubby enough and every EX special move that flies across the damned screen doesn’t need 90 frames of invincibility and then also have the ability to be safe on block with enough meter. Nobody takes risks in SFIV cuz of that shit. Safe shoryu just destroys the meta game. Everyone sits down when Ryu has FADC Ultra. Why would you make a move at him? Just creates all these unnecessary pauses in the fights cuz people know they have no option to deal with that shit. Daigo wins most of his matches off of a safe shoryu and that’s boring as hell. Oh and fix the block stun so not any string that doesn’t involve a jab gets DP’d.

Now where’s Shinji to tell us how GDLK EX3 is. :lol:

LOL!!! Now THAT’S entertaining!!! If you had any idea how much I played CVS1…hahahaha

ex yuri/king/ex beni/blanka ftw

I do agree with the blockstun. That is one thing I don’t like too much.

ryu vs ryu:

ryu A throws c.rh and wiffs, and ryu B counters with c.rh. This happens 5 times building the opponent an ultra meter. Ryu B throws 1 bad FB and ryu A counters with an ultra evening the match back up off a single mind game layer.

Ryu B wins 5 mind game rotations. Ryu A sits there getting his ass kicked and the game gives him a tool to make a comeback w\o winning 5 game rotations. Why does Ryu B not get rewarded like Ryu A does? Ryu B is obviously playing right while Ryu A is getting his ass kicked left and right.

I die a bit inside whenever I hear some commentator call a random shoryu FADC an “ume shoryu.” SF4 has democratized the ume shoryu.

Yeah 4 ratio 1’s wasn’t broken and retarded. You’re right CvS1>CvS2 :rolleyes:

CvS2 has the most depth out of any of the games listed.

This is like, such a specific example it’s not worth considering to be honest. This is more about the players and matchup than anything else.

You need to be talking about the general application of the ultra system, not about where two Ryus’ seem to be having some kind of cr.rh fest.

I admit, Ultras could have been implemented alot better than they are now, and there is the sense of “He came back by guessing right once whereas I guessed right 4/5 times”, but again it’s not exactly as you say.

Consider that he took a MUCH BIGGER risk throwing that ultra out than he did throwing his random cr.rh out. Bigger risk = bigger reward. That there already balances things up. Also consider that the bad fireball you mentioned is MUCH HARDER to punish with an ultra than a cr.rh being punished by a cr.rh. Higher skill/total fluke requirement = bigger reward.

The example you gave might as well be saying “I threw out 5 cr.jabs, they all connected, but he takes a risk and hits me with one shoryuken and balances things out. He guessed right once whereas I guessed right FIVE TIMES! Not fair.”

It’s just not as black and white as that.

Such a stooooooopid example! RETARD, LISTEN UP! You’re saying a Ryu that whiffs a shit ton of sweeps and gets owned repeatedly is GOOD ENOUGH TO SEE A FIREBALL COMING AND ULTRA THROUGH IT???

Wow…theory fighter at its finest… :rolleyes:

@Biggzy:

4 Ratio1’s were good sure, but you forget how badly they took damage (cept for Blanka, who had the life of a R2, almost). A Guile/EX Rog team could steam roll them if they weren’t played flawlessly.

Mostly the issue with ultras is that they are all round just too good. Nothing wrong with the concept imo, but Capcom got somewhat carried away with the idea that they are supposed to be ULTRAAAA moves.

Tone 'em down some, and honestly there won’t be a problem here. I have much more issue with some other things like the too-easy inputs and low-low blockstun.

wow, it doesn’t have to be 5 c.rh counters. IT CAN BE ANYTHING, that was the point. I was just using c.rh as an example to make it simple. Does it matter if it was a c.mk counter, SRk to punish a jump in, safe jump bait out DP? no because the idea that someone got beat on several mind game layers was the point. You routinely see someone have an ultra in this game when the other guy doesn’t even lose any life. Its because they win multiple mind game rotations and @ high level, it does happen ALLLL the time.

Someone gets the life lead because they play right, then the other guy land an ultra to even the fight back up off 1 mind game rotation and the only reason for that is because of the ultra.

Well now you’re talking in more general terms which is alot better. And yeah, I’ve agreed that ultras are not implemented in a 100% satisfactory manner. They can be vastly improved to become a more balanced section of SF4. Right now, they take up a little too much room and importance in a match.

I would also like to see this influence reduced.

HOWEVER, my point was there is nothing wrong with the CONCEPT, in that taking damage has a trade-off in that you gain a chance to come back. I don’t have a problem with that.

The concept goes further in that you are rewarded with a high risk, high damage option which was supposed to be a situational tool to earn a second chance at victory. Unfortunately, with the way Capcom implemented the system, ultras ended up being half of some characters’ game, those being Ryu/Sagat/Balrog/Rufus etc.

I don’t like that either. Most people don’t. The concept was a-ok. Execution, not so much.

ANOTHER point I was making with an earlier post was that almost everything else in SF4 is great. It’s not as polished as it could be, but as a first attempt in a new numbered Street Fighter, it’s a bloody good try. I’m just hoping SSF4 cleans these little problems up and makes the whole package even more solid.

There’s really only a few things Capcom has to sort out and this game would be immune to criticism, in my honest opinion.

The best Street Fighter game isn’t a Street Fighter game at all. It’s DarkStalkers 2: Vampire Hunter/Night Warriors.

Savior > Hunter

Free

:rofl: dude what?

Who throws out random ultras?

Ultras in general are shit-tastic. SF4 needs to not have been made. At all. Or at least not made how it was.

I mean hell, in 3s Akuma takes damage like a bitch, but it’s not THIS BAD. If I eat 1 combo into anyone’s ultra as Akuma I’m down to 2 cr. jabs of health. And I can be beating someone’s ass.

Especially against a Ryu player? All he needs to do is land a jab ANYWHERE and he can combo srk -> ultra and even if I only lost like 30%, there goes my other 70.

The shit is a gimmick just like the rest of the fuckin game. It’s ass and apparently you are too since you don’t know shit outside the systems of the games you name other than what you read on here or experienced, which probably wasn’t much. L2GGPO or 2DF if you want good fighting games.

i like A3
it has the fanciest and fastest gameplay of all the other SF’s, if it wasnt for infinites it would of remained more popular than 3s

your wisdom precedes you tweleve

:tup:

The specific example given illustrated that player 1 saw player 2’s fireball coming. Now either he has the reactions of a machine, or he accurately predicted the fireball was coming and ultra’d through it. That’s the risk I was referring to, and even Daigo has been punished for playing this card.

Don’t tell me it’s not a risk :looney:

Well, seems like i can’t choose Super Street fighter 2 (SNES)

I’ll choose SF3S.

These games were fine for competition.
I used to make neighborhood tourney with my friends every saturday on both games.

Its not a risk, its reaction time. By giving yourself distance vs a FB, you can increase the amount of time you can react to it. The further away your are, the easier it is to see a FB coming. Most top players can counter a FB with an ultra from about 20-25% screen pretty consistently.

[media=youtube]zJcSsr3FcFI[/media]

watch @ 35 seconds. Daigo throws a bad fireball and the balrog player counters with an ultra.

In this example, the ultra counter isn’t happening from 25% screen. Its much further than that but I’m sure you can find a video online where you see another player counter an ultra from 25% screen. Shit happens all the time.

The SNES version of SSF2 is second only to Hyper Fighter in my book. It was also the first Street Fighter game that could be played online (Xband). I rate it above Super Turbo because it doesn’t have any of that super meter nonsense. It was pure SF2.