made gif of it

http://i.giflike.com/OXvcBbO.gif

“Now that’s what we like to call big damage!”

Is there a mod which can make other edition mode like sf4, ssf4, etc. are edited like omega mode?
It should be interesting if we can create our own omega mode on the least used mode.

I’m gunna call Omega E.Ryu, Oni, Akuma, and Gouken = boss versions

I’m looking forward to this release, if anything I hope it means Capcom will nerf characters less in the future and try to make everyone strong. Though, I’d be disappointed if this release is taking time away from Capcom fixing legitimate gameplay and balance issues with USF4. I’m not going to complain because its free, but I sincerely hope it hasn’t hindered Capcom’s ability to fix Ultra.

I think that’s a fair way to see it.

Hopefully not, they are pretty boring upgrades.

Okay well try this Special Ed. Why would they make derpy ass moves with more precise execution?

They wouldn’t now go sit the fuck down.

More moves means that there are higher chances for overlap with inputs. Reducing input leniency allows more move input types for new specials and reduces the chances of getting the wrong move.

One thing i notice that it cost 2 bars , it seem everyone has a 2 bar ex move like ken Ex crazy kicks,
Chun li Super from 3s as in Ex move, Sagat Ex tiger raid, also blanka has one. The only that seems a bit different is guile 3 Ex sonic booms which cost 1 bar for each Ex booms.

LOL what the actual fuck is this…

It doesn’t mean there WILL be stricter inputs all around. If that type of logic is out of left field and totally laughable I’d like to know what build you’ve been playing to know definitively.

It’s a build called “logic”. You download it at birth.

Let’s look at the exact series of events that led to this:

You said (and I quote)

That kind of statement is saying that shortcuts are required for a new mode. To start with that makes no sense. Neither more strict inputs, or shortcuts are needed to add a new mode. Not having shortcuts however has a distinct advantage in terms of design that having shortcuts does not have.

Next you said

It seems your logic is based around “Dumb / silly moves should be easy to do because they are dumb / silly”

That also has no bearing on design. If inputs overlap than why not remove shortcuts to reduce input overlap? There is a distinct reason to not have shortcuts.

I’ve never said that they are for sure removing them. That was another person entirely. I merely felt that your logic that “Adding Omega mode is pointless without shortcuts” was faulty bordering on non-existent. That statement still does not make any sense, just because they add new moves doesn’t mean they need to keep shortcuts in place, if anything the opposite is more likely as there is a clear reason to remove shortcuts (overlap). That doesn’t mean that removing shortcuts WILL happen. However it doesn’t mean that shortcuts are required for Omega mode either.

This mode is adding unused animations but making them precise execution wise but that makes more sense than keeping the way the game is played (not the characters) the same.

I can’t help it if some of you are looking at this new mode like a concerted effort to keep this game somewhat relevant. Actually you might be beyond reproach if it’s unquestioned logic that shortcuts would be gone.

This would actually be clever if this series of games has ever hinted at going back to strict execution of the. Hell “Logic” dictates the opposite.

98% of the stuff isn’t “unused” animations simply piecing together existing animations in new ways (a common thing done in a lot of older Capcom games, many super combos were simply strung together from existing attacks). Again, what does the animation have to do with the way the inputs work? Just because it looks pieced together has nothing to do with how the moves function or whether or not the moves requires different inputs, or how the inputs work.

I’m unable to follow your train of thought. I’m not being a dick I just can’t figure out how you are getting from “The moves look shitty” to “execution design choices”

It feels like I’m missing a step here. How does the animation quality matter in how it functions, and more importantly, how the inputs work?

You’re unable to follow me because you’re manufacturing my stance for the sake of an argument. I didn’t draw a direct parallel to the animations and the ease of execution as much as I drew the parallel to the relative simplistic nature of the game.

Not only are you saying the opposite is logical but you can’t seem to follow how some moves already overlap and no effort has been made to administer more stringent execution.

I’m not the one confusing you because it’s a simple premise.

Put remix on a console and people would play it.

Also I don’t believe I said the word “shitty”. If I’m mistaken forgive me because in my opinion the animations look weird not downright terrible.

Damn my one comment took y’all down the deep in lol…and Eternal surfaced victorious

I just hope we get more information regarding Omega’s mechanics rather than random players playing random characters…doesn’t really help with anything imo…we the players can go into training mode and find the new moves and such…just tell us about the mechanics old or new

If not we’ll pay Eternal to find out

Pay? He does it for free.