Author Topic: Ultra Street Fighter IV  (Read 3230 times)

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Offline whatcudgowrong

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Ultra Street Fighter IV
« on: April 11, 2014, 08:27:36 AM »
Ch..ch..ch..changes; It's all happening now....

Red Focus Attack
EX Red Focus Attack
Delayed Standing
Ultra Combo Double

http://shoryuken.com/2014/04/10/ultra-street-fighter-iv-final-change-list-released/

Offline water_ling

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Re: Ultra Street Fighter IV
« Reply #1 on: April 11, 2014, 10:38:04 PM »
Japanese version; link is to a PDF
http://usf4.nesica.net/sozai/20140410_battle_balance.zip

As images;
http://i.imgur.com/TrQRWvA.jpg
http://i.imgur.com/hTqXsCI.jpg
http://i.imgur.com/Wpq7CPl.jpg
http://i.imgur.com/d9oiONt.jpg
How the heck is Chun Li and Evil Ryu has the same vitality (ie. 950)? Chun Li has a lot of options but they're so situational while Evil Ryu is a combo fiend.  :-\

Re: Ultra Street Fighter IV
« Reply #2 on: April 12, 2014, 04:45:20 AM »
RIP SETH
faKewell Ikuya.

Offline PKMN Catch Em All

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Re: Ultra Street Fighter IV
« Reply #3 on: April 12, 2014, 11:40:47 AM »
RIP Balrog
2008-2014

Lest we forget

Sent from my HTC One M8 using Tapatalk


Offline water_ling

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Re: Ultra Street Fighter IV
« Reply #4 on: April 14, 2014, 08:45:15 AM »
RIP Unblockables after the hard knockdown?

Offline maxsze90

Re: Ultra Street Fighter IV
« Reply #5 on: April 15, 2014, 08:23:06 AM »
RIP SETH

L, M and H Shoryuken 2nd hit no longer can be Focus-cancelled on guard; EX Focus Cancel → Forward Dash is now -5 on block.

The universal dp fadc-nerf hits Seth the hardest.

Game over man, game over.

Offline whatcudgowrong

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Re: Ultra Street Fighter IV
« Reply #6 on: April 15, 2014, 09:21:50 PM »

Solarsailor

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Re: Ultra Street Fighter IV
« Reply #7 on: April 16, 2014, 02:24:17 PM »
Sympathy for Seth players ....loading.......not found.

Offline Heavy Weapons

Re: Ultra Street Fighter IV
« Reply #8 on: April 16, 2014, 07:01:56 PM »
-5 is utter bullshit. Whats the point of having fadc? Wasn't fadc the whole point of difference with this game? Meh the more i hear about this game the more i think it's going to be shit.
Oi Oi Moi. Best Crunch Heavy Punch in melbourne! fimblers and fimblettes get slapped silleh!

Solarsailor

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Re: Ultra Street Fighter IV
« Reply #9 on: April 16, 2014, 07:29:33 PM »
-5 is utter bullshit. Whats the point of having fadc? Wasn't fadc the whole point of difference with this game? Meh the more i hear about this game the more i think it's going to be shit.

I think they should have been sensible, no FADC on reversals but on attacking play would have made more sense, especially since they took out the dumb hit confirm DPS. I doubt there's much point in cancelling in certain situations now, better off letting that mother fly.

Offline Niah

Re: Ultra Street Fighter IV
« Reply #10 on: April 16, 2014, 10:35:47 PM »
-5 on dp is fair, it's utter bs that characters can have something so powerful for both defence and offence. backdash  and focus level 1 is safe anyway. they just don't want you do defend with dp, guess wrong, and still be safe and turn the momentum around. think risk and reward.

reward: ultra combo, end pressure and start your own possibly
risk: lose 2 bars...

dp fadc was just too strong

dp, fadc, dp, fadc.....dp...
carnage style :D
Turning into nothing in 10 seconds flat cause the whole pc community are asses. I'm also 100% soji approved, making me 20% cooler

Offline Madenka AU

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Re: Ultra Street Fighter IV
« Reply #11 on: April 17, 2014, 06:42:44 AM »
That would have been a good point except some characters are now Ultra punishable on FADC backwards. This was part of the reason why I felt Decapre's 3 frame Ultra was too good for this game.

On the topic of I think -5 is too much personally, -3/-4 would have been enough. I don't use characters with DPs either and I complain about Ryu more than anyone I know. Even I think it's a little much and bit unfair that it wasn't a universally applied nerf. I like that they otherwise improved EX DP, in light of the other DP changes I think this was wise to improve.

Offline Gamogo

Re: Ultra Street Fighter IV
« Reply #12 on: April 17, 2014, 08:32:21 AM »
When vanilla dropped I found it absolutely hilarious that you could cancel DPs. A cornerstone of SF to me is that when you commit to a DP, you damn well better be sure its going to connect, so the ability to cancel out of it struck me as very un-street fighter. Another cornerstone is the delicious punish you are free to apply when your opponent screws up a DP, flashkick, etc.

This whole FADC cancel business on block struck me as outright cheesy and I'm OK with it now being -5. This coming from somebody who uses characters with mashercuts too. When Capcom was fielding for Ultra suggestions I pitched in that FADC DPs should be -3. When they announced -5 I was really surprised. It'll be interesting to see how people adapt to this change and it's interesting to think that it has quickly become a staple mechanic in many ways.

I'm a bit of a meter horder so I can apply it elsewhere, but I must admit when I catch myself cancelling a DP lately I make a mental note to cut that shit out as in Ultra its going to cost me. Hell, last night when Capcom had that showcase with Daigo, Bonchan, Tokido, et al we got to see it in action and it was really interesting. Bonchan (sorry Heavy, Solar) charged in on Daigo's Ryu with some up close pressure and then smashes a kara uppercut out at the end. He cancelled and Daigo responded with c.lp x3 > fs.lp > c.hk. Delicious.

On the other side of the spectrum, you had dudes asking that FADC should only use one bar of meter. Now that's funny. Christ, imagine it. I'd love to see Carnage's XBL inbox if that happened.

I have no doubt people will adapt. The biggest roadblock I think will be muscle memory for many. Shit, I remember when AE dropped and I instinctively tried to coward-copter out of a corner and got my first demo of that goofy ass version. I ate a bunch of damage and quickly learned my lesson. I expect a similar scenario will apply to the DP cancel change.

Or not. I'm pretty retarded.
So keep your bankroll lottery eat your salad day deathbed motorcade.

Re: Ultra Street Fighter IV
« Reply #13 on: April 17, 2014, 11:24:14 AM »
USF4 begin operating in Japan right now.  many tweets are coming at twitter.

one funny tweet, this game EX special use meter at 4F after it is inputted.
if ur EX move was stopped between 1-3F, u dont use meter.(similar reason with armor cancel.)
SO if u get round with first hit of Guy's EX tastu, it is 2F start up....so u can save 1 meter loooooool.
because oppoent die BEFORE guy pay 1 meter.
faKewell Ikuya.

Offline Gamogo

Re: Ultra Street Fighter IV
« Reply #14 on: April 17, 2014, 11:32:16 AM »
That's an interesting change re: EX moves. Neat.

By the way, I shared this with the discussion on SRK right now, I hope you don't mind.
So keep your bankroll lottery eat your salad day deathbed motorcade.