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Ultra Street Fighter 4 Discussion Thread

16791112157

Comments

  • Registered Users, Registered Users 2 Posts: 11,041 ✭✭✭✭chopperbyrne


    K.O.Kiki wrote: »
    Abel
    • EX Roll is throw invincible.
    • Sweep is faster.
    • F+MK combos more easily on hit.*
    • Err... some viable options against Zangief would be nice!

    *also i suck at Links. i hate Links

    Didn't you say regular Tornado Throw beats all of Giefs command grabs?


  • Registered Users, Registered Users 2 Posts: 18,731 ✭✭✭✭K.O.Kiki


    Jab TT beats all of Gief's grabs & wake-up options, but gets raped if he backdashes/jumps. Also punishes blocked Green Hand.

    Other than that though, he can't get in unless he has meter for EX COD/Terry Kick/TT, since Gief can just Jab/cr. Jab all day & punish mistakes with 360+P/Green Hand.


  • Registered Users Posts: 269 ✭✭Red350


    HMUYA wrote: »
    I would like to see Chuns ultra hit properly when juggling. I hate that stupid bounce out when I slightly misjudge where I am on screen or where my opponent is in the air.

    Definitely, I think if everyone's gonna get buffed, giving chun an easy ultra juggle will be more than enough for her.
    bush wrote: »
    Get rid of that stupid df lk.

    Most pointless move in the game. It's so frustrating when you go for a cross under after an air reset, and end up doing a stupid flip when you mess up the distance :mad:
    Sweep. I don't like ease with which it can be countered. Because it doesn't juggle and it's so easily countered, it's near useless. Perhaps it should juggle like (shock) ex. That would at least make the risk of using it worth it. Reduce the damage of each indiviual kick.

    It definitely has it's uses, focus cancel it for a throw mixup, and canceling into ultra if someone focuses the first hit (never actually seen it used, but if you're playing against a focus happy player it might be worth a shot)
    Most charge characters don't pay off with super moves. Something I noticed.

    Chun has the best super in the game imo, ryu's is arguably as good though. Guaranteed chip damage win from half screen is so awesome :)


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    You can cancel Guile's sweep into ultra?


  • Registered Users Posts: 269 ✭✭Red350


    Yep, and super. I can't remember if it's a safe blockstring with ultra, but if it is then it could potentially be used to chip someone out as well.


  • Registered Users, Registered Users 2 Posts: 2,748 ✭✭✭Cunny-Funt


    bush wrote: »
    .
    Get rid of that stupid df lk.

    Thank you. WTF is the point of this move? WTF is it for? Is there any fecking use for the thing at all??


  • Registered Users Posts: 269 ✭✭Red350


    Cunny-Funt wrote: »
    Thank you. WTF is the point of this move? WTF is it for? Is there any fecking use for the thing at all??

    It juggles on counter hit, still doesn't make up for how stupid it is though :P


  • Registered Users, Registered Users 2 Posts: 2,748 ✭✭✭Cunny-Funt


    Interesting. But you wouldn't be able to do much after the juggle since you've no time to charge. Still I must test it.


  • Registered Users Posts: 269 ✭✭Red350


    Cunny-Funt wrote: »
    Interesting. But you wouldn't be able to do much after the juggle since you've no time to charge. Still I must test it.

    You can EX legs and have enough time to charge ultra, still remains incredibly pointless though since c.short comes out much faster.


  • Registered Users, Registered Users 2 Posts: 2,748 ✭✭✭Cunny-Funt


    Yeah considering how much it can **** you up too.


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  • Registered Users Posts: 599 ✭✭✭FoamyMushroom


    Im hoping they will give Akuma back his Super fireball, (forgot what its actually called)..

    But just thinking it would be so handy to have, and pretty easy to link into such as light Tatsu to super :P Easy does it..
    Just having 2 different types of raging demon's is sorta pointless as the super demon is NEVER used! >.< a fireball super would do just fine :)


  • Site Banned Posts: 5,676 ✭✭✭jayteecork


    Strange they're not releasing this as DLC.

    Guess they knwo the market and realised that it's not profitable.

    (For example, MS paying 50 million for "exclusive" GTAIV DLC on 360, first it gets a standalone disc release, not it's on PC. (and soon enough Ps3 I guess)


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    It's not strange, this would be impossible as DLC, they're overhauling the whole game.


  • Site Banned Posts: 5,676 ✭✭✭jayteecork


    D4RK ONION wrote: »
    It's not strange, this would be impossible as DLC, they're overhauling the whole game.

    Ok, fair enough.

    Thought they migth have been just adding new characters or whatever.


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION




  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs




  • Moderators, Music Moderators Posts: 25,870 Mod ✭✭✭✭Doctor DooM


    Red350 wrote: »
    It definitely has it's uses, focus cancel it for a throw mixup, and canceling into ultra if someone focuses the first hit (never actually seen it used, but if you're playing against a focus happy player it might be worth a shot)

    Meanwhile every other character in the cast is using it just to knock people the f%^k down.

    This is the thing I keep telling people. It's great that you can, for example, FADC ultra, but if you have to keep your normal game rock solid to exploit the fancy stuff.

    The risk/reward ratio (which ultimately, alot of decisions in SF are all about) is currently stacked against Guile on that one.
    Red350 wrote: »
    Chun has the best super in the game imo, ryu's is arguably as good though. Guaranteed chip damage win from half screen is so awesome :)

    You're kinda missing the point- Guile's super isn't that bad either.

    But using the super deprives you of 4 uses of the ex SBK or ex Boom- these are bread and butter important moves for the two characters.

    If a Chun uses a super on me, I'm smiling, because I know she's made herself weak to a boom/ jumpin/ overhead attack.


  • Registered Users, Registered Users 2 Posts: 2,985 ✭✭✭animaX


    I can't really say anything about changes to sagat without receiving a mountain of abuse!

    However, I would love to see them get rid of his fake kick. It's pointless and it often comes out accidentally due to the sensitivity of sanwa buttons.


  • Registered Users, Registered Users 2 Posts: 8,070 ✭✭✭Placebo


    sagat damage = akumas damage

    fixed.


    also
    OMGZ:rolleyes:


    http://www.play.com/Games/Xbox360/4-/11999679/Super-Street-Fighter-IV/Product.html


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  • Registered Users Posts: 836 ✭✭✭Leprekaun


    Im hoping they will give Akuma back his Super fireball, (forgot what its actually called)..

    But just thinking it would be so handy to have, and pretty easy to link into such as light Tatsu to super :P Easy does it..
    Just having 2 different types of raging demon's is sorta pointless as the super demon is NEVER used! >.< a fireball super would do just fine :)

    Messatsu Gouhadou! And you call yourself an Akuma player. Pfft!

    :D


  • Registered Users, Registered Users 2 Posts: 11,041 ✭✭✭✭chopperbyrne


    Placebo wrote: »

    Play.com are such rip-off artists.


  • Registered Users, Registered Users 2 Posts: 8,067 ✭✭✭L31mr0d




  • Registered Users, Registered Users 2 Posts: 2,748 ✭✭✭Cunny-Funt


    Sagat shouldn't be able to do that forward kick thing on people when they're in a juggle state. Tiger upper FADC ultra... fair enough, tiger upper, fadc , f.hk ultra, wtf?

    He's sagat, why's he need to be able to hit people in a juggle state with a f.hk when everyone else has to use an ex move :p

    Not that its something that annoys me, it just seems like pointless over kill to let him have it. Hell I very rarely play against sagats.. its odd.


  • Registered Users, Registered Users 2 Posts: 2,985 ✭✭✭animaX


    Cunny-Funt wrote: »
    Sagat shouldn't be able to do that forward kick thing on people when they're in a juggle state. Tiger upper FADC ultra... fair enough, tiger upper, fadc , f.hk ultra, wtf?

    Doing a f.hk after an fadc ends up scaling the ultra so that its not much more powerful than a straightup fadc ultra. However, it is a bit too easy to be able to f.hk ultra out of nothing


  • Moderators, Music Moderators Posts: 25,870 Mod ✭✭✭✭Doctor DooM


    Has anyone noticed... the characters themes are playing in some of these videos?


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  • Registered Users Posts: 319 ✭✭DarkTalant


    Make TAP useful, as it is any decent player will simply SRK you on reaction if you try to avoid a fireball, either give it less startup, more invincibility or give us a fake version, say for example when you use PPP you get the invincibility frames and half the startup then it stops and I can block SRK, tech throw, go for a jab string etc. also same recovery on all levels of TAP
    Post Overhead combos universal, it's retarded that against sagat we only cr.RH (90 damage without scaling+knockdown) or cr. MP xx Dash straight, whereas if he blocks he gets TU FADC fw+HK Ultra.....
    Some sort of cross-up, sort of goes without saying....
    FADC-able headbut...
    make HB fully invincible.
    I'd like cr.mk to be a few frames faster so it would be better for starting block strings with, this or a chain cancellable low short.
    Better focus attack, boxer has one of the worst in the game, maybe even the worst.
    Slightly faster OH and low dash straight.
    [FONT=&quot] [/FONT]Personally I'd take a small nerf to boxers normals for some of the above...
    oh and far standing jab has 8 times as much range, hitstun and blockstun...

    As regards other characters,
    Zangief: fix lariat.......
    slightly worse normals.
    Sagat: remove ability to juggle ultra after fw. RH
    make tiger knee less safe
    more recovery for tiger shots
    Viper: fix her ultra hitboxes+it shouldn't complete if the first hit whiffs/is blocked
    Guile: give flash kick a bigger hitbox
    fix ultra, juggle after FADCed flash kick maybe?
    Akuma: give him a comboable fireball ultra but weaken his mixup game in return.

    Thats all i can think of at the moment....


  • Registered Users, Registered Users 2 Posts: 2,315 ✭✭✭A-Trak


    Honda
    - Ochios have quicker startup.
    - EX HHS always goes forwards.
    - Make his FP Chop a better AA.

    Giving EX Headbutt invincibilty would make one of the best moves in the game completely broken.

    Agree with chopper there agree, ex headbutt through projectiles would make Honda OP. Just give his lp headbutt the ability to absorb projectiles as in HDR.

    A few setups for his new ultra, make his current quicker on startup and give it more invincibility frames on startup to go through fireballs similar to Chunners ultra (Full screen invincibility)

    Up the damage & range for EX Ochio, as currently the ex version is of no benefit.

    And better taunts as well please.


  • Registered Users, Registered Users 2 Posts: 4,971 ✭✭✭Orim


    A-Trak wrote: »
    A few setups for his new ultra, make his current quicker on startup and give it more invincibility frames on startup to go through fireballs similar to Chunners ultra (Full screen invincibility)

    Doesn't his ultra already do this? Or is it only from a certain range?


  • Moderators, Music Moderators Posts: 25,870 Mod ✭✭✭✭Doctor DooM


    HMUYA wrote: »
    Doesn't his ultra already do this? Or is it only from a certain range?

    Range is teeny on it though. More like Guile or Ryu's in range.


  • Registered Users Posts: 269 ✭✭Red350


    You're kinda missing the point- Guile's super isn't that bad either.

    But using the super deprives you of 4 uses of the ex SBK or ex Boom- these are bread and butter important moves for the two characters.

    If a Chun uses a super on me, I'm smiling, because I know she's made herself weak to a boom/ jumpin/ overhead attack.

    I getcha, meterless chun is not a very fun place to be alright.
    HMUYA wrote: »
    Doesn't his ultra already do this? Or is it only from a certain range?

    They both pass through fireballs on startup, the difference is that chun travels 3/4 of the screen almost instantly, but honda takes his sweet time about it.


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  • Moderators Posts: 5,561 ✭✭✭Azza


    Honda Super is apparantly much better at punishing fireballs than his ultra.

    I hear the top Jap Honda player use it alot, once he has super he shuts down almost everyones fireball game.


  • Moderators, Music Moderators Posts: 25,870 Mod ✭✭✭✭Doctor DooM


    sure A-Trak did it to me once.


    Bastard


  • Moderators, Category Moderators, Computer Games Moderators Posts: 51,885 CMod ✭✭✭✭Retr0gamer


    Sagat being slow isn't a disadvantage. If you keep away from him he can wear you down with the best fireball game in the game. Get close and it's getting pummelled by a slow moving wall of pain that has one of the easiest ultra set ups and excellent normals.

    Guiles Flash kick really needs higher priority. It's ridiculous having an anti air special that trades with normals most of the time.


  • Registered Users, Registered Users 2 Posts: 11,041 ✭✭✭✭chopperbyrne


    sure A-Trak did it to me once.


    Bastard

    He must have been right on top of you and psychically predicted a Sonic Boom, because Guiles recovery on SBs should let him block a Honda Ultra and maybe a Super too.


  • Registered Users, Registered Users 2 Posts: 11,041 ✭✭✭✭chopperbyrne


    Retr0gamer wrote: »
    Sagat being slow isn't a disadvantage. If you keep away from him he can wear you down with the best fireball game in the game. Get close and it's getting pummelled by a slow moving wall of pain that has one of the easiest ultra set ups and excellent normals.

    Guiles Flash kick really needs higher priority. It's ridiculous having an anti air special that trades with normals most of the time.

    Rose players would be delighted if Soul Throw did this!


  • Moderators, Music Moderators Posts: 25,870 Mod ✭✭✭✭Doctor DooM


    Retr0gamer wrote: »
    Guiles Flash kick really needs higher priority. It's ridiculous having an anti air special that trades with normals most of the time.

    Man. If Guile had a better Flash kick... well, Terry would probably be playing him. :D
    He must have been right on top of you and psychically predicted a Sonic Boom, because Guiles recovery on SBs should let him block a Honda Ultra and maybe a Super too.

    Yarp indeed he was. You have but 29 frames to hit Guile after a boom.


  • Moderators, Music Moderators Posts: 25,870 Mod ✭✭✭✭Doctor DooM


    RopeDrink wrote: »
    I'm aware of that :rolleyes:

    I was poking fun at the idea of how others 'may' determine balance in the game such as "Honda is fine because he does big damage" or "Sagat is fine because he's slow."

    Sagat's slow doesn't count when every move involving the word tiger's so fast and Capcom bloody know it :D


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    Sagat's slowness is one of the few things that gives Gief a chance, it certainly affects his balance in that matchup at least.

    Doom, clearly the answer is clear: start FADCing half your sonic booms to bait Honda ultra! :pac:


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    New info here.
    Unfortunately, he’s received a bit of a nerf according to Seth. In the current build, his EX Dread Kick crumples and can be chained with more EX Dread Kicks in a 1-frame link. It was also possible to chain these into his ultra combo. No longer!


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    Well it's a nerf to the previous character build? :confused:


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  • Moderators, Music Moderators Posts: 25,870 Mod ✭✭✭✭Doctor DooM


    RopeDrink wrote: »
    It's not a nerf if nothing has been made official to begin with :P

    And no, I can't see myself defecting from Boxer to DeeJay... I'll hazard a guess that Doom might not defect from Guile to DeeJay, either?

    Never liked him in the SF2 series at all.

    I'll be giving him a try. The speed of the max out is putting me off though. I love the annoyingly variable boom.


  • Closed Accounts Posts: 2,878 ✭✭✭bush


    Dreddybajs wrote: »


    So he can still do his ultra after 1 ex dread kick?


  • Registered Users, Registered Users 2 Posts: 4,971 ✭✭✭Orim


    The way I read it, he can't.

    Rope I can see your point about not being too fussed about anything until it is officially released but considering we have seen videos where Dee Jay has hit ultra off the EX Dread Kick then I would call it a nerf.


  • Closed Accounts Posts: 2,878 ✭✭✭bush


    HMUYA wrote: »
    The way I read it, he can't.

    .


    Im not sure, the way I read it is he cant link another ex dread kick off it.


  • Registered Users, Registered Users 2 Posts: 18,731 ✭✭✭✭K.O.Kiki


    It could be that in changing the EX Dread Kick's properties to prevent EXDK->EXDK->Ultra, they've also removed the possibility of EXDK->Ultra; just because of how the engine works.
    *shrug*
    I'll play him anyway.


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    If it's a one frame link they could've just added a frame of startup or recovery to EX Dread Kick to remove the link...


  • Closed Accounts Posts: 2,878 ✭✭✭bush


    Dreddybajs wrote: »
    If it's a one frame link they could've just added a frame of startup or recovery to EX Dread Kick to remove the link...

    Hopefully and I hope its not a 1 frame link for the ultra.


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    New stage revealed in this video.

    Nothing major, but hey, more new stuff is always nice.


  • Registered Users, Registered Users 2 Posts: 18,731 ✭✭✭✭K.O.Kiki


    Interesting. So, which platform will have the most elephants on that stage? :D


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  • Moderators, Category Moderators, Computer Games Moderators Posts: 51,885 CMod ✭✭✭✭Retr0gamer


    Yes! New stages. Love the look of the one they showed there and hopefully fingers crossed it will be a dhalsim specific stage with each character having their own stage.


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