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Ultra Street Fighter 4 Discussion Thread

1170171173175176261

Comments

  • Moderators, Music Moderators Posts: 25,880 Mod ✭✭✭✭Doctor DooM


    Orim wrote: »
    Bush, blowback appears to be a techable knockdown.

    Also holy sheet, MP Kikoken is 9 frame start up? Where did you get that from? :eek: Just realised I read the Kikoken as Kikosho when I read the change log. That's a really nice change.

    @ Doom, bushs strong balls lack blowback. Has to get the fierce balls out for blowback action.

    I meant strong as in weak medium strong.

    Of course, I wouldn't expect to get blow back off a medium balling, that'd just be silly.

    I think we'll need to watch out for Bush's fierce balls


  • Moderators Posts: 5,599 ✭✭✭Azza


    Wait wait....this list is obviously fake. Blanka got buffed....lolzers


  • Moderators, Music Moderators Posts: 25,880 Mod ✭✭✭✭Doctor DooM


    Viper got alot of damage nerfs. We can't have some American taking out all our Japanese players now, can we? :D


  • Moderators Posts: 5,599 ✭✭✭Azza


    Viper needed a few downgrades. She pretty much evaded significant nerfs in both Super and AE.


  • Moderators, Music Moderators Posts: 25,880 Mod ✭✭✭✭Doctor DooM


    Azza wrote: »
    Viper needed a few downgrades. She pretty much evaded significant nerfs in both Super and AE.

    Hey, I'm not complaining. I'd probably say Viper's a harder match for Guile than Yun even in AE. A few points of health here and there will make all the difference.

    But you know SRK is going to see it as "OMFG they're nerfing Latif" :)


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  • Moderators Posts: 5,599 ✭✭✭Azza


    Chun's U2 got the improved start up not her fireball.

    Was a m mistranslation.


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


    FUUUU.jpg


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


    Azza wrote: »
    Chun's U2 got the improved start up not her fireball.

    Was a m mistranslation.

    My misreading of the mistranslation was right. I'm the best.

    Meh, as I say that's what I thought it was anyway. Makes more sense.


  • Registered Users, Registered Users 2 Posts: 1,171 ✭✭✭Sagat06


    Azza wrote: »
    Blanka got buffed

    p87ki.gif


  • Registered Users, Registered Users 2 Posts: 684 ✭✭✭Ken B


    I read Vega's 'improvements' and don't have a clue what they mean.....


    What the hell is a 'blowback'???! (in fighting game terms, I have a fair idea what it means in real life)


    Plus, I hate the way the say that 'Vega players' don't want too many improvments, what assholes have they been talking to??

    It's like he's a handicap character or something..


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


    -cr.HK damage increased to 110, same as Super.
    -+1 more frame of hitstun on the opponent after cosmic heel, making it -3 at worst.
    -Sky High Claw causes blowback when it hits a grounded opponent (same words as the blanka ball change)
    -U1 hitbox after it hits on the way up increased drastically so that it doesn't unexpectedly miss.
    -U2 startup changed to 8f.

    Blowback is a knockdown it seems. It's guessed to be a soft knockdown so your oppenent can do quick stand.

    Other then that I don't know what you don't get. Cosmic Heel is safer, sweep does more damage, U1 should hit more consistently and U2 is slightly faster.


  • Registered Users, Registered Users 2 Posts: 551 ✭✭✭Monkeyto


    I doubt that's all of Bison's changes, but I'm happy anyways :)

    Sim got some nice stuff too from the looks of it.


  • Registered Users, Registered Users 2 Posts: 165 ✭✭aeonfusion


    Monkeyto wrote: »
    Sim got some nice stuff too from the looks of it.

    About the only thing i saw that way useful was the fact you can juggle from HK yoga blast to probably inferno then catastrophe, i don't see what's gonna stop yun blowing him up.

    Really disappointing what they done to Viper too, imo she was one of the few very well rounded chars in the game.

    Glad to see Honda and Guile getting thier shizz back and Bison and Sagat being left the hell alone. Chun's U2 needed that buff tbh.

    It's good stuff overall, they're doing stuff that makes sense. Now hopefully they don't decide nerf the hell out of Sakura or Dan or something utterly moronic like that.


  • Moderators, Music Moderators Posts: 25,880 Mod ✭✭✭✭Doctor DooM


    Gilley reckons you may be able to time UDK on wake up so that it'll hit lows, throws attempts, and will block wake up SRK if those figures are exact.

    It's nice to see some positivity from the Guile players I respect after so long :)


  • Registered Users, Registered Users 2 Posts: 2,888 ✭✭✭Fergus_


    IT seems like most characters will be getting buffs, I worry for Sakura now, she better get something or she's going low again.


  • Registered Users, Registered Users 2 Posts: 488 ✭✭the 1st hardter


    Yeah blowback is a techable knockdown.

    Very happy with ultra 1 buff for vega. I only started using ultra 2 cause the thing would randomly wiff even it hit on way to wall.


  • Registered Users, Registered Users 2 Posts: 1,966 ✭✭✭Scavenger XIII


    Fergus_ wrote: »
    IT seems like most characters will be getting buffs, I worry for Sakura now, she better get something or she's going low again.

    Bigger hitbox on Cr.HP.


  • Registered Users, Registered Users 2 Posts: 2,888 ✭✭✭Fergus_


    tatsu +1 on block,
    damage buff,
    cr.mk bigger hitbox,
    st.hk faster faster,
    cr.hp more horizontal range,
    fireball same as Ryu's recovery,
    bigger hitbox on st.lp,
    100 damage off lp dp mp dp juggle AA,
    cr.lp is +8 on block,
    sweep has Akuma's range and is faster,
    overhead can be comboed into st.lk without CH,
    ex tatsu hits crouchers 100%
    Heavy tatsu is +9 on block and can link to U1 on hit
    Faster walkspeed
    Better throw range
    Hadoken armour breaks
    cr.mp is now +10 on block
    EX DP is now 3f
    Full invincibility on startup on her normal DPs and faster startups
    More stun on her combos
    Tatsu has a longer animation for longer combos
    LK tatsu has full invincibility on startup and active frames
    Air tatsu homes onto opponent and gives +7 on block and hard knockdown
    St.hk has 5 more actives frames
    Cr.mk has 7 more active frames

    Reasonable changes


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


    Fergus_ wrote: »
    tatsu +1 on block,
    damage buff,
    cr.mk bigger hitbox,
    st.hk faster faster,
    cr.hp more horizontal range,
    fireball same as Ryu's recovery,
    bigger hitbox on st.lp,
    100 damage off lp dp mp dp juggle AA,
    cr.lp is +8 on block,
    sweep has Akuma's range and is faster,
    overhead can be comboed into st.lk without CH,
    ex tatsu hits crouchers 100%
    Heavy tatsu is +9 on block and can link to U1 on hit
    Faster walkspeed
    Better throw range
    Hadoken armour breaks


    Then she would be mid :pac:


    Get out


  • Registered Users, Registered Users 2 Posts: 488 ✭✭the 1st hardter


    They gave blanka a knockdown so ya never know fergus


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  • Registered Users, Registered Users 2 Posts: 955 ✭✭✭GorySnake


    Gilley reckons you may be able to time UDK on wake up so that it'll hit lows, throws attempts, and will block wake up SRK if those figures are exact.

    It's nice to see some positivity from the Guile players I respect after so long :)

    Unless the move had 1 recovery frame I'm not exactly sure how it would be possible to do all 3 at once.


  • Registered Users, Registered Users 2 Posts: 1,587 ✭✭✭Xinkai


    Yun needs unblockables, faster dive kicks, more range on command grab, a projectile, and armor breaking on shoulder.

    Round it off with a damage buff and he'll be a contender for top tier.


  • Registered Users, Registered Users 2 Posts: 1,762 ✭✭✭Yreval


    Viper aside, I'm pleasantly surprised with the changes so far - it looks like Capcom have suddenly realised that taking stuff away from characters doesn't make the game more fun.


  • Moderators, Computer Games Moderators Posts: 15,257 Mod ✭✭✭✭FutureGuy


    Give me moar DeeJay buffs.


  • Registered Users, Registered Users 2 Posts: 11,137 ✭✭✭✭chopperbyrne


    Deejay is about right the way he is now.

    Did EX Machine Gun Upper always negate fireballs or is that an AE upgrade?

    Seems like it could be used on reversal through a cr.mk xx fireball then hit dash U2.
    Not got round to trying to test it though.


  • Registered Users, Registered Users 2 Posts: 305 ✭✭liamnojo92


    Wow Viper nerfs aren't as bad as I thought :D


  • Registered Users, Registered Users 2 Posts: 729 ✭✭✭J0hnick


    FutureGuy wrote: »
    Give me moar DeeJay buffs.

    An easier combo into Ultra would be fine imo


  • Registered Users, Registered Users 2 Posts: 3,239 ✭✭✭UberPrinny_Baal


    Did EX Machine Gun Upper always negate fireballs or is that an AE upgrade?

    Always, but only one fireball hit (no EX) and only at the beginning of the animation.

    I have not found a practical use for it, or any use to justify the EX spend.

    In HDR Deejay's regular MGU negated fireballs, and even without it costing any metre it wasn't very useful.


  • Moderators, Computer Games Moderators Posts: 15,257 Mod ✭✭✭✭FutureGuy


    Deejay is about right the way he is now.

    I'm pretty happy with AE DeeJay but with the number of buffs other higher tier characters are getting, I want on this gravy train.
    J0hnick wrote: »
    An easier combo into Ultra would be fine imo

    haha, no way, I have spent too many hours in training to hit the ex.mgu > dash > U2 consistantly lol
    Always, but only one fireball hit (no EX) and only at the beginning of the animation.

    I have not found a practical use for it, or any use to justify the EX spend.

    In HDR Deejay's regular MGU negated fireballs, and even without it costing any metre it wasn't very useful.

    Agreed, DeeJay has higher priority uses for his super, especially against fireball characters.


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  • Moderators, Music Moderators Posts: 25,880 Mod ✭✭✭✭Doctor DooM


    FutureGuy wrote: »

    Agreed, DeeJay has higher priority uses for his super, especially against fireball characters.

    EX sobat is sooooo good for closing down fireball games. I can easily punish even with my old man reactions. You've no reason to use MGU to stop a fireball, tbh.

    EX MGU is really useful for setting up an easy ultra in the corner though.


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