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Ultra Street Fighter 4 Discussion Thread

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Comments

  • Registered Users, Registered Users 2 Posts: 3,006 ✭✭✭Ramza


    nerf sakura ex tatsu on block plz


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


    Ramza wrote: »
    nerf sakura ex tatsu on block plz

    They are...


  • Registered Users, Registered Users 2 Posts: 3,333 ✭✭✭Sairus


    Finally found someone bad enough / willing to let me test Juri stuff.

    Her Ex dive kick will take some getting used to now because it doesn't automatically do the 3 follow up hits. You have to manually do them by tapping two kicks for each one like regular dive kicks. This makes it way safer on block though.

    U2 maybe has a taller/longer hitbox? (Gief doing a late crossup that I feel would normally miss the U2 landed in it), but you still need to delay your U2 input off an EX Dive kick. I didn't get many chances to do this, so I'm not sure how much easier it makes corner combos where they bounce out behind her.


  • Registered Users, Registered Users 2 Posts: 1,363 ✭✭✭Misty Chaos


    Liking the Juri changes so far, have to keep in mind it's not set in stone though.

    The Ex Dive Kick change is interesting, sounds like a good trade off though.

    Hopefully that arcade I've being told about in that's in Melbourne will have Ultra by the time I get there next year.


  • Registered Users, Registered Users 2 Posts: 2,328 ✭✭✭Nutrient


    Liking the Juri changes so far, have to keep in mind it's not set in stone though.

    The Ex Dive Kick change is interesting, sounds like a good trade off though.

    Hopefully that arcade I've being told about in that's in Melbourne will have Ultra by the time I get there next year.

    Still probably a trash character


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  • Registered Users, Registered Users 2 Posts: 3,333 ✭✭✭Sairus


    Nutrient wrote: »
    Still probably a trash character

    Actually, after talking to one of the Capcom guys, he reckons Juri and Fei Long are the two best characters in this build. For whatever reason he reckons the system changes really benefit them.


  • Registered Users, Registered Users 2 Posts: 383 ✭✭OdgeXD


    Cody
    Can now FADC Zonk Knuckle on hit and block
    Super fully connects in certain situations it would drop before
    Backdash distance and walk speed improved

    Still ass


  • Registered Users, Registered Users 2 Posts: 547 ✭✭✭ladnopoka


    Just add more fireball invincibility on his ex slide thats all he needs


  • Registered Users, Registered Users 2 Posts: 3,333 ✭✭✭Sairus


    Finally back at a keyboard. Proper loctest notes time!

    Capcom heard I was coming and sent someone down to ask for advice.

    Zj3WHB4.jpg

    I mainly played Poison and a little Elena towards the end. Rose's changes were mostly minor frame and damage things so I didn't really spend much time on em. More fun to try out the new guys.

    The loctest build of the game was also oddly buggy. It chugged frames seemingly randomly throughout the day like there was online lag. Elena's hitboxes in particular seemed wildly off in places and Poison's grabs weren't properly rigged to fit the characters - they all look like they were floating when she slaps them. One guy also mentioned how Chun's jump was more like Vega's than her actual jump and that one of Vega's specials (backflip?) had no recovery. Neither of these changes were mentioned so he assumed they were errors as they were pretty weird and looked wrong.

    System Mechanics:
    Red Focus.
    I left halfway through the second day and no one had properly figured this out yet. It's activated by pressing MP+MK+Any Button and costs 2 meters. It seems to absorb a minimum of 3 hits, which we tested with three jabs. However at other times I've seen it absorb way more, like Rolento doing lp into one rep of his rekka, which is like 4-5 hits. I'm also pretty sure I saw a 4 hit Ibuki target combo thing being absorbed.
    One Guy player was really abusing it by going through Ex fireballs constantly.

    The FADC version costs 2 meters for the focus and 2 meters for the cancel, so it takes your entire bar. I've seen more than one person accidentally do this mid combo. I really hope it's not something to do with negative edge on releasing from the move you're trying to FADC out of.

    Delayed Wakeup.
    I consistently forgot to test this so I can't really comment. One Elena I was facing did use it a lot though and it extends your wakeup by a ton. I'm not 100% on what the input is to achieve it, but the arcade staff went around sticking up notices that I'm pretty sure said it was MK+HP, not two of the same strength as initially advertised. Someone also mentioned to me that it has to be done before or just as you hit the ground in a hard knockdown. You can't get knocked down, then decide at the last moment to stay down, you have to commit early.

    Ultra 3
    As most people predicted, this seems to benefit some characters faaaar more than others. The damage hit (-40%) is really significant and I can't see grapplers using this very much. Hugo did a half meter Ultra grab on me and it did less than a standard Ex grab.
    It was really handy for testing stuff in this build though!

    Characters:
    As I said, I mostly used Poison and Elena, but I tried to take at least some notes on the other two.

    Rolento



    Out of the four new guys Rolento seemed to be the best. He's really maneuverable and his rekka seemed hideously safe.
    Most people were opting for his U2. It's crazy fast and seems to hit at least half screen, possibly full screen. I saw a Ryu toss a hadouken, and in response - before the hadouken had even left his hands - this ultra grabbed him. It's blockable, but you will not be doing projectiles if Rolento has this. It looks like a low hit, but I don't know if you have to actually block it low. EX Rekka into U2 didn't work.

    Hugo


    Universally everyone who played him said he was garbage. He's so big he get's hit by everything. All his normals aside from his mps (lp?) are completely useless (maybe his buttslam one is viable) and his damage output seems off. In general he was torn apart by every character I saw play him.
    His focus is a wide slap. It doesn't move him forward and hits really high. It looked to be average enough speed.
    One thing his does have is a massive super jump. He can easily cross the screen in a single leap.

    Elena



    I only tried her out a little but she seems cool. Super footsies characters with titanic range on a lot of her normals. Her slide puts Blanka to shame.
    As I mentioned above, her hitboxes are kind of funky. When walking she's taller than Seth, someone mentioned she's so small when crouching she can crouch under Yang's rekka. Also, at one point a Deejay did a normals combo into super against her in the corner, but she got squeezed out of the corner after the punches and the super whiffed.

    Her cr.mk/cr.mp seemed to be her go to poke and chained into a lot of her specials. Her j.hk has spectacular range - it felt like it's possibly one of the biggest air normals in the game. All her standing punches looked to be AAs. HP is slow but really good.
    Her EX qcb+p is an overhead and SOOOOO fast. ****ing hell, it's like instantaneous.

    She can control space really well and moves around very quick thanks to super jumps, a decent forward dash and a lot of her moves tossing the opponent around. However I felt she had some issues with projectiles because a lot of her moves carry her forward where she's very vulnerable to being knocked out of them.

    Her EX DP is nuts. I couldn't get it to work 100% and I don't know why, but sometimes it would launch people craaaaaaazy high. Y'know in Makoto's U1 where she punches them straight up? Like that. The camera tracks them and you can only see Elena if you super jump after it.

    Her Super and U1 are nothing special. Healing is funkier. At first everyone was saying it was terrible, but I can't see how. It heals about 40-50% health at full meter and does so really fast. If you just do the input and don't do anything else it will heal you until your meter is empty, with a decently long recovery animation. If you do the input and hold the buttons it immediately cancels after starting with no recovery, so you can bait people into attacking. I think you can cancel it mid animation too, but I'm not sure and people kept attacking me when I tried. Elena has loads of moves that send the opponent flying where Elena recovers really fast, so she has many opportunities to Heal without risk of counter attack. After a regular back throw I was only caught by instant ultras like Yang's and Chun's. After one of those super EX DPs you can fully heal before they hit the ground.

    Poison



    I spent most of the days on Poison so this part's gonna be more extensive. In general she actually feels sort of like Rose. Great projectiles and anti-airs. She doesn't feel as good as Rose but she can do more damage I think.

    If you've played SFxT, her normals are pretty similar to that. cr.mp, cr.hp and s.hk are her best AAs. The HK in particular has massive range at about 45 degrees, but doesn't hit above her.
    cr.mk is her goto poke. Leads into her rekkas at almost full range.
    Her j.hk is really great. It covers a large area and stays active for far longer than it looks. It's hit box extends right to the tip of her shoes, so I caught a lot of people who were crouching a little too close to me as I came down when it really looked like they'd be safe.

    Her specials are where she deviates from SFxT a good bit.

    Projectile:
    This still comes in four very different flavors but all are faster than SFxT.
    lp: 3/4 screen, quite fast, small size.
    mp: 1/2 screen, a little slower, a little bigger.
    hp: Stops within normals range and lingers for a half second, biggest size.
    EX: Just under full screen, 2 hits, fastest speed and mid size.

    They're great zoning tools and she recovers pretty quick off them.
    I was able to AA with s.hk and then catch them with a hp projectile before they hit the ground.

    DP:
    In SFxT she steps forward and this travels up in a steep arc feet first. In USF4 it's straight vertical, like Fei Long's and have very little start up. They've got really awkward hitboxes and I consistently missed jump ins on both sides with the lk version. It's like only the tips of her feet actually have hit boxes. The HK is pretty interesting because it's got a massive startup closer to her SFxT version. Its hitbox lingers in the air like Cammy's DP so I caught a lot of people who mistimed jumps because it acts so different to the other two. It also seems to be totally vulnerable while she starts the animation, but once she starts to leave the ground she gets invincibility.

    Rekka:

    Her rekka is a little unsafe. Chun was able to jab her out of it at least. It does decent damage though and can be confirmed pretty easily off her cr.mks and jabs.
    The Ex adds a fourth hit that knocks the opponent up. I was able to follow with light dps, but not much else. A little more worrying is that when someone else was playing me I was able to get a command grab in between the 3rd and 4th hits.

    Flip Kick:
    This is a jumping attack that goes over some projectiles. If it hits you can press kick again to convert the standard hit into a hard knockdown and some more damage.

    This move was completely garbage and no one I talked to could figure out a use for it. In SFxT it covered a lot of ground and the EX in particular was great because it tracked the opponent. In USF4 it has tiny range. No version goes more than half screen and the EX goes about 1/3. The ex becomes armor breaking and an overhead. Aside from the Ex they were all really vulnerable on startup so you couldn't use it as an escape tool.

    One nice point is that if it connects on an airborne opponent you can still convert it into the full knockdown.


    Focus:

    This is really great. It's got long range and is pretty quick. She kind of sweeps forward into a crouch.

    Supers/Ultras:
    Super: (QCF, QCF+P)
    Nothing special. Couple of DPs. I autocorrected it once on a jump in and the guy bounced out of it after the first hit.

    Ultra 1: (QCF, QCF+ PPP)
    This is based on her SFxT super, but functions differently. She releases a projectile extremely fast and then it travels across the screen at about lp projectile speed. If this hits the opponent at any point it will lead to a full animation super. In the air, full screen, whatever. The drawback is it acts like a regular projectile. You can block its one hit, or negate it with a regular fireball.

    It seemed like even if Poison was hit after she fired it, if the opponent hit the projectile they got pulled into the animation for full damage. I had an Elena do her U1 on me and she passed through the projectile to knee me, which connected with visible hitsparks (which should have lead to her full ultra), but then the projectile clipped her and she got pulled into my ultra animation instead. I didn't get many chances to test this.

    One extra nifty feature is she can have a regular projectile and this one on screen at the same time.

    You can land it out of a standard DP, FADC (forward), U1 setup. Back dashing doesn't work. EX rekka cannot lead into U1 in or out of the corner. I forgot to check if she can AA s.hk > U1 like she can with regular projectiles.

    After she fires this she's wide open to attack for until the projectile travels almost full screen. This is actually pretty annoying visually because she just returns to her neutral stance but can't move.

    Ultra 2: (HCB, HCB + PPP)
    This looks like a counter, but is actually an obscenely damaging command grab. She blows a kiss at the opponent, if they're standing anywhere up to about elbow length she'll knee them in the crotch. At full ultra it does half health on standard health characters. A Guy tried to sweep me out of this and it still grabbed him.

    If she misses she's horribly exposed. She blows out a little heart which then breaks when it misses. She can't move until a few frames after the heart breaks.


    Aaaaaaaaaand I think that about covers it. Talking with Ono (and the other people who'd talked with him) he said that he'd been told Hugo was garbage and that Poison's flip kick was garbage. He also said that there'd be more location tests coming soon and that they'd be focusing more heavier on balancing the new guys now that they functioned in the game.
    As I said in another post, Ono thinks Juri and Fei are the best characters in this build.

    EDIT: Random note that I'm not sure has been posted elsewhere: Oni has a tooooon of changes, one of which is that his new U2 input is HCF, HCF + PPP and everyone hated it.


  • Registered Users, Registered Users 2 Posts: 3,333 ✭✭✭Sairus


    Also, they were giving out stickers every time you played.

    H0hHBXW.jpg

    Eventually I asked them to stop giving them to me because they were running out... then they started giving them to me again anyway.
    On the second day they stopped giving them to me again.

    EDIT: Dat post number.


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


    Sairus the legend, living the life.

    So jelly. :pac:


  • Moderators Posts: 5,599 ✭✭✭Azza


    New boxart for Ultra just released :P

    BZs8RIuCcAA56qK.jpg:large


  • Registered Users, Registered Users 2 Posts: 933 ✭✭✭Doyler01




  • Registered Users, Registered Users 2 Posts: 8,678 ✭✭✭D4RK ONION




    A certain someone shows up in Air's most recent video!!


  • Registered Users, Registered Users 2 Posts: 3,333 ✭✭✭Sairus


    D4RK ONION wrote: »


    A certain someone shows up in Air's most recent video!!

    ugh. That was my first match ;_; You can see I spent a large chunk of the game just doing her normals and specials in the corner.


  • Registered Users, Registered Users 2 Posts: 241 ✭✭Kanped


    Just had a thought on Gen's changes;

    "
    - Less pushback on his Hands, both on block and hit.

    - Hands recovery increased by 1 frame."

    Hands is currently+9 of hit. Startup of medium kick is 8. This may mean that it will be possible to do hands mk hands like in vanilla? If not, maybe hands [stance change] c.mp hands might work. It'll be interesting to see for sure.


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


    New loketest video showing some of the Ryu/Cammy changes



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


    http://www.reddit.com/r/SF4/comments/1rrj5q/the_biggest_single_usf4_change_nobody_is_talking/

    For anyone who missed it.

    A lot of the Guile players wondering if some of Guile's combos that rely on delay or precharging might be a wee bit easier now.


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


    Anyone see the US loctests?

    Makoto looks ridiculous now!


  • Registered Users, Registered Users 2 Posts: 346 ✭✭jimmypenguin


    yeah i heard she was gonna get significantly stronger.. good thing that anti air has no invincibility


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  • Registered Users, Registered Users 2 Posts: 2,449 ✭✭✭Rob2D


    http://www.reddit.com/r/SF4/comments/1rrj5q/the_biggest_single_usf4_change_nobody_is_talking/

    For anyone who missed it.

    A lot of the Guile players wondering if some of Guile's combos that rely on delay or pre-charging might be a wee bit easier now.

    Saw this from some guy on reddit:

    "OK, I got to test this some more today and I asked combofiend about this. I can confirm 100% that they DID NOT add 1 extra frame of hitstop. I tried doing a no charge walk up c.lk > c.lp > c.mp > FK with Guile and the combo is just as hard as it is in AE2012. If 1f hitstop was added, then this combo would have been easier. So I asked combofiend about it and he said, no they didn't add 1f of hitstop, but they added 1f of "detection". It's the system they put in place to fix 1f unblockables. I wont go into full details(i'll leave that to combofiend), but it goes something like this... In AE2012 the reason why there's unblockables is because when an attack comes out the game checks which way you are blocking, then it checks where the hitboxes are colliding. In USF4 this has been swapped around. The game first checks where the hitboxes are colliding, and then it checks which direction you are blocking. The thing combofiend said was that they needed to add one more frame of "detection" for when hitboxes collide.

    I can definitely tell that there is a SLIGHT difference in timing for combos now, but it's not that bad. I had adjusted to this new timing in less than 30 minutes. I was testing with Guile, and I was noticing that I was mistiming my s.lp's after I would hit someone with a Sonic Boom. No s.lp would come out. This means I was pressing s.lp too soon. This makes sense if there was 1 extra frame of detection, I had to slow down 1f. Another thing I noticed was my close s.lp > far s.mp link was easier to "confirm".


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




    Clearly Daigo had been getting tips!


  • Registered Users, Registered Users 2 Posts: 383 ✭✭OdgeXD


    Watched that live. I'd have no idea what to do against him either :o


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


    OdgeXD wrote: »
    Watched that live. I'd have no idea what to do against him either :o

    Get knock down, walk towards and block, punish.

    having said that, my nerve completely goes when I play live. I'd probably lose to him too!


  • Registered Users, Registered Users 2 Posts: 346 ✭✭jimmypenguin


    watched that live too.. funny stuff


  • Registered Users, Registered Users 2 Posts: 2,449 ✭✭✭Rob2D


    That was indeed great. He was a hero in the stream chat for the rest of the day.


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


    That is the greatest video


  • Registered Users, Registered Users 2 Posts: 547 ✭✭✭ladnopoka


    well if you lose to that in a bo3 you must be really bad


  • Registered Users, Registered Users 2 Posts: 19,049 ✭✭✭✭K.O.Kiki


    ladnopoka wrote: »
    well if you lose to that in a bo3 you must be really bad
    According to his post on reddit, FSP had slept 7hrs over 2 days, on the floor of the venue.

    http://www.reddit.com/r/SF4/comments/1rvtfx/gandhi_ryu_vs_fsp_rufus_the_other_best_set_at/cdrwr9u


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


    FSP stands for Fairly Sad Panda? Haha, this only gets better.

    On the topic of Ultra discussion though, Ultrachen did a breakdown of their opinions of the different character changes alphabetically across four vids, so you know vaguely what vid to click into if you just want to hear about your char

    https://www.youtube.com/watch?v=T3cGcjQN_60
    https://www.youtube.com/watch?v=7fHwjS7P1Wg
    https://www.youtube.com/watch?v=RElw4yxJXg0
    https://www.youtube.com/watch?v=LZUeW86FgmY

    And if you want to listen to it while walking around, like I did, use this link:

    http://www.listentoyoutube.com/

    Off to top of my head, for anyone who's interested:

    Stupidly overbuffed: C.Viper, Makoto, Hakan, Guile

    Nicely buffed: Rose, Deejay, Dan, Honda, Fuerte, Oni, Eryu

    Changes that don't make a lot of sense: T.Hawk, Adon, probably more I'm forgetting

    Changes that mechanically, or due to character flavour they disagree with: Cammy cr.lk chain nerf, Adon far standing HK nerf, Rufus divekick nerf, Oni fadc dp on block

    Stupidly overnerfed: Zangief, Rufus

    Also they think Bison scissors is weaker, but Bison has been buffed in every other way and is overall stronger (the loctest person is a Bison main), but there is no way he can win against the new Ultra Guile. "That MU is impossible."


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