Ultra Street Fighter IV - Page 356
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Cel.erity
United States4890 Posts
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Hokay
United States738 Posts
On October 22 2013 21:02 Cel.erity wrote:sive, but I think it's one of those things we just have to see in action. The biggest change is delayed wakeup, which is something SF4 desperately needs, and would revive my interest in taking it seriously. Do we really need another defensive option on wake up? Imo, SF4 use to be the most boring, slowest & defensive SF game in the series before we figured out option selects to punish backdashes or X escape reversal on wakeup, and before powerful vortex games were discovered so we can actually push the advantage after the now coveted untechable knockdown. Prior to that the game was too much of a "slippery fish" where pushing the advantage wasn't really concrete unless you had a divekick which is something I really hated about of SF4 coming from SSF2T. Unless they make it easier to open up downbacking for the majority of the cast in SF4, I think adding another delayed wakeup option (depending how powerful it is) would overall make the game a snoozefest again. | ||
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Cel.erity
United States4890 Posts
I think the people here and on SRK might be biased against making the game more defensive, because they obviously like the game as is. But among the people I know who largely dislike AE, the major complaints are the boring setplay and lack of defensive options. I just think if that's the kind of game you want, there are other games that do it much better. Making SF4 more defensive would set it apart and give me a reason to play it over those games. | ||
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Hokay
United States738 Posts
I actually don't like a lot of SF4's design, but the game turned out ok because offense became more common overtime as players got better and new tech was discovered to combat the many defensive options of SF4. To illustrate why I don't like some of SF4's design is to look at a game like SFxT which shares a lot of traits of SF4 - easy crouch option-select throw teching for zero damage back into neutral, the option to or not quick rise after a knockdown, invulnerable backdashes on wakeup, big reversal windows, huge stages to employ run away tactics etc. Then SFxT has another defensive option added to the mix, roll tech which is a huge blow vs vortexes. Biggest complaints about SFxT? Long boring defensive turtle time out matches. | ||
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ain
Germany786 Posts
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Noocta
France12578 Posts
You can't find them on his youtube http://www.youtube.com/user/FGCLatif?feature=watch | ||
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Duka08
3391 Posts
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Noocta
France12578 Posts
Apparently, he has 3 hours total against Wao. He'll probably post more in the next days. | ||
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Noocta
France12578 Posts
Apparently, Rose's light reflect boost her super / Ultra 2 damage by 5% each time she absorb a projectile, up to 35%. I don't even think most Rose players know this. Never heard anyone mention it. | ||
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pachi
Melbourne5338 Posts
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Duka08
3391 Posts
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LoLAdriankat
United States4307 Posts
2014 will be the year of the grappler. | ||
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O-ops
United States4236 Posts
I think they should just take away delayed wakeup and fix cammy and everything else will be just fine. The red focus actually seems pretty nice, and i really don't see how it's a bad thing. It's a defensive option that require resource and commitment, and as such is prone to being baited and being option-selected, but at the same time it gives characters that rely on ambiguous setups and braindead frametraps (LIKE CAMMY) something to think about. It adds depth for the game and it still gives the edge to the better skilled player. 2 Ultras at the same damn time is just nice. Gief players everywhere are jizzing. Delay wakeup just... makes no sense. Unless they implement a drawback to it (like, say, Last Blade's pursuit attacks) it just gives ppl a free semi-reset. | ||
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WindWolf
Sweden11767 Posts
On October 25 2013 05:34 Noocta wrote: Just saw one of the most random fact about the game recently on shoryuken wiki. Apparently, Rose's light reflect boost her super / Ultra 2 damage by 5% each time she absorb a projectile, up to 35%. I don't even think most Rose players know this. Never heard anyone mention it. Yes it does. Holy crap /Rose Player Just tried it out. Absorbing 1 E.Ruy Hadoken increases Super damage from 300->317, 5 fireballs 300->377, ~10 fireballs 300->407 U2 Damage increase seems to only affect one of the orbs. | ||
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Aando
1304 Posts
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Cel.erity
United States4890 Posts
On October 25 2013 13:10 O-ops wrote: Lmao no wonder Infiltration is playing with other characters. Akuma is gonna be so ass in Ultra. I think they should just take away delayed wakeup and fix cammy and everything else will be just fine. The red focus actually seems pretty nice, and i really don't see how it's a bad thing. It's a defensive option that require resource and commitment, and as such is prone to being baited and being option-selected, but at the same time it gives characters that rely on ambiguous setups and braindead frametraps (LIKE CAMMY) something to think about. It adds depth for the game and it still gives the edge to the better skilled player. 2 Ultras at the same damn time is just nice. Gief players everywhere are jizzing. Delay wakeup just... makes no sense. Unless they implement a drawback to it (like, say, Last Blade's pursuit attacks) it just gives ppl a free semi-reset. The video didn't mention delayed wakeup, where was it confirmed? Combofiend said that they managed to remove unblockables (didn't say how, which is odd) which probably negates any reason for them to implement a delayed wakeup. | ||
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Noocta
France12578 Posts
Red focus is scary to me for balance. Armor breaker are not equally accessible. Characters like Adon will not care at all for it. We'll see. I want to know the number of hits on the red focus because right now it seems stupid http://media.eventhubs.com/images/2013/10/24_usf401.jpg Red focus absorb all the hit of ryu's super ? Heeeeeeehhh..... | ||
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2stra
Netherlands928 Posts
So many questions, too bad there probably won't be location tests in my area. On a side note, I strongly consider picking up Gen for ultra, I mean, four ultra's, a great armor breaker with hands (hyakurenko) and sick range on his focus attack. | ||
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WindWolf
Sweden11767 Posts
On October 25 2013 19:45 Noocta wrote: http://media.eventhubs.com/images/2013/10/24_usf401.jpg Red focus absorb all the hit of ryu's super ? Heeeeeeehhh..... That is exactly why I'm a bit... skeptical about the mechanic of red focus. Two bars to absorb an super/ultra fireball sound ridiculously OP | ||
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2stra
Netherlands928 Posts
On October 25 2013 20:38 WindWolf wrote: That is exactly why I'm a bit... skeptical about the mechanic of red focus. Two bars to absorb an super/ultra fireball sound ridiculously OP To be fair tho, that will only come in to play when someone throws a raw ultra/super, it's not like those are exceptionally dangerous in the current version of the game. When used in combo's / punish situations you won't be able to red focus your way out. | ||
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