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Ultra Street Fighter IV - Page 357

Forum Index > General Games
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Check out the new Street Fighter V Thread
Noocta
Profile Joined June 2010
France12578 Posts
October 25 2013 12:06 GMT
#7121
I'm so fucking scared of Hakan now

They already want to buff him, and both Ultra is insane for him. And he can move with red focus while oiled.
And he don't care for the ennemy red focus since oil slide is armor break and grabs beat it.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Duka08
Profile Blog Joined July 2010
3391 Posts
October 25 2013 16:21 GMT
#7122
I hope by "fixed unblockables" he's not referring to delayed wake-up.

I think a lot of these mechanics will change slightly, but it's going to be exciting to see how people manage to do with them at the location tests!
O-ops
Profile Joined February 2009
United States4236 Posts
Last Edited: 2013-10-25 18:14:06
October 25 2013 18:12 GMT
#7123
On October 26 2013 01:21 Duka08 wrote:
I hope by "fixed unblockables" he's not referring to delayed wake-up.

I think a lot of these mechanics will change slightly, but it's going to be exciting to see how people manage to do with them at the location tests!


Well, he's telling people to show up to location test with their AE unblockable setups, so I'm pretty sure it's just going to be normal wakeup timing after untechable knockdown, amd without use of red focus. I'm assuming unblockable setups are just going to turn into crossups.

Speaking of which, there are certain reverse unblockable setups in the game in which you can block no matter which direction you're holding. I wonder if fixing unblockables affect that too (not that it's relevant anyway).

Edit: I want to see Silk trying the snackish with red focus.
Fan of the Jangbanger
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
October 25 2013 20:53 GMT
#7124
There seems to be a lot of bizarre confusion here and on SRK's comments section with how Red Focus will work. Sounds simple enough to me... absorbs damage, has a charge up and release period, gets beaten by armor breakers and throws... the only difference is it absorbs multiple hits and costs meter. Why is that so hard to grasp?

"But I can red focus a whole super or ultra!" First, who is throwing out raw supers/ultras? Second, you still take all the damage as gray health, and you can't absorb a hit if you have no health. If someone is trying to chip you out with a super, red focus isn't going to save you because you won't have any health left to absorb more hits.

I really doubt unblockables were fixed on a case-by-case hitbox basis. My guess is they just added a frame or two of leeway where you can block something that has just crossed you up from the same direction. That is, if an unblockable is coming at you and your blockable direction has changed in the past 1 frame, you can block it in either direction. No arbitrary hitbox changes which will only fix known unblockables, just system-level fixes.

Delayed wakeup is interesting to me. It hasn't been announced yet but it sounds like it could shut down vortex stuff almost entirely. What would have to happen is with every knockdown you would have to guess whether your opponent is going to delay or not, and adjust your incoming attack's timing to suit that. For example, let's say delaying wakeup adds 5 frames to your wakeup animation. A normal vortex setup would hit 5 frames too early and miss, so if your timing is whiff a jab then jump, you may have to make a decision whether to whiff a strong then jump instead. I'd further guess that you have to commit to your delayed wakeup immediately (so that if you saw a strong whiff you couldn't just cancel your delay and antiair, which would be silly).
Moderator
O-ops
Profile Joined February 2009
United States4236 Posts
October 25 2013 21:18 GMT
#7125
On October 26 2013 05:53 Excalibur_Z wrote:
There seems to be a lot of bizarre confusion here and on SRK's comments section with how Red Focus will work. Sounds simple enough to me... absorbs damage, has a charge up and release period, gets beaten by armor breakers and throws... the only difference is it absorbs multiple hits and costs meter. Why is that so hard to grasp?

"But I can red focus a whole super or ultra!" First, who is throwing out raw supers/ultras? Second, you still take all the damage as gray health, and you can't absorb a hit if you have no health. If someone is trying to chip you out with a super, red focus isn't going to save you because you won't have any health left to absorb more hits.

I really doubt unblockables were fixed on a case-by-case hitbox basis. My guess is they just added a frame or two of leeway where you can block something that has just crossed you up from the same direction. That is, if an unblockable is coming at you and your blockable direction has changed in the past 1 frame, you can block it in either direction. No arbitrary hitbox changes which will only fix known unblockables, just system-level fixes.

Delayed wakeup is interesting to me. It hasn't been announced yet but it sounds like it could shut down vortex stuff almost entirely. What would have to happen is with every knockdown you would have to guess whether your opponent is going to delay or not, and adjust your incoming attack's timing to suit that. For example, let's say delaying wakeup adds 5 frames to your wakeup animation. A normal vortex setup would hit 5 frames too early and miss, so if your timing is whiff a jab then jump, you may have to make a decision whether to whiff a strong then jump instead. I'd further guess that you have to commit to your delayed wakeup immediately (so that if you saw a strong whiff you couldn't just cancel your delay and antiair, which would be silly).


Yo autocorrect block? Capcom pls.

And your assessment over delay wakeup is the reason why i think it's a dumb concept. You're rewarding the losing side a free option to stop vortex (which just got a lot shitter now that unblockables are gone). Why?

Now every time you sweep someone all you get is a free safejump -.-
Fan of the Jangbanger
Noocta
Profile Joined June 2010
France12578 Posts
October 25 2013 21:40 GMT
#7126
On October 26 2013 05:53 Excalibur_Z wrote:
There seems to be a lot of bizarre confusion here and on SRK's comments section with how Red Focus will work. Sounds simple enough to me... absorbs damage, has a charge up and release period, gets beaten by armor breakers and throws... the only difference is it absorbs multiple hits and costs meter. Why is that so hard to grasp?

"But I can red focus a whole super or ultra!" First, who is throwing out raw supers/ultras? Second, you still take all the damage as gray health, and you can't absorb a hit if you have no health. If someone is trying to chip you out with a super, red focus isn't going to save you because you won't have any health left to absorb more hits.


There's still a lot of data we don't know about it.
How manys hits can be absorbed ? Is Ultra meter gain the same ? How fast do health recover ? What lvl 1/2/3 do ?

We aren't even sure of the meter cost.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
October 25 2013 21:46 GMT
#7127
On October 26 2013 06:40 Noocta wrote:
Show nested quote +
On October 26 2013 05:53 Excalibur_Z wrote:
There seems to be a lot of bizarre confusion here and on SRK's comments section with how Red Focus will work. Sounds simple enough to me... absorbs damage, has a charge up and release period, gets beaten by armor breakers and throws... the only difference is it absorbs multiple hits and costs meter. Why is that so hard to grasp?

"But I can red focus a whole super or ultra!" First, who is throwing out raw supers/ultras? Second, you still take all the damage as gray health, and you can't absorb a hit if you have no health. If someone is trying to chip you out with a super, red focus isn't going to save you because you won't have any health left to absorb more hits.


There's still a lot of data we don't know about it.
How manys hits can be absorbed ? Is Ultra meter gain the same ? How fast do health recover ? What lvl 1/2/3 do ?

We aren't even sure of the meter cost.


Functionally it's no different though. Any number of hits (but just like regular focuses, you can only charge for so long before the attack comes out) and damage is damage meaning the Ultra gauge fills at the same rate, health recovery wouldn't have to be different. I do know about the levels and meter cost but I don't think that's been announced at all so I can't say :x Let's just say there are other incentives beyond absorbing multiple hits to make the meter cost worth it.
Moderator
Noocta
Profile Joined June 2010
France12578 Posts
October 25 2013 21:55 GMT
#7128
Oh, I didn't know you were in the Location Tests.
Well, can't blame people for discussing it.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
October 25 2013 22:08 GMT
#7129
On October 26 2013 06:55 Noocta wrote:
Oh, I didn't know you were in the Location Tests.
Well, can't blame people for discussing it.


I wasn't at the tests myself but I've spoken with people who were. If I were actually there I'd be NDA-bound and wouldn't say anything :>
Moderator
2stra
Profile Joined March 2011
Netherlands928 Posts
October 25 2013 22:10 GMT
#7130
I think red focus might make fireballs a lot stronger. Say you are zoning. Throwing fireballs when your opponent, let's say Chun with ultra 1, makes a good read on your fireball and ultra's through it, would you be able to red focus cancel the fireball (assuming you have the required bars) and punish the ultra?

If this would be the case anti-fireball ultra's will be a lot less dangerous. Maybe you don't have enough time to activate red focus after the ultra flash?
Cel.erity
Profile Blog Joined September 2010
United States4890 Posts
October 25 2013 22:17 GMT
#7131
On October 26 2013 06:18 O-ops wrote:
Show nested quote +
On October 26 2013 05:53 Excalibur_Z wrote:
There seems to be a lot of bizarre confusion here and on SRK's comments section with how Red Focus will work. Sounds simple enough to me... absorbs damage, has a charge up and release period, gets beaten by armor breakers and throws... the only difference is it absorbs multiple hits and costs meter. Why is that so hard to grasp?

"But I can red focus a whole super or ultra!" First, who is throwing out raw supers/ultras? Second, you still take all the damage as gray health, and you can't absorb a hit if you have no health. If someone is trying to chip you out with a super, red focus isn't going to save you because you won't have any health left to absorb more hits.

I really doubt unblockables were fixed on a case-by-case hitbox basis. My guess is they just added a frame or two of leeway where you can block something that has just crossed you up from the same direction. That is, if an unblockable is coming at you and your blockable direction has changed in the past 1 frame, you can block it in either direction. No arbitrary hitbox changes which will only fix known unblockables, just system-level fixes.

Delayed wakeup is interesting to me. It hasn't been announced yet but it sounds like it could shut down vortex stuff almost entirely. What would have to happen is with every knockdown you would have to guess whether your opponent is going to delay or not, and adjust your incoming attack's timing to suit that. For example, let's say delaying wakeup adds 5 frames to your wakeup animation. A normal vortex setup would hit 5 frames too early and miss, so if your timing is whiff a jab then jump, you may have to make a decision whether to whiff a strong then jump instead. I'd further guess that you have to commit to your delayed wakeup immediately (so that if you saw a strong whiff you couldn't just cancel your delay and antiair, which would be silly).


Yo autocorrect block? Capcom pls.

And your assessment over delay wakeup is the reason why i think it's a dumb concept. You're rewarding the losing side a free option to stop vortex (which just got a lot shitter now that unblockables are gone). Why?

Now every time you sweep someone all you get is a free safejump -.-


Well, when I think of a delayed wakeup, I think of teching/rolling with a specific timing. In that case, you can still use safe jumps, meaties, and crossups as oki by reacting to whether or not they roll as they hit the ground, and different characters will have different options depending on screen position. Also, I think there should still be *some* hard knockdowns in the game, maybe from throws or EX moves. It's not a bad concept.

That said, it's the kind of thing that requires careful balancing of every character's options. If they haven't tested it already and balanced around it, then I definitely don't want to see it added as a last-minute stopgap, or certain characters will get hosed pretty hard.
We found Dove in a soapless place.
Noocta
Profile Joined June 2010
France12578 Posts
October 25 2013 22:20 GMT
#7132
On October 26 2013 07:10 2stra wrote:
I think red focus might make fireballs a lot stronger. Say you are zoning. Throwing fireballs when your opponent, let's say Chun with ultra 1, makes a good read on your fireball and ultra's through it, would you be able to red focus cancel the fireball (assuming you have the required bars) and punish the ultra?

If this would be the case anti-fireball ultra's will be a lot less dangerous. Maybe you don't have enough time to activate red focus after the ultra flash?


We have no idea if you can cancel a special with the red focus so far
And if we can, we don't know the meter cost

My feeling is that it cost 4 bars, 2 for the FADC, 2 for it being a red focus
But aren't most fireball non fadcable past very few frame after throwing it anyway ?
" I'm not gonna fight you. I'm gonna kick your ass ! "
Lolimaiko
Profile Joined February 2011
United States29 Posts
October 25 2013 22:44 GMT
#7133
I sure hope "fixing" unblockables was as simple as not making your character's "center" shift forward when you pushed back on the joystick.

Not sure about red focus. Vanilla focus is alright because it only absorbs one hit and has massive restrictions, but red focus feels more like parrying, which I absolutely detest
Susceptible to lolis
2stra
Profile Joined March 2011
Netherlands928 Posts
October 25 2013 22:54 GMT
#7134
On October 26 2013 07:20 Noocta wrote:

We have no idea if you can cancel a special with the red focus so far
And if we can, we don't know the meter cost

My feeling is that it cost 4 bars, 2 for the FADC, 2 for it being a red focus
But aren't most fireball non fadcable past very few frame after throwing it anyway ?


I'm just pondering over the possibilities, no idea if it is possible/feasible/worth the meter : )

Duka08
Profile Blog Joined July 2010
3391 Posts
October 26 2013 02:34 GMT
#7135
I like the idea of red focus in concept, because as others have mentioned, it doesn't matter if you can soak these huge things (supers, ultras, etc) you're still TAKING that damage (which means you need the health) and it means they were doing it raw ANYWAY which is uncommon and/or stupid regardless (so who cares if there's a new way to punish something that should already be easy to punish?)

My biggest uncertainty regarding it is the rumors that all damage that follows is unscaled. Which sounds like it could be a much bigger deal.
O-ops
Profile Joined February 2009
United States4236 Posts
October 26 2013 05:54 GMT
#7136
On October 26 2013 07:54 2stra wrote:
Show nested quote +
On October 26 2013 07:20 Noocta wrote:

We have no idea if you can cancel a special with the red focus so far
And if we can, we don't know the meter cost

My feeling is that it cost 4 bars, 2 for the FADC, 2 for it being a red focus
But aren't most fireball non fadcable past very few frame after throwing it anyway ?


I'm just pondering over the possibilities, no idea if it is possible/feasible/worth the meter : )



Dude it's like victory rose fadc combo.

How is that not worth the meter?
Fan of the Jangbanger
2stra
Profile Joined March 2011
Netherlands928 Posts
Last Edited: 2013-10-26 12:59:41
October 26 2013 11:17 GMT
#7137
Top four of Capcom Cup Taiwan is about to start with Fuudo, Gamerbee. RB and Tomy.

stream here.

Edit: So Ono just said on stream that there is yet another (unannounced) new mechanic that will be a major change to the system, similar to red focus and w.
Noocta
Profile Joined June 2010
France12578 Posts
October 26 2013 22:41 GMT
#7138
I hope they come out with something more exiting than delayed wake up for that last mechanic.
" I'm not gonna fight you. I'm gonna kick your ass ! "
ain
Profile Joined July 2010
Germany786 Posts
October 26 2013 23:09 GMT
#7139
Pre-order gems that give you a v-ism meter.
Hokay
Profile Joined May 2007
United States738 Posts
October 26 2013 23:15 GMT
#7140
It was stated that it's going to give you a new perspective on how to play Street Fighter.

Ono said that this new system mechanic would be a huge change, with wide sweeping alterations to how the game is played, similar to the scale of difference that Red Focus and double ultras will have.



Maybe it's the rumored delay wakeup mechanic. I'm surprised Capcom is actually touching & adding core mechanics to the SF4 series. It only took about 6 versions, but it's about time. Let's just hope it turns out for the better by the time it goes out on release.

I'm switching to chun li now..
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