Ultra Street Fighter IV - Page 443
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stuchiu
Fiddler's Green42661 Posts
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Arceus
Vietnam8332 Posts
On July 12 2014 01:06 stuchiu wrote: I guess I'll just make a ghetto OP for evo 2014? plz go ahead. I would make it if the timezone difference is not 14 hours for me ![]() | ||
Noocta
France12578 Posts
I hope he switch back to Makoto during top32 or something. | ||
MarlieChurphy
United States2063 Posts
Biggest gripe about SF4: The overdoing of specials, ultras, poses, and death animations. Along side the minimum 30 seconds between rematches. So much time is wasted just sitting there doing nothing, regardless if you are the winning or losing end. Imagine if all those times were halved. How many ultras have you wasted time sitting through in your life? 500? 1000? 10,000? (Imagine if each time you killed a HQ building in SC2 they went to a cutscene animation for 10 seconds) Each ultra takes about 10~ seconds That's 27.78 hours, which for those of you who are mentally disabled, is more than a day's length on this planet. There should be options to turn off ultra animations and cameras, or at least speed them up x2 or x4. I don't give a shit if it doesn't look pretty anymore, it's a waste of everyone's time after they've seen it a dozen times. On top of that, final blow death animations slow everything down to like -x2 so it wastes a few extra seconds at the end of each round. And then we have to watch the final posedown of the winner for a few seconds as well. And don't get me started on the time wasted on the GUI outside of matches and reloading stage, vs screen, etc. etc. All that shit is MINIMUM 30 seconds. How many matches have you played? That's like 3 days of your life at least just sitting through useless screens if you've played 10k matches. I don't think there is any other fighting game that wastes so much time just watching cartoons play during the match. PS- shit like this is a problem as well 11:18 , time is running out. Commentator mentions that he can't even use Ultra once it gets to the 10 second mark as the damage won't come out by the time the clock hits zero. PPS- 'Slow rolling' is a term in poker where a person holds the winning hand (or best possible hand at the moment) and they sit there mulling over a call on an all in or whatever for no reason. This is really bad etiquette and you can even be penalized for doing it. In fighting games often times you will be very low on health and be punished for whiffing a move or whatever. A player can activate some overkill super/ultra to waste time instead of a jab. I think the moment your life is reduced to 0 it should immediately stop as well. Every other SF game supers are like 5 seconds long MAX. Poll: Ultra duration Keep same (14) x2 or x4 speed automatically (1) Only lock timer during animation (1) x2 or x4 speed in options (0) Lock timer and speed up automatically (0) Lock timer and speed up options in menu (0) Other (0) 16 total votes Your vote: Ultra duration (Vote): x2 or x4 speed automatically | ||
CosmicSpiral
United States15275 Posts
A far bigger problem in USF4 is how piss-poor offense has become. There are too many easy defensive options to deal with pressure and too few strong offensive options to bypass it. | ||
MarlieChurphy
United States2063 Posts
On July 14 2014 11:32 CosmicSpiral wrote: The issue of ultra duration can be easily solved. Make it like UMvC3 so supers and ultras will always deal guaranteed full damage as long as they start before the timer expires. A far bigger problem in USF4 is how piss-poor offense has become. There are too many easy defensive options to deal with pressure and too few strong offensive options to bypass it. I don't specifically mean timer scamming, (although it is a related issue I brought up) but more so just the time of not playing the game and being forced to watch long drawn out animations that we've seen a thousand times already. Are we playing a game here, or watching cartoons? OT- jwong victory rolls + Show Spoiler + ![]() | ||
porkRaven
United States953 Posts
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MarlieChurphy
United States2063 Posts
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CosmicSpiral
United States15275 Posts
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MarlieChurphy
United States2063 Posts
On July 15 2014 00:12 CosmicSpiral wrote: I still think the issue of losing almost all okizeme in Ultra is more important than the aesthetic concerns of cinematic supers. What you mean the cinematic recovery is so long and you are often far away that you can't do anything? I assumed that was generally character specific to a playstyle they wanted to achieve for the character, so as not to be so cheap. For example SPD ultras on grapplers will often throw the character pretty far away. Or rush down characters will be mid screen and not float down from their ultra until the opponent has reset. | ||
porkRaven
United States953 Posts
On July 11 2014 18:24 ain wrote: They're all good to learn with. Play whoever you enjoy the most. For starting out you just want to stay away from C.Viper, El Fuerte, Ibuki and Gen, because they require execution techniques new players shouldnt be bothered with. I sort of agree with this. Except she does have really easy target combos that do good damage (target combo 8 into neckbreaker). I am a bit bias because I main ibuki though. She can also get you into really bad habits though (random neckbreaker etc). but on the whole you're probably right. I don't have a copy of Ultra yet (pc). I also have only seen a small amount of footage from the random youtube video or a tournament. What sort of characters still have vortex options? I've seen the Ibuki lk > kunai/lk depending on if delayed wakeup. How changed is it for other characters? Think it will take a little more time to find out new setups for vortex characters? If anyone knows personally is ibuki's okiezme still good? | ||
MarlieChurphy
United States2063 Posts
Can someone please make an argument for watching the same cutscene over and over? Maybe I should make a video where all ultras are X2 speed to see how they would look. I also think a lot of the ultras are just ridiculous and silly. For example Hakan's thing where he slides you around his body 10 times, that's just cartoon shit. Or Juri's thing where she bends you back and whispers in your ear, seriously, that's just dumb. | ||
CosmicSpiral
United States15275 Posts
On July 15 2014 11:58 MarlieChurphy wrote: What you mean the cinematic recovery is so long and you are often far away that you can't do anything? I assumed that was generally character specific to a playstyle they wanted to achieve for the character, so as not to be so cheap. For example SPD ultras on grapplers will often throw the character pretty far away. Or rush down characters will be mid screen and not float down from their ultra until the opponent has reset. I meant DWU has significantly slowed down the game, especially in regards to okizeme. SF4 was already slow because it was hard to turn pressure into significant damage with 3 frame mashable DPs, invincible backdashes, focus cancels, etc. Players had to develop the vortex for certain characters just to cover those options and maintain advantage off a hard knockdown. Now it's so risky to commit to offensive options off a knockdown that players don't even go for advantageous setups. How many times did players in the top 8 get a knockdown and literally just stand there/backdash? | ||
porkRaven
United States953 Posts
On July 15 2014 12:10 MarlieChurphy wrote: I'm sort of surprised that most people are voting 'keep same' on that poll so far. Can someone please make an argument for watching the same cutscene over and over? Maybe I should make a video where all supers are X2 speed to see how they would look. I also think a lot of the supers are just ridiculous and silly. For example Hakan's thing where he slides you around his body 10 times, that's just cartoon shit. Or Juri's thing where she bends you back and whispers in your ear, seriously, that's just dumb. As far as I know ultra animations are only supposed to look cool. I am not sure if there is anything wrong with the super animations though they tend to be quick, correct me if I'm wrong. Aesthetically the whole game is cartoon shit, not sure why the complaint is unique here. | ||
WindWolf
Sweden11767 Posts
On July 15 2014 12:15 SwatRaven wrote: As far as I know ultra animations are only supposed to look cool. I am not sure if there is anything wrong with the super animations though they tend to be quick, correct me if I'm wrong. Aesthetically the whole game is cartoon shit, not sure why the complaint is unique here. Some super animations are rather quick (Rose and Juri for example) while others are long (Abel and Zangief comes to mind) | ||
MarlieChurphy
United States2063 Posts
Maybe I can just hack my shit to turn cameras off online too? It still sucks that they are so long though. | ||
MarlieChurphy
United States2063 Posts
Upsets: Gfinal: Alternate: + Show Spoiler + G&M EA with MD episode 22 : Hugo mirror: Honda lol: (mike ross needs these last 2 videos) PS- some balance discussions/videos from Combofiend http://www.eventhubs.com/news/2014/jul/13/video-capcoms-ultra-street-fighter-4-panel-evo-2014-combofiend-explains-why-buffs-vegas-invincible-ex-st-were-reverted/ http://www.eventhubs.com/news/2014/jul/12/combofiend-ultra-street-fighter-4-balancing-isnt-finished-cites-issues-yun-seth-dee-jay-edition-select-coming-online-update/ As well as a tier list comparison from US / JAP ![]() PS- all evo 2014 results http://www.eventhubs.com/news/2014/jul/11/evo-2014-live-stream-ft-daigo-xian-infiltration-tokido-justin-wong-pr-balrog-ryan-hart-chrisg-fuudo-filipino-champ-flocker-mango-and-more/ | ||
Lolimaiko
United States29 Posts
On July 15 2014 12:10 MarlieChurphy wrote: I'm sort of surprised that most people are voting 'keep same' on that poll so far. Can someone please make an argument for watching the same cutscene over and over? Maybe I should make a video where all supers are X2 speed to see how they would look. I also think a lot of the supers are just ridiculous and silly. For example Hakan's thing where he slides you around his body 10 times, that's just cartoon shit. Or Juri's thing where she bends you back and whispers in your ear, seriously, that's just dumb. I guess I'll bother with a response. The clock, like super meter, ultra meter, and real estate positioning on the stage, is a resource players should always keep tabs on. Using ultras as an example, every character who loses a round has had the option to use his/her ultra at least once, so they pretty much have access to this one mega powerful move all the time. Using your example of Zangief's Final Atomic buster, it's one of the more damaging Ultras in the game. In addition, it's also a one frame grab; if you are not jumping during the super-freeze, you're going for a wild ride. The 10 second + animation is there to "balance out" the fast start up and the high damage. Having your option would completely destroy the risk-reward scenario. I could zone Gief perfectly for 98 seconds, but in the last second he makes a solid read (All good Giefs will close that gap eventually, this isn't Super Turbo any more), and I lose the round. Off of one guess. So now the meta around Gief will revolve around jumping whenever he gets close, which they will respond with correct AAs or Headbutt stun back into Ultra. Some argue Grapplers should have this mechanic. They spend all round maneuvering and dodging through fireballs and eating pokes all day trying to get in, but when they do get in they should be unstoppable. In a way they are; they have undeniably good pressure, and the pay outs are in their favor, but it still allows for some counter play for the defender to push Zangief away and return to neutral. That's how I see it. The timer is there to have Zangief force something way before the match ends, and the opponent has to work on delaying the game enough so Zangief doesn't have access to this extremely powerful tool. As for other reasons why animations still exist: -It gives momentum to the player who lands the ultra, but both characters have a moment to reflect on what the incoming mixup will be. "If he does X, I can do NN. But that can be countered by Y, so I should just do MM; although that can go back to his original option of X". Whatever mind game, psychological pressure happens during those moments, it definitely wouldn't happen if damage became instant. -It gives the audience time to express their excitement and give them time to digest what's happened. People don't cheer for the animation, they cheer because of the build up that led to the Ultra combo. The ultra is the climax, and the footsies rebuild the tension. -Lastly. There has to be some kind of impact for landing a 50% damage move. "doo-dee-doo. I'm going to pick you up and slam you on the ground for 50% damage. It doesn't have to look like it's bone-crushingly devastating does it? No? Oh........" Also knock it off with the condescending language. If you want people to take your rather mis-informed and poorly formed (and wrong) opinion seriously, don't start it off with' mentally disabled' and 'cartoon shit' . | ||
aseq
Netherlands3969 Posts
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Noocta
France12578 Posts
But it looked so weird they reversed it. | ||
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