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New Ultra Street Fighter 4 Info

This is giving me Alpha 3 and Third Strike vibes all over! This will make USF4 a completely new fighter. Not only is the main systems getting changed so is everyones framedata and properties. You will have to relearn all your matchups all over again. Im so hyped, I cant wait for this game. The Thousands of Hours that this game will take from me! Im hands are ready!
 
So they removing the retarded set ups where you whiff stuff and then you get a frame advantage on set ups? I like sf but the game was so retarded that the game never made sence to me.
 
Yeah, seriously. They either need to have more FA breaking moves or half the characters are going to get fucked by characters with good FA. Guy had it okay because he had target combos and crouching MK but with red focus, his only FA breaking move is Hozanto and that's definitely not going to be fast enough.

Guile's only FA-breaker is Flash Kick.
Hawk's only FA-breaker is Condor Dive
Dhalsim's only FA-breaker is Yoga Flame

But poor Guy, all he had is multi-hitting normals and a great EX move to deal with focus attacks.
I wouldnt do it on forums period, much less a membership forum which chooses its members at random.
PJSalt
 
What I was getting at is crouch covering what red focus does not, simplifying the mixup to a 50/50.

What you are forgetting is that crossup divekick will still work on crouch and it will be even more of a danger if you are focusing while crossed up. Ambiguous divekicks will still keep his mixup strong.
 
...which is why you wouldn't crouch that.
Heh, maybe if your dash autocorrects.

I don't know the answer to this, but if you guess wrong -- Akuma does a divekick you do a focus and dash out of it, do you have time to block his sweep or will you eat it and go into the vortex again?
 
I don't know the answer to this, but if you guess wrong -- Akuma does a divekick you do a focus and dash out of it, do you have time to block his sweep or will you eat it and go into the vortex again?
I suppose it would depend. If the Akuma does an option select based on whiffing a jab, then the sweep won't come out. If he does the sweep another way, then you might just focus it as an additional hit.
 
"if they got rid of option selects, I would get extra hyped"

Option selects are just a result of the way the game handles inputs. They're pretty common in 2D fighting games with special moves.
 
Man Im not certain the damage nerf will be enough to balance off getting both ultras on some folks. Plus Red Focus is gonna need hashed out a bit more...folks might be able to red focus through some shit pretty horribly...probably gonna lead to folks using throws more out of fear of it if I were to just take a guess.

Zangief and Sagat just got more popular with this announcement IMO. Specially Zangief.
 
Was it ever established how many hits red focus can absorb? Would it effectively wipe out honda's jab xx hands pressure if someone red focuses the jab?
 
So far what's the opinion on the changes? good or bad?

Too early to tell. I remember thinking that SF4 overly favored defense (and maybe still does at low levels) and it was really hard to open someone up early on. 2 years later, that didn't seem to be the case.
 
All reversal special attacks and ultras gain armor breaking properties.

Also red focus is going to be expensive. It can only happen so many times, and if they use it offensively at the wrong spot they wasted two bars for nothing.
 
Was it ever established how many hits red focus can absorb? Would it effectively wipe out honda's jab xx hands pressure if someone red focuses the jab?
Four hits. Each one taking away a super meter.
Unless it slowly diminishes as the hits come in. Instead if one entire stock per hit. That makes more sense.
 
So double ultra = access to three supers, basically?

no; ultras are way different from supers. slower, have to take hits to build it up, can't normal or special cancel them. it opens up more options but they're still ultras--you need to set them up.
 
no; ultras are way different from supers. slower, have to take hits to build it up, can't normal or special cancel them. it opens up more options but they're still ultras--you need to set them up.

I dunno man, some supers in the Alpha games weren't normal cancellable (I don't remember if any were special cancellable) and needed to be set up properly. Trading away damage potential for flexibility just kind of reminds me of A-ism, except two of your supers have their own meter, have very specific applications and can only be used when you're getting your ass kicked.
 
This is not the reveal of the new character.

They''ll probably save that for an appropriate event, like uh.. the Capcom Cup, duh.

Four hits. Each one taking away a super meter.
Unless it slowly diminishes as the hits come in. Instead if one entire stock per hit. That makes more sense.

It's 2 bars and it removes meter as soon as you charge it, you can do red focus and dash cancel back after an instant and you'll lose 2 bars.

Look @ the OP in this thread.

iFwV0wb.png


Already activated (hence Makoto being red) and meter is @ 2 bars, absorbs all of the Super from Ryu and has more meter than 2 after the crumple.
 
Couldn't disagree more. You don't punish players bases for becoming good at your game, because if your game is worth giving the time of day, it's an eventuality. Every fighting game in existence has its tactics that can be considered "cheap" or "overbearing" or "overtly complex" and every FG in the future will have them. It all boils down to how long the game sticks around and what you're willing to tolerate as a player. That's part of what makes you a strong/weak player. The strength in letting a game breath is that those interpretations of tactics start to boil away as the competitive scene matures, both as players and people, as they get used to those types of tactics.

So what if there's situations that heavily favor an offensive sequence? You move your priority to avoiding those circumstances in the matchup. Despite that Viper OS, I'd still consider that matchup in Akuma's favor because he's better in the neutral. You're expressing a dislike of the fact that a FG developed over time to become something more "complex"? Really? Both the Juri/Sakura and Akuma/Viper descriptions are merely a description of the function of players becoming good at the game given enough time.

People should consider simply moving on to something else instead of complaining online about the tactics they don't like regarding a game (not dismissing your stance as whining. I'm not attacking you, here). This is why we have stuff like invincible DPs, Ultra combos (with invincible startups), low block stun etc. etc. in the first place.

People complained endlessly about SF4's lack of offensive pressure during the first few years of its release. People finally start engineering ways to maintain pressure via becoming good at the game, and now people have problems with that. Now, we have a Red Focus attack. This is the dark side of the Information Age.
Nah, I agree with Venfayth here...I don't think it's a matter of getting "good" at the game with how many OS certain characters have, not to mention just how dangerous there are to defend against. A good example IMO is VF5. Nothing in the game is overly complex and it's pretty pick-up-and-play. But a veteran player will almost never lose to a beginner, high level player to a veteran etc...There isn't any position to be in to learn how to defend against shun di crazy mixups. You simply have to learn the defensive tools. If that's the case then EVERYONE should be just as dangerous as Viper once she gets a throw in the corner, but that's not the case. I know many would much rather prefer a tool to learn and master, that was designed to deal with strong offensive pressure. I don't believe it should be left to a handful of players who study the game. Much of that information does trickle down, and it still won't matter, simply because not everyone's execution is the same. More defensive options will balance SF4 more IMO, and create room for more Diago's and Wong's.

for example, I would be much better if I had better reaction. Often times I know what a player will do but fumble with my input. Block left, then right, then down then back dash etc...While I'm guessing/timing all the offensive player is doing is a long automated "string". A tool used to balance that work out is a good thing. I think that's what Red focus is for anyway.

it's not a matter of being more complex, complexity is in every FG as you say. But simply too slanted towards of certain style of play "Rushdown" "Vortex". If Defense played a larger part, it could increase the players able to compete at high level.
 
"There isn't any position to be in to learn how to defend against shun di crazy mixups. You simply have to learn the defensive tools. "

Disagree. There's a lot more than "learning the defensive tools" to deal with Sarah flamenco frame traps and mixups or Lei Fei stance options.


"More defensive options will balance SF4 more IMO, and create room for more Diago's and Wong's."

The people who have the dedication to get to the highest level will put in the work necessary to get there.
 
The people who have the dedication to get to the highest level will put in the work necessary to get there.

Right. And whatever tactics develop as a function of that dedication will be the new things people in the lower base of the competitive spectrum will complain about. In this age, it's an endless cycle. They will be the new "autopilot/vortex" tactics because lesser players don't understand that if their opponent is performing tactics mindlessly two things are happening:

A: They're being efficient. Mindlessness is ideal when it comes to executing anything in a competitive context.

B: You're not good enough to put pressure on the player executing mindlessly. That's an ego thing, and a problem you need to address yourself. Stop asking designers to address it for you.
 
They''ll probably save that for an appropriate event, like uh.. the Capcom Cup, duh.



It's 2 bars and it removes meter as soon as you charge it, you can do red focus and dash cancel back after an instant and you'll lose 2 bars.

Look @ the OP in this thread.

iFwV0wb.png


Already activated (hence Makoto being red) and meter is @ 2 bars, absorbs all of the Super from Ryu and has more meter than 2 after the crumple.

So, it's two bars no matter what? No matter how many hits you take?
 
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