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What features/balance changes/5th char would you like to see in USF4?

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Eternal student
Yeah but both players have the same access to interactables from the beginning of the match to the end. Ultras are earned by losing. Regardless of their effectiveness, they still make the match easier for the loser
You mean like how people get can get full meter from injustice just from getting the crap kicked out of them, and how people can clash to get pressure of them for free? If you really want a game with no comeback factor play GG, and even then you can build meter from getting beat up so you can super. There is no FG without some form of comeback factor
 

cyke_out

Noob
You can build your ultra without losing, by using FA to absorb an hit and can ultra meter. So even if you not losing, you can still build your bar for an ultra.

No one is disagreeing that ultra's are a comeback factor, but it's in the game, and is not going anywhere.

And as for that comment about wanting a small community for a game. Do you play VF at all? I do, and good luck, finding other people to play with you. I wished that game was more popular, but it will never be. So I'll take some scrubby elements in an otherwise good game, and find nice local comp than sitting in my house alone playing a better game.
 
You mean like how people get can get full meter from injustice just from getting the crap kicked out of them, and how people can clash to get pressure of them for free? If you really want a game with no comeback factor play GG, and even then you can build meter from getting beat up so you can super. There is no FG without some form of comeback factor
play CE :D
 

cyke_out

Noob
Anyway, I would like my main, Bison, to be buffed. He needs better anti-air, and more damage, it's so hard coming back with Bison. Also make is U2 a motion command from super.
 

RWDY Nori

Where is crossplay?
Anyway, I would like my main, Bison, to be buffed. He needs better anti-air, and more damage, it's so hard coming back with Bison. Also make is U2 a motion command from super.
Bro, you can tell I'm a major Bison main too, but his motion command super made him pretty fucked up for what the U2 did. Nearly full screen punish for throwing any projectile THAT quickly? That's pretty fucked
 

Chrishaspads

Name isn't Chris, Doesn't have pads
can anyone post where it says the character buffs/nerfs? i'v'e looked around and couldnt find them ;_;
 

cyke_out

Noob
Bro, you can tell I'm a major Bison main too, but his motion command super made him pretty fucked up for what the U2 did. Nearly full screen punish for throwing any projectile THAT quickly? That's pretty fucked
Yeah it was way too fast in Super, but the charge command makes it almost useless for reacting to a fireball, If a good player sees Bison sitting down with ultra, he's not going to throw fireballs at all.

I'd love more ways for Bison to combo into U1 other than Hell Attack. As of right now, both of Bison's Ultra are extremely situational.
 

RWDY Nori

Where is crossplay?
Yeah it was way too fast in Super, but the charge command makes it almost useless for reacting to a fireball, If a good player sees Bison sitting down with ultra, he's not going to throw fireballs at all.

I'd love more ways for Bison to combo into U1 other than Hell Attack. As of right now, both of Bison's Ultra are extremely situational.
They are situational IMO to balance him out. He lacks the major thing he will never get that all the top tiers have: a vortex. He has IMO the best normals as far as poking in the game. Roundhouse is an awesome overall move and still works great as an anti air.

IMO that's all he needs is a more CONSISTENT anti air and maybe less recovery on teleport? I don't know, I personally don't think he needs much but that's me
 

RoGE

Noob
I'd like a majority of the combos to be more lenient, I really hate 1 frame links and think they are not necessary for this game.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
They are situational IMO to balance him out. He lacks the major thing he will never get that all the top tiers have: a vortex. He has IMO the best normals as far as poking in the game. Roundhouse is an awesome overall move and still works great as an anti air.

IMO that's all he needs is a more CONSISTENT anti air and maybe less recovery on teleport? I don't know, I personally don't think he needs much but that's me
Less recovery on teleport would give him arguably the best wakeup defense of all characters. It already pretty much is, actually. While he never will get a vortex, he also has a better defense than the characters that are capable of vortexes. s.HK working for AA, though, needs to happen.
 

Qwark28

Joker waiting room
Yeah but both players have the same access to interactables from the beginning of the match to the end. Ultras are earned by losing. Regardless of their effectiveness, they still make the match easier for the loser
so youre telling me that some random scrub that youll be beating all day will suddenly become a slit eyed rampaging machine of destruction when he has ultra?

you have ultra, he has ultra, its something you'll both get, deal with it.

and yeah, both chars have access to ultras just like interactibles, there also are situations in injustice where you simply cant win due to interactibles blocking one option that you rely on to get out of another thats blocked by your opponents tools
 

HGTV Soapboxfan

"Always a Pleasure"
so youre telling me that some random scrub that youll be beating all day will suddenly become a slit eyed rampaging machine of destruction when he has ultra?
you have ultra, he has ultra, its something you'll both get, deal with it.

and yeah, both chars have access to ultras just like interactibles, there also are situations in injustice where you simply cant win due to interactibles blocking one option that you rely on to get out of another thats blocked by your opponents tools
Okay, obviously if I'm bodying them it's whatever. My point is that rewarding players for losing is dumb. I know every game has this in some way, but that doesn't mean it's not dumb. I understand that. I'm just saying that you can't say it isn't a dumb comeback mechanic. With the idiot comment I admittedly crossed a line, I was just frustrated by his comment.
 
In SSF4AE top 16, you didn't see anybody get "lucky" w/random ultras. At high level, that doesn't factor in and no matter what people say, it's exciting to watch and you're dumb for getting hit w/it. The game forces you, as most games do now, to clamp up and be careful when somebody has super/ultra. The smart players will find ways to bait it out.
But is still a factor that involves some luck for example: CEO PR Balrog vs Ryan Hart, 2 of hes desperate ultras got blocked but the last one didnt, he did the ultra imput same time Ryan used the fireball, luckfactor wins :(
 

Gurpwnder

Saikyo Student
I'd like a majority of the combos to be more lenient, I really hate 1 frame links and think they are not necessary for this game.

The problem with your request is that it's very difficult to remove 1 frame links.

Let me demonstrate with an example using Evil Ryu's frame data (http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Evil_Ryu)

Say you don't like the fact that Mk. Axe kick -> cr.MP is a 1 frame link. If we make the Mk.Axe kick +5 on hit, instead of +4, you've turned it into a 2 frame link. All is good, right? Wrong.

In this scenario, we've created ANOTHER 1 frame link. From a Mk.Axe kick, we now have a 1 frame link to far MP and far LK. Giving E.Ryu a 1 frame link to far MP will allow him to cancel that into a LK axe kick, which he can FADC into cl.MP, so you've just buffed his damage output considerably.

This is just an example with one character, but adjusting frame data like this for other characters is a difficult task. You just have to accept 1 frame links. Some are very useful (Ken's new jab to sweep), but some can be avoided (Instead of Mk.Axe kick -> Cr.MP, you can Mk.Axe Kick -> Cr.LP, a 2 frame link which is less damaging).

*Edit*

If you want to reduce the startup of cr.MP to 3F instead of 4, so that Mk.Axe kick -> cr.MP is a 2F frame link, you create another 1F link (Cl.MP -> cr.MP)

Do you see what I'm saying? Very difficult to balance.
 

RoGE

Noob
I understand that but I believe you can make the 1 frame links more lenient without changing the frame data. If I recall correctly, Persona 4 registers your button input for 5 frames making a majority of the links easier.

You may have to alter a few things but it's definitely not impossible.
 

Gurpwnder

Saikyo Student
I understand that but I believe you can make the 1 frame links more lenient without changing the frame data. If I recall correctly, Persona 4 registers your button input for 5 frames making a majority of the links easier.

You may have to alter a few things but it's definitely not impossible.

According to Dustloop.com "When you hold down an attack button in P4Arena, the game repeats the button input every frame for as long as the button is held down for up to 3 frames (speculated). This means that difficult links are easier to do by holding the button a little earlier than usual."

Interesting concept, but I don't know how much the Street Fighter 4 engine is going to have to be manipulated in order to accommodate a similar change.

They also tried to make links easier in X Tekken by allowing you to cancel the last frame of most normals, but this just created '0 frame links' instead.

 

RoGE

Noob
According to Dustloop.com "When you hold down an attack button in P4Arena, the game repeats the button input every frame for as long as the button is held down for up to 3 frames (speculated). This means that difficult links are easier to do by holding the button a little earlier than usual."
Yeah that's what I'm talking about, it make things easier. It's just another reason why I prefer SFxT, I don't have to worry about links as much.