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Supers and Ultra's combos
5 months ago  ::  Jul 03, 2009 - 11:25AM #91
johnni
Posts: 38

I thinks it's alright. They make the game more interesting.

5 months ago  ::  Jul 05, 2009 - 7:30AM #92
TongariDan (o'-')o
Posts: 4008
Adrian, your link isn't working.

Shortcut - Dan's super taunt is just that, a super.  Not an Ultra.

As for the super/Ultra thing.  It's usually worth it, unless the super/ultra is easy to connect on its own.  Best example of it not usually bieng worth it would be Ryu, as his super/Ultra is easy to land and connecting on to the oher doesn't let the whole thing hit (some of it hits, then it just flies by).

But with Gen/Guile/Dhalsim it is definitely worth it, more or less 100% of the time.

Arthur 4 TvC!!
PSN portable ID
5 months ago  ::  Jul 05, 2009 - 11:04AM #93
King1ne
Posts: 10

When I first picked up SFIV (the day it released), it was a big party at my place. Controller swapping, bud smoking, etc. Now, I haven't played ALL the SF games, notably the Alpha games, EX games, SFIII, and so forth, but I had played Marvel vs Capcom, so I knew about the Super Combos that do 50 hits, yada yada. So SFIV comes along, I'm hip to the Super, but the Ultra was something new, I didn't really know what to expect, or how you built it up. So I'm waxing the floor with my uncle, I'm Ken (no doubt), and he's Sagat. I'm about two punches and a kick away from victory, then BOOM! This a-hole bursts into an Ultra, bewildering my visual senses, and simultaneously, annihilating my poor poor Ken. Although I think it's pretty cool you have two special guages, getting your ass kicked shouldn't allow you to even out our vitality levels by giving the Ultra more power than the Super. Then again, I retract that statement, Ultra's have saved a hide more than its fair share...

5 months ago  ::  Jul 05, 2009 - 1:33PM #94
YFB47
Posts: 356

Jul 3, 2009 -- 9:41AM, Adrian wrote:


Actually, I think supers count as one move when it comes to damage scaling. So if you were to do a super then ultra, it would come out as super: 100%, ultra: 90%, and that is only because the ultra counts as 2 moves for scaling. So no, connecting supers and ultras is not pointless, unless they are at the end of a 9 hit combo.





Yeah one day i got hit with Sagats super then hedid the ultra and got all the hits off on that still as well i was upset like wtf LOL

5 months ago  ::  Jul 05, 2009 - 1:52PM #95
Garrett
Posts: 97

Jul 3, 2009 -- 11:01AM, Adrian wrote:


I personally don't use supers, because I save it for FADCs when I whiff wake up shoryus, and Ex moves. I just didn't want the wrong message to be sent, i.e. damage scaling makes super to ultra combos pointless.


But yea, if you're sure that the scaling are done by numbers of hit, and supers are scaled multiple times pending on how many hits it include, and not only scaled once, because it is counted as one move, you should email these people, and tell them that they got it wrong.


www.eventhubs.com/guides/2009/may/09/how...




 


hmmm i guess that it scales as an Ultra hitting for 2 hits in combo, and a super would be a 3rd which means the super is still hitting for 80%. so i guess is not as bad as i thought. however. usually you do several moves into the super and then can connect that into an ultra.


which i guess that would be the reason why it seems like its scaled so much from what i've seen. because if you do  for intance:


 


as ken:


j.mk(crossup)


jab jab


c.fp


jab dp cancel into super


land into ultra


so with that you're hitting


6 hits then connecting into ultra.


which means that the ultra is only hitting for 40% - 30% of its potential damage.

5 months ago  ::  Jul 05, 2009 - 1:56PM #96
Garrett
Posts: 97

oh and on that same page it says that characters HP can dampen hit dmg as well.

  • At 51% health or higher there is no damage scaling.
  • 50% health damage scaling is 95%.
  • 25% health damage scaling is 90%.
  • 15% health damage scaling is 75%.

so then if you've already gotten someone to 50%hp thats an additional 5% damage thats missing

5 months ago  ::  Jul 05, 2009 - 7:45PM #97
TongariDan (o'-')o
Posts: 4008

Garrett in your example you're going into an Ultra that doesn't hit correctly when you combo it as well (Ken doesn't get the full damage if the Ultra hits someone in the air).


Arthur 4 TvC!!
PSN portable ID
5 months ago  ::  Jul 05, 2009 - 9:50PM #98
Adrian
Posts: 293

Hey Dan, don't know why the link doesn't work... I guess the address was too long. Anyway, it's on eventhubs.com, under the SFIV tab, there is a link for a damage scaling guide.

5 months ago  ::  Jul 06, 2009 - 8:47AM #99
Garrett
Posts: 97

Jul 5, 2009 -- 7:45PM, TongariDan (o'-')o wrote:


Garrett in your example you're going into an Ultra that doesn't hit correctly when you combo it as well (Ken doesn't get the full damage if the Ultra hits someone in the air).




i realize that, but you still should note that the damage is still being reduced.


however. I will say this. the best Ultra / Super combo in this game has to be Dhalsim's.


that thing annihilates anyones HP because he can catch people on jump ins and once the ultra connects launch out the super no problem....just brutal.


at any rate i was just showing that only in rare circumstances does a super -> ultra and visa versa work. and like i said before IMO its usually better to save and use for EX moves and FADCs into Ultra or otherwise.

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