| 2 months ago :: Sep 29, 2009 - 7:55PM #41 | |
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Dudley, Makoto, and Ryu would disagree with you. They all have multiple useful supers. Elena and Oro, as well. Remy too. We don't even know for sure this is what's happening, but if it is that doesn't mean it's bad. For all we know giving people multiple Ultras at the same time could make the game worse instead. Too many ways to link Ultras and too hard to avoid the different Ultras, end up making the game more defensive. God knows I get enough complaints about Ultras as it is. |
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| 2 months ago :: Sep 29, 2009 - 8:05PM #42 | |
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here's hoping the new Ultra charges on hits so it will somehow make the game more balanced and people can stop QQing about it. They are marketing to a new people now, so they'll probably take a few babystep countermeasures off. |
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| 2 months ago :: Sep 30, 2009 - 12:14AM #43 | |
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I completely agree. I hate not having all of the weapons in my characters arsenal available to me. Super Art select is the one thing about SF3 I really disliked.
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| 2 months ago :: Sep 30, 2009 - 1:51AM #44 | |
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Having multiple ultras at once seems to be a better option than allowing ultra select a la SFIII. As Ultima suggests, most people may only stick to one ultra because it would be "superior" compared to the others. If that's the case, then programming extra ultras in the game might just be moot. But somehow, Capcom, I think you're going to allow multiple ultras at once. Besides, varying supers/ultras would make for interesting gameplay, without becoming too convoluted. And lastly, please do the best you can to continue keeping the game enjoyable for hardcore and casual gamers alike! |
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| 2 months ago :: Sep 30, 2009 - 2:08AM #45 | |
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This situation could be resolved with ease
1) No stackable Ultra meter. I get the impression that people think Capcom wants to give characters two levels of Ultra bar. I think they merely want to give players two different Ultra moves instead of having only one. So as long as you can't have two levels of Ultra bar, who cares if you have more options? Do you know how tired I got of seeing only SAIII with Ken in Third Strike? I used to pick Shoryureppa just to show people that it can actually link together. 2) Make it so that you can't chain Ultras anymore, even when trying to use FADC. The problem with FADC is that even though it scales damage down in some cases, the fact remains that it still does tons of damage. I can understand an Ultra being used a way to get the round back in your favor when you see your opponent slip up on their D, but being able to chain them in is just ridiculous. I have won many a round and lost equally as many tnanks to Ultras. I feel that Supers were already the way to turn a round in the favor of the underdog. But Ultras that can follow an FADC...just pretty unbalanced.
I have to agree with Ultima though. My friends and I always turned off Super Art select in Third Strike by using the System Direction. Honestly, Capcom should take more notes from Street Fighter Alpha 2. They had the Super and Counter/Cancel system pretty much perfect. Though FA is nice because it is still punishable even if you successfully land it. |
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| 2 months ago :: Sep 30, 2009 - 2:09AM #46 | |
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Multiple Ultras, but only if you gain revenge meter by deaing damage to your opponent. Giving the the guy onl the losing end more options sounds pretty broken to me.
I support a new (or remixed) Darkstalkers game!
http://is.gd/2iSgG My fighting game blog. http://comboaddict.blogspot.com/ |
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| 2 months ago :: Sep 30, 2009 - 2:18AM #47 | |
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i hope there is an Ultra select and a Super select, actually scratch that, i hope all characters have 3 differant supers and 2 ultras at the same time, just like ALPHA! im sick of seeeing the same moves!,
Ken NEEDS all of his supers! same with Ryu Cammy and every other character! its just more fun, more thought to the gameplan as well |
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| 2 months ago :: Sep 30, 2009 - 2:23AM #48 | |
That's worse. So you get a super bar and an ultra bar for just whiffing moves? Gen is broken enough with being able to chain his ultra right after his super. Lets not make that easier. |
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| 2 months ago :: Sep 30, 2009 - 2:46AM #49 | |
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Agree with ultima! Multiple Ultra should be there in the first place. since early points was brought out or just compared to SF3 and SFA. Selectable Ultra vs Multiple Ultra Pros= Serious players Casual = that plays continously becomes Pros ULTRA = fills after getting hit or damaged by the opposing player and only one per round plus it has very bad recovery time but deals very good damage.
Problems with non-selectable ultra 1.) Pros even Casual usually and majority prefer dependable things (super, maximum, ultra, ism, modes, characters) 2.) The other not very usefull ultra would never be use(by majority) in competition. 3.) Another thing if am a Casual or Pro player and yet want to be a pro why would i waste my hard earned ULTRA Gauge to a very risky attack. 4.) ULTRA makes a hard time recovery after execution if missed so why would i waste it to a not so good Ultra 5.) Casual imitates Pros so the other Ultra won't be use maybe just for FUN.
Please Capcom watch your old tourneys specially the SF3 ones.
http://www.capcom-unity.com/street_fighter/go/thread/view/7411/21857013/Street_Fight_Mode
^ Beat Em Up Action ^ |
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| 2 months ago :: Sep 30, 2009 - 4:17AM #50 | |
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I'm with Ultima on this one. If you can use both Ultras in the same game, you're more unpredictable. That's one good reason to use both, at different times. Another good reason is the fact that YOU CAN, you know, just for the sake of varying the gameplay. If you have to choose just one... people will definitely end up choosing always the same. It would be like not having two at all. Making an additional Ultra would be wasted time, and the only result would be a boring additional selection screen at the start. Oh well, you'll also make the game less newb-friendly, punishing the poor newbs who randomly choose the "wrong" Ultra, when trying the character out. |
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