| 6 months ago :: Oct 05, 2009 - 9:13PM #61 | |
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extra Ultra moves (continued from my previous post)
Vega: Ultra backflip kicks to propel opponent into the air, raises his hand into his "raise hand victory pose" to catch the opponent with his claw/fist for the finish. Sagat: Ultra Tiger Shot Bison: Quick teleport above the opponent into an ultra stomp (if connects then Bison grabs his grounded opponent and flings him about from direction to direction as he teleports rapidly and strikes in blinding succession into finishing choke slam. Akuma: Teleport above opponent into an ultra karate chop Gouken: Ultra dragon palm that staggers the opponent as Gouken passes quickly by one direction only to catch the oponent with a second dragon palm from the other direction passing out of site once again staggering the opponent the other direction again and into a finishing thrust side kick that propels the opponent across the screen (like a slower more bone cracking version of Gen's Ultra). |
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| 6 months ago :: Oct 05, 2009 - 10:09PM #62 | |
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I dont know if this has been adressed yet but when I played as Gouken I was really expecting alot you know with him being the master of both Ken and Ryu but I was a little dissapointed in his moveset and his overall power in the game. I would like his moves and powers to be beefed up a little I wanna be impressed. I did like the look of his hurricane kick though it was reminiscent of Akumas high flying super art in street fighter 3. I think it was a waste for Akuma to have two raging demons he should have the gou hadou that doubles as an air super Fei Long he seems to be missing a move that he had in SSF2T where he does a jump arching cross kick that was good to avoid projectiles with. I think he should have the super shin kick again like SFA3 also he should have a move that uses nunchucks like an ultra or something. Nunchucks have always been apart of him like his 2nd victory pose in SSF2T. It wouldnt have to be part of his core gameplay but an ultra would be cool since theyre usually more cinematic he is the movie star you know. One last thing I think is important for all to consider the is all the gameplay tweaks in revisions done in the Street fighter HD remix alot if not all of the move set tweaks should come back at least for the original cast
PSN ID thevenomous1
true bravery is standing strong in the face of fear |
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| 6 months ago :: Oct 05, 2009 - 10:40PM #63 | |
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I know it's nothing that I can expect, I'd really like them to overhaul the whole Super/Ultra system.
I always thought it was pretty stupid that Ultras, more powerful version of Supers, where much easier to get than Supers were. And the fact that they are going to be adding additional Ultras, but not Supers, seems even stupider. As it is now, we use the Spirit meter to power EX Specials, do our supers, and perform Dash Cancels. And the Revenge meter is only for Ultras. I'd rather it worked something like this, you have normal Special moves, which are free. You have EX moves that cost 1/4th of the Spirit meter. Then, I'd like to see Super moves changes so that instead of taking up the entire spirit meter, they use half the Revenge meter(as Ultra's do now). On top of that, I'd like them to make Super moves EXable, basically spending 1/2 the Spirit meter to make the super deal more hits/damage. Like the difference between a lvl 1 and lvl 2 super in Alpha. For Ultra's, I'd make Ultra's take the entire Revenge meter. I'll use Ryu as an example, here's a little chart of the move, it's meter cost, and it's input. Hadoken - Free - QCF+P EX Hadoken - 1/4 Spirit - QCF+PP Shinku Hadoken - 1/2 Revenge - QCF>QCF+P EX Shinku Hadoken - 1/2 Revenge + 1/2 Spirit - QCF>QCF+PP Metsu Hadoken - Full Revenge - QCF>QCF+PPP Every character should have 2-3 Supers, with every Super being EXable, and only 1 Ultra. |
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| 6 months ago :: Oct 08, 2009 - 4:51AM #64 | |
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^^^Hmm...That's an interesting one. It sounds like a good alternative but I think it would completely change everyone's approach to their character's strategy...I also see a whole lot of focus canceling, and no super to ultra combos. |
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| 6 months ago :: Oct 08, 2009 - 7:13PM #65 | |
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| 6 months ago :: Oct 08, 2009 - 8:57PM #66 | |
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Akuma's super version can go through them. His current Ultra is the most vulnerable Shun Goku Satsu. Despite that the Kongou Kokuretsuzan was chronologically invented after Giant Impact, Akuma would be better off with another ultra rather than this. Yes, the damage is perplexing against certain opponents but it hardly connects. My choice would be his Messatsu Gou Hadou but Misogi or a different variant can work too!
"My young seeds once again,
will look up to the sky, And I know they will grow strong..." "insert long post here when I have time to write it." "Stay Tuned."- Sven Call me the Capcomrade! |
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| 6 months ago :: Oct 08, 2009 - 9:37PM #67 | |
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I would like that all the supers were added,i mean;the Shippu Jinrai Kyaku as a super,the Shory Reppa as a Super and the Shinryuken as the Ultra. Like the A-ISM of the Alpha series,but with the SFIV gauge. I like that Ryu had the Shinkuu Hadouken as a super,Shin Shoryu-Ken as a Super and the Metsu Hadouken a the Ultra.(Well the fact that Ryu had the Metsu Hadouken as the Ultra don't like me so much) I think is very useless the fact that Akuma had 2 Shun Goku Satsu's as his supers,theres is a lot of cool supers of Akuma that can be included on SSFIV. |
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| 6 months ago :: Oct 08, 2009 - 10:32PM #68 | |
I've never seen the super version on through a fireball, but it most likely (better not) won't be in SSFIV anyway. True, but I hope they look past that seeing as they're putting SFIII characters as young as Ibuki and Makoto in SSFIV. The best way to connect with the Kongou Kokuretsuzan is to use it out of an Ashura Senku close to your opponent and catch them wide open after suckering him/her into trying to grab or attack you. I've done it many times...if they did put it in the game they could always make everything freeze during the beginning of his animation where he holds hand in the air and make his fist smash the ground much faster. Let him link it into combos the way Rufus and Crimson Viper can link their ultras, and leave the long recovery time post-hado wave and the move is fixed. |
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