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Ultra I vs Ultra II
3 weeks ago  ::  Nov 05, 2009 - 5:25PM #31
DarthEnderX
Posts: 967

Nov 5, 2009 -- 4:53PM, Kakuism wrote:

How do you play when your opponent has an Ultra?  You are undeniably limited in what you can do.  Do you want to limit that even more?  In every case, I can see smart players just turtling, what other option do you have?


Uh, the same options you have against every other attack in the game?

If all you can do when your opponents ultra meter is full is turtle, you're not very good.

Is your response to fireball spam also to sit there and block till you get chipped to death?

Nov 5, 2009 -- 6:07AM, Ruler Of Darkness wrote:

I know this is probably quite unlikely but would it be possible for Ultra 2 to be some kindof a custom combo? Like those in the Alpha series? I know absolutely nothing has even come close to suggesting that but just a thought. :)


It damn well better not be.  That was the single most broken system ever introduced into SF.

3 weeks ago  ::  Nov 05, 2009 - 5:47PM #32
curbs
Posts: 1324

Nov 5, 2009 -- 5:25PM, DarthEnderX wrote:

If all you can do when your opponents ultra meter is full is turtle, you're not very good.  Is your response to fireball spam also to sit there and block till you get chipped to death?


 




Kind of a different situation there. Getting hit by a Fireball is comparable to a scratch, meanwhile getting hit by a fully-fledged Ultra can be the difference between winning and losing.

3 weeks ago  ::  Nov 05, 2009 - 6:02PM #33
Kakuism
Posts: 260

Unless your option is 100% safe, it is a gamble.  It is not worth utilizing these gambles when someone has their Ultra in Street Fighter IV, you can easily get punished.  Both of their Ultras are going to be different, meaing they are going to cover a different area.  It only limits what you can do.


Again, this isn't damage from a Shinkuu Hadouken from MvC2.  This stuff does half your health, and generally decides the match more than not.

3 weeks ago  ::  Nov 05, 2009 - 7:18PM #34
Hatersball
Posts: 280

Some characters current Ultras arent as useful as others like Fei Long, Honda, Vega, Akuma so having another Ultra to chose from wouldnt be a bad idea to me.  Custom Combos can be exploited by a good player just as much if not more so than another Ultra *see Alpha combo videos*.  Turtlers are going to turtle, Ultra or not if they are losing or in a close match.  My first instinct is to attack attack attack no matter the situation.....maybe thats why im not so good  :D


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3 weeks ago  ::  Nov 05, 2009 - 7:27PM #35
Kakuism
Posts: 260

Nov 5, 2009 -- 7:18PM, Hatersball wrote:


Some characters current Ultras arent as useful as others like Fei Long, Honda, Vega, Akuma so having another Ultra to chose from wouldnt be a bad idea to me.




In this way, yes, you would want them to have two since their other is bad.


In actuality, their Ultras should be rebalanced to be good instead of giving everyone two at once.  Thats what I think.


3 weeks ago  ::  Nov 05, 2009 - 7:30PM #36
d3v
Posts: 3473

Nov 5, 2009 -- 2:35PM, Artsta wrote:


Odds of getting 2 Ultra's in one round aren't likely anyways though... I prefer being unpredicatable. Having 2 ready at any given moment makes a better fight. See what we got right now is Ryu with his Shinku-Hadouken, once the ultra bar is full we already know smart players are gonna try their best to stay out of the air.


However, from what the videos have been showing, it shows on screen during gameplay what you're using. Ultra I or Ultra II. So if they give Ryu an Shin Shoryuken Ultra, we already know ppl are now going to try and keep their distance and probably just spam like crazy with projectiles.


Having 2 ultra's means anything at anytime. You never know what the heck is gonna come out in Marvel vs Capcom 2, Street Fighter Alpha 3, Street Fighter vs X-Men and ect... And that make's it FUN. It also makes gamers want to think and strategize smarter.




Having 2 Ultras means more options for the guy with meter. Meaning as soon as I beat somebody up and his meter flashes red, I'm just gonna hold down back and not attack anytime soon.


Nov 5, 2009 -- 7:18PM, Hatersball wrote:


Custom Combos can be exploited by a good player just as much if not more so than another Ultra *see Alpha combo videos*. 



Problem with Alpha, or more specifically Alpha 2 V-isms was not the CC itself, but rather that you could do a "crouch cancel" to bypass your landing frames and continue a juggle indefinitely. With the scaling in SFIV, custom combo/gene-jin type Ultras probably wont be that much of a hassle (they aren't in other games with heavy scaling).

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3 weeks ago  ::  Nov 05, 2009 - 7:48PM #37
Truest Strike
Posts: 9341

Got this from SRK--not saying this is the real deal, but it looks like in the first shot of this pic, Ryu pulling off the Shin-Shoryuken.


Shin-Shoryuken.


Thanks to SmegHead.

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3 weeks ago  ::  Nov 05, 2009 - 8:14PM #38
SneakySnake_
Posts: 132

Well im Fixed with the idea That the second ultra will cost astcok of the entire ultra meter and your super , kinda like akumas 3s superarts, you needed two metters to pull of a demon 

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3 weeks ago  ::  Nov 05, 2009 - 11:32PM #39
Inphinite
Posts: 95

Nov 5, 2009 -- 4:53PM, Kakuism wrote:


Nov 5, 2009 -- 2:35PM, Artsta wrote:


However, from what the videos have been showing, it shows on screen during gameplay what you're using. Ultra I or Ultra II. So if they give Ryu an Shin Shoryuken Ultra, we already know ppl are now going to try and keep their distance and probably just spam like crazy with projectiles.


Having 2 ultra's means anything at anytime. You never know what the heck is gonna come out in Marvel vs Capcom 2, Street Fighter Alpha 3, Street Fighter vs X-Men and ect... And that make's it FUN. It also makes gamers want to think and strategize smarter.




You should know what Ultra your opponent has.


How do you play when your opponent has an Ultra?  You are undeniably limited in what you can do.  Do you want to limit that even more?  In every case, I can see smart players just turtling, what other option do you have?


When you bring up games like Alpha, VS. series, etc, those are Supers.  An Ultra can easily take off half your health in this game.  Look at how much damage they do and tell me you want each character to have several options for an Ultra each round.


Again, your real only defense would be to turtle and wait.


 




Not all Ultras can easily take half your health (I play Gen). When my opponent has an ultra I continue to play my game. Most of the time if you can't make it happen against me you're not going to get it. Anyways, I already have 2 supers and two ultras available to me. So many options. Everyone else is predictable. Less predicability makes for a more exciting *FIGHT*. That's the problem with most players *IMO*. Too scared to fight. Learn your character!

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3 weeks ago  ::  Nov 06, 2009 - 12:07AM #40
Kakuism
Posts: 260

From my experience (in G2), if you don't play consciously to avoid the opponent's Ultra you will generally lose the round.  I don't know about you, but I play much more cautiously when the opponent has their Ultra.

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