Ultra Street Fighter 4
[Tópico Oficial]
One Winged Angel escreveu: adoron

Tomara que o Retsu seja um roubado, vou tirar esse risinho da sua cara, seu fdp
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Oswald escreveu: Tomara que o Retsu seja um roubado, vou tirar esse risinho da sua cara, seu fdp

Pode escolher o personagem que quiser, Hugo reinará supremo.
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http://www.twitch.tv/armshouse

Stream do Ultra.
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Oswald escreveu: BOA GAROTO, VENHA COTRIP, SÓ FALTA VC, VAMOS DEIXAR O BRUNOODLES
Mas eu já tenho SF4 no pc, fag. Vocês que não jogam mesmo, dai eu desisti.


One Winged Angel escreveu: Pode escolher o personagem que quiser, Hugo reinará supremo.
Mono, já acostumou 100% com o stick?
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Impressões sobre o USFIV:

Hugo
  • He is BIG. Hakan being able to jump over him is questionable.
  • He's got some far ass normals.
  • Slow as shit.
  • Cannot 360 after focus (IIRC)
  • Has a throw that bounces off walls. I assume his U2 will be comboable.
  • Command throw brings you to the other corner (similar to Honda's U1)
  • St.MP looks great. Seriously, more range than Gief's, slightly slower.
  • He has the knee overhead from 3s and sfxt
  • Wiffed backbreaker did seem to recover fast.
  • He did super to backbreaker. Looked like a cancel. Not sure about super to U2
  • He could do st.mp after EX clap
  • SPD range is not that bad. He is right next to them after you land it.
  • LK running grab is fast (compared to gief)
  • ST.HK (drop kick) has massive hitstun
  • Focus is worlds manliest bitch slap (can confirm, is indeed worlds manliest bitch slap)
  • EX lariat is 1 hit like 3s, not like sfxt. Also it does not combo from lights at range (thanks hogaboga)
Poison
  • ULTRA 2 IS A COMMAND GRAB, 510 DAMAGE DEALING, CROTCH KICK.
  • Fierce normals push her back.
  • Normals are decent.
  • Does not seem to have a lot of combo potential, more of a zoning or high/low mixup game.
  • Cr.lp to Cr. Hp does not link.
  • Elbow overhead. (SamVegas)
Rolento
  • Command jump into kunai. Different strengths = different heights.
  • Great normals. st.mp looks like a decent AA like SFxT.
  • Can combo U1 from EX rekka. (1 bar ultra? yes pls)
  • Back roll move thing is fast, maybe good for fireballs.
  • Focus attack has ridiculous range, and also pulls him back at the beginning.
Elena
  • LONGEST FOCUS ATTACK IN THE GAME. Seriously this thing is amazing, and looks like it hits over lows.
  • Let's just call her Anti-Fireball. Looks like shes got projectile-invincible specials for days.
  • U1 does 475 (thanks Handslaps) Half-screen range about, goes through fireballs, and I'm pretty sure is comboable. And its FASSSTT
  • Specials reach just shy of full screen, for the full 2 hits. (80 damage or something)
  • Her crouch stance is ridiculously low.
  • Amazing backdash/frontdash
  • Jump arch seems to be the longest in the game (similar to AE Chun, maybe even longer).
fonte
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Hugo: Counterhit hp clap, mp clap xx super, u2 773 dmg
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One Winged Angel escreveu: Hugo: Counterhit hp clap, mp clap xx super, u2 773 dmg

Porra mermão, WTF isso ae! Chocado
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Oswald escreveu: Porra mermão, WTF isso ae! Chocado

ngm vai acertar isso numa luta né, super e ultra cheio é complicado, mas ta ae o potencial, vai rolar umas punições tensas :3
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One Winged Angel escreveu: ngm vai acertar isso numa luta né, super e ultra cheio é complicado, mas ta ae o potencial, vai rolar umas punições tensas :3

Mermão, falaram a mesma coisa do Lightining Loop do Zero e do Vortex do Akuma (eu acho), e olha o q deu...
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mermão
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[Imagem: 29_fgcmemes01.jpg]
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Silent Bob escreveu: Elena
  • Her crouch stance is ridiculously low.
Ela passa por baixo de rekkas quando ta abaixada. Lol
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Quando diz que o Focus de Elena é o mais longo isso quer dizer o que ?
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fernandeath escreveu: Quando diz que o Focus de Elena é o mais longo isso quer dizer o que ?
Maior alcance?
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Vai sair pra PC? Esse devo comprar, hein.
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Soren escreveu: Vai sair pra PC? Esse devo comprar, hein.

sai sim, acredito que será lançamento simultâneo
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GamerBee:

USF4 Part1 : Rolento is top tier for sure , he can juggle so many things into UC1 , like 2mk>ex236p>UC1 , C.Stand HP>ex623k>p>ex236p>UC1
8:29 PM - 29 Nov 2013

USF4 part2 : Rolento 5mp when counter air opponent , you can juggle after full rekka , or ex236p>UC1(with full UC bar it's like 500dmg)
8:32 PM - 29 Nov 2013

USF4 part3 : Ken walk speed is not increase THAT much , but he seems the only one who still can FADC 623HP 2nd hit , should be top tier
8:35 PM - 29 Nov 2013

USF4 part4 : The delay wake up command "push any 2 button when you touch the ground" , it's not delay a lot but helps , works on throw too .
8:38 PM - 29 Nov 2013

USF4 part5 : Adon 5HK is 1hit dmg120 , but the start-up become 2nd hit timing , that means slower at start-up. Air J.K dmg10 on block , poor
8:41 PM - 29 Nov 2013

USF4 part6 : All Adon ground J.K dmg-10 (this is ok) , cheap dmg only like 30 so everyone will just block and Adon take risk after block
8:46 PM - 29 Nov 2013

@OyDk22 @thearamD I don't think there is any good change for Adon , Close 5HK is not useful unless they change it to command move(like 3HK)
9:13 PM - 29 Nov 2013
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Tinha isso de counter hit mudar as propriedades de juggle em Street ou a Capcom esqueceu de mudar os dados do SFXT no port? lol
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Clamper escreveu: Tinha isso de counter hit mudar as propriedades de juggle em Street ou a Capcom esqueceu de mudar os dados do SFXT no port? lol

Alguns golpes tem isso sim, um exemplo que consigo lembrar agora é o st.hp do deejay que se pegar counterhit como AA lança o cara pra cima, possibilitando uns juggles ( até u2).
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The biggest single USF4 change nobody is talking about: Prepare to relearn all your links.

Citação:In the current iteration of USF4 (at the LA loctest today) all hitstop is +1 frame longer. By extension this means:
  • Every combo will be 1f longer per hit.
  • Some safejumps that hit on the last active frame may no longer work.
  • All confirms 1f easier per hit.
  • All muscle memory combos are out the window
  • The change also midscreen fake crossups more likely (similar to SFxT).
Reason for this change is it's a part of the unblockable fix. Every other person I asked about this said they felt something going on but couldn't put their finger on it. I asked Combofiend directly if hitstop was a frame longer and he explained what was going on (something about frame overlap and hit detection.. he said he would be making a post about it on capcom unity). Basically we can have +1 frame to hitstop or we can have unblockables; the fix requires the frame adjustment.

Personally I don't mind the change, other than the slight annoyance of having to relearn everything so close to EVO. Anyway, I just wanted to get the information out there.

Uns comentário lá do tópico original:

Citação:You are correct they wont be easier or harder, but I think you might be missing something. This 1 extra frame of hitstop will indirectly buff charge characters. Charge characters can gain or lose charge during this hitstop period. Evidence of this is in Bison's walk up c.lk > c.lk > c.lk > scissors combo that he always does. He can only do this because of hitstop giving him more frames of charge(add up the frame data and you will see).
With more hitstop per attack, some combos that require precise charging will be easier. I'm going to go back and test some combos with Guile, but I think a no charge walk up c.lk > c.lp > c.mp > FK with Guile is going to be really easy now.
Citação:It also buffs option selects. :)
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