View Full Version : Selectible Supers/Ultras ala SF3 Super Arts
Daemos
08-18-2008, 08:43 AM
I've noticed that supers are rarely used in SF4, everyone is using Ex moves and Ultras. So to expand on them, would you support the return of selectible Super/Ultras? Essentially the same as SF3 except you would be selecting a unique super with its corresponding ultra variation of the same super. What I mean is for example, if you're Dictator and you select his Psycho Crusher super, his super would be the super Psycho Crusher while his Ultra would be an expanded/dramatic ultra version of his Super Psycho Crusher and he would have 2 or 3 super/ultra variations to pick from . This would add variety and individuality to playstyles. I'm not complaining rather making note of the apparent absence of some classic supers and lack of variety in this aspect of gameplay.
Any other ideas, discuss.
Kunai
08-18-2008, 08:52 AM
I think what they have works... most characters have decent supers and pretty useful ultras.
Instead of causing confusion and adding more supers to each person, they should just tweak each character's super and/or ultra so that no character has a useless super or ultra. And whoever has pretty weak supers should end up having better EX moves, not to mention quicker recovery after FACDs. I think that's how they should go about it if they decide to expand on IV, but really, everyone except El Fuerte has pretty useful supers and ultras.
pherai
08-18-2008, 09:10 AM
I like the feature, but I realize extra things you need to select besides what character you use (grooves, assist types, supers, ratios) adds to the confusion for new players. I'd like characters with multiple supers like cvs2, but I'm content with what 4 has now.
ramberk
08-18-2008, 10:13 AM
I completely agree with Kunai. Even though I like having options I think its best to keep things simple and just make sure everyone has the most useful supers and ultras. This idea fits with the design theme of making the game as accessible to new players as possible.
Besides people would end up picking the 'best' super or ultra and ignoring the rest (like they did in SF3). Sometimes you'd see variety in Super Art selection in 3S but ultimately, anyone who played competitively would always pick the same, 'best' SA for their character. Very few characters had equally good alternate SAs.
pherai
08-18-2008, 10:43 AM
Besides people would end up picking the 'best' super or ultra and ignoring the rest (like they did in SF3). Sometimes you'd see variety in Super Art selection in 3S but ultimately, anyone who played competitively would always pick the same, 'best' SA for their character. Very few characters had equally good alternate SAs.
I don't necessarily see this as a bad thing. It just meant that characters were more likely to have a decent super. It doesn't really bother me to see supers sitting there never being used.
NIKO:ONE
08-18-2008, 10:50 AM
Worst thing about SF3 is the picking of one super
Yea, 1 super is used primarily in 3s for many characters. But you gotta admit, it would be great if there were balanced selectable supers. Ryu for example.
Bounce
08-19-2008, 05:31 AM
I think and added super in a new version would be nice, but almost unecessary. The supers available right now (while bland in my opinion) are pretty balanced in gameplay use. I would not propose substitutes but just add them in the game.
Ryu1999
08-19-2008, 07:00 AM
Supers take up too much meter for the damage they do, probably why no one uses them.
Either reduce meter usage to 2 bars and lower damage accordingly, or up the damage to ST level
SaBrE
08-19-2008, 10:01 AM
I'm liking the fact that there isnt a ton of focus on super usage. While I am suprised that they only have 1 super per character. It doesnt bother me too much. Less focus on supers is just fine by me
the only thing i was disappointed with was the fact that ryu's ultra and super are both fireball supers. Damn ultra shoulda been a shinsho. That would look epic in 3d. but whatever =)
KiShiDo
08-19-2008, 11:57 AM
I'm liking the fact that there isnt a ton of focus on super usage. While I am suprised that they only have 1 super per character. It doesnt bother me too much. Less focus on supers is just fine by me
the only thing i was disappointed with was the fact that ryu's ultra and super are both fireball supers. Damn ultra shoulda been a shinsho. That would look epic in 3d. but whatever =)
Well it's a bit dissapointing that a few ultras are just stronger versions of the supers like Guile. And Ryu should have a Denjin or like you said ShinSho
Well and I miss the Shippu Jinrai Kyaku.
Daemos
08-20-2008, 09:20 AM
Well it's a bit dissapointing that a few ultras are just stronger versions of the supers like Guile. And Ryu should have a Denjin or like you said ShinSho
Well and I miss the Shippu Jinrai Kyaku.
I agree with this, I mean even Bison's ultra which looks and SOUNDS awesome is still an expansion of his knee press nightmare when we could've gotten his Psycho Cannon from Ex or Psycho Break Smasher from Alpha3(with reduced damage of course!). Hence why I am suggesting more variety.
Although I agree with whoever said that less focus on supers is most welcome, IMO EX moves are the best usage of the super gauge and a super or an ultra is just a vengeful and humiliating way to utterly destroy your opponent (which is good too).
ramberk
08-20-2008, 10:01 AM
I'm actually really pleased with how the Ultra/Super/EX system worked out in this game. I was unsure about it at first...
Getting back to what folks have been saying about wanting the Shin Shoryuken over the super fireball. I'm not sure if an Ultra Shin Shoryuken would have been a good idea for Ryu. Every Ultra has that cinematic lag at the start-- so you can't combo it off a canceled move. People have been able to combo the Ultra off an airborne juggle. I've seen Abel, Rufus, Ryu and possible Dictator connect their Ultra as the other play falls from the air. I'm not sure if a Shin Sho could do that...
Ultima
08-20-2008, 06:54 PM
The best method ofr making supers actually worth using, as opposed to a "hey, I haven't used any EX moves in a while, maybe I'll see if I can use this super", is to decrease the cost of supers. There's no reason why these low damage supers should cost a whole bar (4 EX stocks). I've long maintained that supers should cost 50% meter (2 EX stocks), so that everyone can store 2 supers (the other thing is to add multiple supers, but that's a lot less realistic at this point).
Remember, it's not just EX moves: Once players start incorporating EX Focus Attacks (i.e. cancelling moves into FOcus Attacks, then maybe canceling those into dashes), supers will become even less used than they are now. I still see this as an oversight on Capcom's part.
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