Capcom Announces Ultra Street Fighter 4 at EVO (2014)

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It's still hard to say whether this is going to make or break the game, but the general consensus is the changes are pretty excessive. I'd agree. A new focus attack in the 5th iteration of the game? Lol. I don't think anyone saw that coming. Shits going to need at least one more patch to rebalance, I pretty much guarantee it. Either that or they're just going to leave it fuked up.
 
Meroe;6417994 said:
It's still hard to say whether this is going to make or break the game, but the general consensus is the changes are pretty excessive. I'd agree. A new focus attack in the 5th iteration of the game? Lol. I don't think anyone saw that coming. Shits going to need at least one more patch to rebalance, I pretty much guarantee it. Either that or they're just going to leave it fuked up.

cs AE 2012 is the most balanced version of the game, every character is good and has a chance IMO

I think some of these changes will just fuck it up

 
Bcotton5;6418425 said:
Meroe;6417994 said:
It's still hard to say whether this is going to make or break the game, but the general consensus is the changes are pretty excessive. I'd agree. A new focus attack in the 5th iteration of the game? Lol. I don't think anyone saw that coming. Shits going to need at least one more patch to rebalance, I pretty much guarantee it. Either that or they're just going to leave it fuked up.

cs AE 2012 is the most balanced version of the game, every character is good and has a chance IMO

I think some of these changes will just fuck it up

Naw super IMO was the most balanced
 
in Super all the charge characters were top tier,Chun Honda Guile Rog Bison, it made the game way too turtly defensive

Cammy was lowkey broken in Super lol Sako was the 1st to notice, Sanford Kelly too in US I wish he never dropped her
 
Meroe;6417994 said:
It's still hard to say whether this is going to make or break the game, but the general consensus is the changes are pretty excessive. I'd agree. A new focus attack in the 5th iteration of the game? Lol. I don't think anyone saw that coming. Shits going to need at least one more patch to rebalance, I pretty much guarantee it. Either that or they're just going to leave it fuked up.

Well different and fucked up are not the same. It might be a different game, but still good. You're probably right though. They will most likely have to tweak it somewhat. That won't be bad though because it will likely be a free patch as opposed to paid DLC.
 
Bcotton5;6419597 said:
in Super all the charge characters were top tier,Chun Honda Guile Rog Bison, it made the game way too turtly defensive

Cammy was lowkey broken in Super lol Sako was the 1st to notice, Sanford Kelly too in US I wish he never dropped her

He still uses her from time to time
 
Last edited:
Bcotton5;6420320 said:
Sanfords moved on to Oni now, Infiltration is using Oni too, Oni is supposedly really good in Ultra

Im maining Yang in Ultra if they buff him like they said they would

 
Last edited:
The Lonious Monk;6419635 said:
Meroe;6417994 said:
It's still hard to say whether this is going to make or break the game, but the general consensus is the changes are pretty excessive. I'd agree. A new focus attack in the 5th iteration of the game? Lol. I don't think anyone saw that coming. Shits going to need at least one more patch to rebalance, I pretty much guarantee it. Either that or they're just going to leave it fuked up.

Well different and fucked up are not the same. It might be a different game, but still good. You're probably right though. They will most likely have to tweak it somewhat. That won't be bad though because it will likely be a free patch as opposed to paid DLC.

Yea but even patches require a budget, but I'm sure if they ever decided to kick start it they would be fine. I'm sure there's going to be an exploit or two with the new systems. That's what I meant by fucked up.

 
Rumor: Ultra Street Fighter 4 console release date possibly leaked, July 11-13 for North America and Europe
http://www.eventhubs.com/news/2013/...y-leaked-july-11-13-north-america-and-europe/

In a recent video posted to GameTrailers, with a new installment of their EpicBattleCry series, they discuss a lot of topics at hand for the new console releases and upcoming titles.

At one point, they start discussing Street Fighter 4, and the new update coming for the game, as well as noting that it will be released for consoles on July 11th and July 13th, respectively, for North America and Europe.

This falls in line with earlier statements from Capcom, saying that Ultra Street Fighter 4 isn't where it should be at this point, and the Arcade release date set for April, with consoles said to be getting it "a bit later".

Hit the jump to check the video out for yourself.
 
Ultra Street Fighter IV Japanese Location Test Coverage Hub – Character Info, Off-Screen Footage, and More

As many of you are probably aware, Capcom will be holding the very first public location tests for Ultra Street Fighter IV at various establishments in Japan this weekend. Obviously, there will be a ton of information coming in from a variety of sources, and as such, we will be using this particular article to aggregate the gameplay details that will become available.

The festivities began just minutes ago in Japan, so be sure to check this article periodically over the next few days for updates. For now, be sure to give Kim1234 and YUBIKEN follows on Twitter, as they will be testing out a variety of requests and providing general information.

System Changes

usfiv_keyart_logo_r-622.jpg


(via reiketsuhidou)

EX Red Focus Attack cancel costs 4 bars

EX Red Focus Attack Level 1 does not crumple the opponent (via _BNBBN_)

Delayed wakeup activated by holding any two buttons when in hard knockdown (via Kim1234)

Character Info

(These details are listed in alphabetical order by character name.)

Abel

(via _BNBBN_)

Close standing HP hitbox expanded downward

Wheel Kick recovery reduced

EX Falling Sky upper body invincibility increased from 2 to 3

Adon

Jaguar Kick damage reduced (via atwiki)

(via Aristobule)

L/M Jaguar Kick damage 140 -> 130

H Jaguar Kick damage 130 -> 120

Far HK seems to be only one hit now.

All air Jaguar Kick damage reduce by half

Jaguar Crunch (F+MP) now +3 on hit against standing opponents

Akuma

Crouching HK can not be cancelled into Shun Goku Satsu (via _BNBBN_)

(via kanaya0530)

Back jump Zanku Hadoken has 2 more frames of recovery

HP Goshoryuken can only be Focus cancelled on the first hit, invincibility reduced from 6F to 5F

Balrog

(via Aries0079)

Dash Straight now -1 on hit, -1 on block

LP Dash Swing Blow now ±0 on hit, -2 on block

MP Dash Swing Blow now +2 on hit, -3 on block

EX Dash Ground Smash now -1 on block

UC1 (Violent Buffalo) – Last hit can be either Punch or Kick

Buffalo Headbutt recovery is mostly the same

Blanka

Close standing MK from start-up to 4F is airborne (via _BNBBN_)

(via akazukin01)

Crouching MK is +5 on hit

Vertical Roll is now Focus cancellable

HP Rolling Attack knocks down at all distances

UC2 (Shout of Earth) anti-air start-up increased from 7F to 9F

Backstep Roll causes 2 more frames of block stun

Cammy

(via Kim1234)

Combo damage and stun reduced.

Crouching LK start-up now 4F

(via _BNBBN_)

Crouching HP reduce from +7 to +5 on hit

Crouching LK no longer can be chained

Cannon Strike height restriction reduced, landing recovery increased from 5F to 9F

Chun-Li

(via _BNBBN_)

Jump reduced from 41F to 36F

EX Kikoken now knocks down

UC2 (Kikoshou) damage increased by 50

EX Hazanshu now breaks armor

(via 4eajt)

Vitality increased to 950

DF+LK hitbox expanded, start-up 10F

EX Spinning Bird Kick hitbox expanded

UC2 (Kikoshou) invincible until 9F, until start-up

Cody

Crack Kick (F+HK) is airborne from first frame (via _BNBBN_)

C. Viper

UC1 (Burst Time) Smoke effects reduced (via _BNBBN_)

Increased damage on Super (via Kim1234)

Dan

(via Zhi [1, 2])

Now builds meter with every taunt

Full hits on Koryuken (623+P) FADC to Ultra 2

Dankukyaku (214+K) hitbox improved, now hits crouching opponents

Dee Jay

(via yoshy047)

Far standing MP start-up reduced from 7F to 6F

Far standing HP meaty hit floats the opponent on counter-hit

Crouching LK start-up reduced from 5F to 4F

Crouching MP hitbox size increased

Crouching MK damage increased from 70 to 80

Crouching HP hitbox size increased

Air Slasher chip increased from 12 to 15

LK Double Rolling Sobat now -3 on block (correction via haku623)

Sobat Festival forward movement increased

Dhalsim

Standing MK does 2 hits, 200 stun (via _BNBBN_)

(via perico2321 [1, 2])

Standing MP start-up reduced from 10F to 9F, -1 on hit and block

Standing HP damage increased from 75 to 80, +1 on hit

Standing MK Damage 40*30, stun 100*100

B+LK damage increased from 30 to 40

B+MK slightly less pushback on hit and block

B+HK damage increased from 90 to 100

LK Yoga Blast has slightly reduced hurtbox

MK Yoga Blast start-up reduced from 15F to 14F

EX Yoga Blast damage increased from 90*50 to 90*60, hitbox slightly expanded forward

EX Yoga Flame damage increased from 50*70 to 70*70, hitbox slightly expanded forward

EX Yoga Blast now causes soft knockdown instead of hard

UC2 (Yoga Shangri-La) throw range slightly increased

Dudley

(via Crue_)

Stand HP hitbox slightly expanded forward and downward

Stand HK has less pushback on counter-hit

Crouching LP hitbox slightly expanded forward

Crouching MK start-up now 7F

F+HK hitbox slightly expanded forward

All Target Combo damage increased by 10

Light Machine Gun Blow -1 on block

Normal Short Swing Blow throw invincible until the end of active frames

EX Short Swing Blow throw invincible until the first hit

E. Honda

EX Oicho now invincible (via _BNBBN_)

(via itsumobasho)

Close standing HP’s hitbox increased

Far standing HP’s damage changed to 90

Jump MP’s hurtbox reduced

Jump MK’s active frames increased

EX Headbutt on block leaves him closer to opponent by a lot. Vega’s crouch MP can now hit him with ease

Super has 8 frame startup

Ultra 2 comes out in 1 frame, character width 1.4, 720 motion

Far standing HK is now -6 on block (used to be -7)

Sumo splash active frames increased by 1 frame

Elena

Uryo’s early impressions (translation via Shouta):

Slide is strong. Her overheads are long and fast. Her jump is slow-moving. If you hit the EX DP, you knock them all the way to the top. Her EX overhead is ridiculously fast. Her FA is floating. She feels kind of like Sakura. Feels like a character strong at controlling the match. With a bit of research time, she could be really strong.

Ultra 1 – Brave Dance (via kazamaraita)

Ultra 2 – Healing (via Iorifuerte)

(via Zhi [1, 2, 3, 4])

Slide (3+HK) is powerful

Fast overhead

Strong footsie game

Jump is very floaty

Scratch Wheel (623+K) launches opponents very high

Healing increases the longer you hold buttons, may restore nearly 50% life

Sweep goes under fireballs (via Kim1234)

El Fuerte

(via Iorifuerte)

Far Standing LK start-up 3F, not cancellable

Tostada Press active frames increased by 1F

Fajita Buster damage increased to 180

Quesadilla Bomb connects from crouching MK

Close standing HK start-up now 10F

Crouching MK EX Red Focus does not conncect

LK and HK Guacamole Leg Throw invincibility increased

non-EX Quesadilla Bomb start-up now 14F, recovery reduced by 4F

EX Quesadilla Bomb now throw invincible

Gordita Sobat recovery reduced by 1F

Evil Ryu

(via _BNBBN_)

Vitality increased to 950

Crouching HK start-up is now 6F

Senbukyaku (F+MK) hitbox expanded downward

Target Combo can now be done from far standing MP

HK Ryusokyaku start-up reduced from 26F to 25F

(via wnder1261)

Crouching MK guard recovery increased by 1F

Tatsumaki Senpukyaku has farther movement distance

 
Fei Long

LP Rekkaken has slightly reduced range (via atwiki)

(via Aries0079)

Crouching LK is now 4F start-up

Crouching MP damage increased

Tenshin has reduced recovery

Gen

(via Zhi)

Less pushback and recovery on Hyakurenko (hands)

Opponent can quick rise after HK Gekiro (623+K)

EX Gekiro causes hard knockdown

Jyasen ([4]6+P) better on block

(via EB_P0PE)

LP Jyasen is now ±0 on block (changed from -3)

Stun on Mantis Ultra 2 is now 600

Crane standing HP damage changed from 100*100 to 150*50

Teiga (Crane U2) start up now 9 frames

EX Gekiro on block now has very quick recovery

Crane cr.LP now +5 on hit

cr.HK recovery changed from 29F to 24F.

All Jyasen damage increased by 10.

Gouken

(via LiNGo164)

Far standing LK is now cancellable

Crouching MP now +3 on hit (from +1)

Kongoshin will no longer activate with DF, F, DF motion

Hyakki Gosai (Demon Flip throw) stun reduced from 200 to 160

LP Senkugoshoha has slightly expanded hitbox

EX Tatsumaki Gorasen has expanded hitbox (hits crouchers)

Guile

UC1 auto-corrects, start-up 5F (via _BNBBN_)

(via rari4649)

Hurtbox on wake-up reduced

Crouching LP +5 on hit

Crouching MK hitbox and hurtbox expanded

Reverse Spin Kick hitbox expanded downard

Air throw range slightly increased

Flash Kick has 1F more invincibility

UC1 start-up now 5F, invincible 15F, 450 damage, auto-corrects

UC2 (Sonic Hurricane) damage increased to 350

Guy

(via _BNBBN_)

Walk speed increased

Crouching MP has weaker hitbox, can’t be used as an anti-air

EX Bushin Senpukayku has a larger hitbox, easier to suck in opponent, start-up increased from 4F to 6F

Hugo

Uryo’s early impressions (translation by Shouta):

He’s so big, it’s just impossible. The only combo I knew was cr.lk into EX lariat. You can land cr.lp a lot. st.mk is an overhead. His normals are so heavy and slow that he doesn’t have many you can use (I think). He’s just too big.

(via Zhi)

Feels clunky, little mobility

LK can cancel into Monster Lariat (236+K)

Ibuki

(via _BNBBN_)

Angle of LP Kunai now more vertical

All Neckbreakers except EX are soft knockdown

MK Tsumuji recovery increased by 1 frame

(via pgr_pgr_)

F+MK hitbox expanded downward, +2 on block

Second hit of TC4 hitbox expanded downward

Tsujigoe total frames reduced by 6

Tsumuji hitbox expanded downard

EX Kazegiri invincibility increased from 6F to 7F

Juri

(via atwiki)

F+MK is airborne from first frame

Jump HP no longer downs, but from Focus Attack Level 2 → Backdash, Forward Jump MP → Jump HP connects

(via juri25_year_old)

Far standing LK now 4F

Crouching MK is now 5F

F+MK is airborne from first frame

Far Standing HK is airborne on 3F

Standing LP hitbox expanded

EX Senpusha invincible until 7F

UC2 hitbox expanded forward

Ken

(via minekids0108)

Movement speed increased

Close standing MK hitbox expanded downward

Crouching HK start-up now 7F

Hadoken damage increased by 10

F+HK is ieven on block

UC1 (Shinryuken) – Non-cinematic damage increased by 30

UC2 (Guren Senpukyaku) – Hitbox of first hit expanded forward

Makoto

Fukiage hits grounded opponents, jump cancellable on hit or block (via _BNBBN_)

Correction: She can only jump-cancel the EX version (via Kim1234)

M. Bison

LK Double Knee Press now -1 on block (via Aries0079)

(via wnder1261)

EX Double Knee Press damage increased from 70*70 to 70*80

Head Press start-up reduced from 22F to 20F

EX Devil’s Reverse has slightly faster movement

UC2 (Psycho Punisher) damage reduced from 450 to 420, charge time reduced from 55F to 40F

Oni

First hit of Goshoryuken can be Focus cancelled on hit or block (via _BNBBN_)

Poison

Uryo’s early impressions (translation by Shouta):

I tried Poison out. Her jump is floaty. Her Rekka won’t connect from the tip of her cr.mk. Her cr.lk into weak rekka will connect. FADC connects into full Ultra 1. EX Rekka can be followed up by Weak DP. cr.mk and st.mk can be special canceled. You can land cr.lk from her flip kick on counter hit. Maybe you can connect it on a normal hit?

(via Zhi [1, 2, 3])

cr.MK has good distance and is cancelable

Ultra 2 is a counter.

Love Me Tender (214+K) can link into LK

Jumps feel floaty

Retains Kissed by a Goddess (623+K), juggles after EX Rekkas

Retains varying Aeolus Edge (236+P) speeds

Can FADC from Kissed by a Goddess to Ultra 1

Rekka doesn’t connect after maximum length cancel from cr.MK

Rolento

Uryo’s early impressions (translation by Shouta):

cr.mk is really short, about the same as Rufus or so. Stinger feels lackluster on all fronts. First rep of Patriot circle seems to be about -2 or -3. cr.lp (I think) seems strong as always. Seems like there’s a lot more to dig into.

(via Zhi)

cr.MK distance similar to Rufus’

First hit of Rekka on block feels -2/-3

Jabs still powerful

Can’t combo Patriot Circles after cr.LP (via Kim1234)

Rose

(via Aristobule)

Forward dash now 20F, down from 21F

Crouch LP damage 20 -> 30

Crouch LK damage 30 -> 40

Crouch MP damage 60 -> 70

L/M/H Soul Spiral damage 100 -> 110

EX Soul Spiral damage 120 -> 130, invincibility 11F -> 13F

M Soul Spark start-up 22F -> 20F

H Soul Spark start-up 29F -> 27F

Illusion Spark start-up 12f -> 10f

Soul Satellite input changed to 214×2+KKK

L Soul Spiral distance increased (via Zhi)

Rufus

(via pilothis)

Forward throw damage reduced to 135

UC1 damage reduced to 420

UC2 damage reduced to 360

Falcon Kick has 1F more recovery from neutral and forward jump

Messiah Kick recovery for M follow-up 22F, H follow-up 19F

EX Messiah Kick no longer crosses over the opponent

 
Ryu

(via cmp_mlk)

Crouching MK → Hadoken is easier to connect

UC2 (Metsu Shoryuken) has 1F more invincibility

Sagat

(via _BNBBN_)

UC1 now does full air juggle in the corner

Second hit of far standing LK is now special cancellable

Sakura

LK Shunpukyaku now -1 on block (via Aries0079)

(via _BNBBN_)

Jump HP has a larger hurtbox

EX Shunpukyaku +2 on block

Seth

(via Aries0079)

Triangle Jump distance has been reduced

Jump MK can crossup

Jump HK no longer crosses up

Jump back HP, arms extend like Dhalsim

Divekick hurtbox increased

First hit of Shoryuken cannot be focus canceled

Shoryuken invincibility changed from 7F to 5F

UC1′s hitbox has been expanded vertically

UC2′s recovery (?) changed from 89F to 70F

T. Hawk

(via _BNBBN_)

Walk speed increased

Close standing MP has less knockback

Crouching MK is now special cancellable, super cancellable, Focus cancellable

Yang

(via atwiki)

Walk speed increased

Jump MK now the same as it was in AE (crosses up)

Yun

Invincibility removed from HK Nishou Kyaku. (via Iorifuerte)

(via atwiki)

Zenpou Tenshin has reduced throw range

Crouching MP and Standing MP damage increased by 10

Zangief

(via minekids0108)

LP Banishing Flat is -2 on hit

EX Banishing Flat now knocks down, start-up is 16F

LP Spinning Pile Driver throw range reduced from 1.75 to 1.6

Far Standing MP has bigger hurtbox (via _BNBBN_)

 
Bcotton5;6517657 said:
Rumor: Ultra Street Fighter 4 console release date possibly leaked, July 11-13 for North America and Europe
http://www.eventhubs.com/news/2013/...y-leaked-july-11-13-north-america-and-europe/

In a recent video posted to GameTrailers, with a new installment of their EpicBattleCry series, they discuss a lot of topics at hand for the new console releases and upcoming titles.

At one point, they start discussing Street Fighter 4, and the new update coming for the game, as well as noting that it will be released for consoles on July 11th and July 13th, respectively, for North America and Europe.

This falls in line with earlier statements from Capcom, saying that Ultra Street Fighter 4 isn't where it should be at this point, and the Arcade release date set for April, with consoles said to be getting it "a bit later".

Hit the jump to check the video out for yourself.

Was somewhat excited for this but then I saw the release date and now i'm not that interested. Around that time I doubt I'm going to be going back to ps3 games. If it comes out for ps4 then I would cop

 
Daigo comments on Ultra Street Fighter 4's new mechanics, thinks delayed wake up is a good thing

16_daigoonusf4.jpg


MCZ|Daigo Umehara has voiced his opinion on the changes brewing for Ultra Street Fighter 4, in an interview with 4Gamer, which was translated by Beast Note.

You can count Umehara as not being a fan of the double ultra mechanic — at least for most characters, as he said that having Ryu's U1 is more powerful than having access to both, and he feels it'll be that way for most of the cast.

He also thinks that Red Focus will reduce the unfair advantage between characters that are easier or harder to Focus Attack.

Umehara also commented on the delayed wake up mechanic announcement saying that as it is currently, it can make SSF4 AE v2012 a one-sided affair.

"Since Okizeme is currently a big impact, I think it's a good thing. If all characters have the same powerful Okizeme then there's no problem, but [in reality] this game characters with strong/weak Okizeme are quite different it can become one-side game. It's good if this [issue] is eliminated," said Umehara.

Hit the jump to read on.

Daigo may not stick with Street Fighter's most iconic character if he's too weak in USF4, though.

"I like Ryu, but it doesn't mean I can't play other characters. If Ryu becomes much worse then I'll change. And if it's not Ryu, I will probably not go for [middle tier] character again..." said Umehara.

Daigo also confirmed that he didn't attend the Capcom Cup qualifiers because of a busy schedule, and that while he had a lot of fun playing Guilty Gear previously, he wants to focus on USF4 due to the high competition.

Translation notes and details from Beast Note via 4Gamer.
 
Capcom Releases Footage of Elena, Hugo, Poison, and Rolento’s Supers and Ultras in Ultra Street Fighter IV

The folks over at Capcom-Unity just released four new videos that show off the Supers and Ultras available to new characters Elena, Hugo, Poison, and Rolento in Ultra Street Fighter IV. While their Supers from Street Fighter x Tekken have carried over, they have also been granted additional Supers and Ultras to better fit into the Street Fighter IV system.

Be aware these are all still going through a refinement process to make sure they fit perfectly in the Street Fighter IV art style and that they may look different in the final product.

Starting off, Capcom has brought Elena’s Super Art I (Spinning Beat) and Super Art III (Healing) over from Street Fighter III: 3rd Strike as her Super and Ultra 2, respectively.

[usfiv-elena-super]

[usfiv-elena-ultra2]


Hugo will utilize Hammer Mountain (his Super Art III, also known as Hammer Frenzy) as his Super and Megaton Press (Super Art II) will be his Ultra 2.


[usfiv-hugo-super]

[usfiv-hugo-ultra1]

Next, Poison’s Thunder Whip from Final Fight Revenge will be turned into her Super, and Poison Kiss from the same game will serve as her Ultra 2, but with an altered animation and brutal finisher.


[usfiv-poison-super]

[usfiv-poison-ultra1]

And finally, Mine Sweeper (the A-ISM exclusive move from the Alpha series) will once again serve as Rolento’s Super, and the fan-favorite Take No Prisoners will be available as his Ultra 2.


[usfiv-rolento-super]

[usfiv-rolento-ultra2]

Are you happy with the classic moves they’ve brought back to life? Be sure to let us know what you think in the comments below.
 

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