Entries in SF4 (2)

Friday
Feb272009

Street Fighter 4 Ultra Combos

Lots of people have asked me why the Ultras in Street Fighter 4 work they way they do. I have no inside information on this, nor have I even seen what the designers might have said, but I have a pretty good guess. After walking you through that, we can then ask if we would include such a mechanic in a new, ideal fighting game. I actually don't know the answer, but I can explain the issues.

When I first saw the ultra system a long time ago, I though it was a terrible, terrible idea. My reason was that the last thing casual players wanted was a SECOND super meter. I mean this isn't Guilty Gear, it's supposed to be simple and elegant, and a new super meter in addition to the old one (which has four divisions and multiple uses) is going to be a confusing mess. I think it turns out there was more to the issue than I thought back then, so let's look at all the issues together and see if the overall effect is good or bad.

But first, let's explore how I imagine ultras came to be what they are in this cartoonized, fictional line of thought:

"How can we get casual players interested in this game? There's lots of ways of course, but one way would be really flash super attacks. Yes, that's a natural answer because we already have had super attacks in lots of other Street Fighter games, and now that we can use 3D animation, camera movement, and effects, we'll be able to make these look even better than ever. So far, this sounds great."

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Tuesday
Feb242009

Some Positives About Street Fighter 4

Yeah there's a lot of problems in SF4, but there are some good things too.

I don't know how effective Gouken is, but his design is interesting. No dragon punch, but a super and ultra dragon punch. A high counter and low counter that act somewhat like a dragon punch, but worse because he has to guess high or low and it loses to the "breaking glass" moves, like Cammy's cannon spike. The ex counter doesn't require you to guess high or low though. I beat Cammy's ultra once with an ex counter, but got hit the second time I tried. Not sure what's up with that. Also, using the counter drains your life and slowly refills it, like using a focus attack. This is an advantage for the most part, because it means your ultra guage is even more full than usual. Because his ultra is guaranteed off a normal throw (and easy), it's basically a throw super...that doubles as the occasional dragon punch super if you really need it. Ironic that landing it is so easy that it's a better "throw super" than Zangief's, at least for me.

It's painful dealing with Zangief's bad-feeling jump, as if he is a flea of some sort, and not having his hop move. And not having his low fierce from Alpha 2 and 3. But his SPD is good, with jab having ridiculously long range (great!) but low damage. SPD startup time is

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