xS A M U R A Ix on the Shoryuken.com boards, started up an interesting thread asking for the removal of all counter Ultras in Super Street Fighter 4.Why Counter Ultras are bad
Counter supers have almost NEVER been good in any fighting game played at a high level. Unless thrown out in response to a super telegraphed move, it is almost never guaranteed. Not to mention the risk involved already in using a counter super (ultra in this case), the screen freeze, animation and flash are a huge cue to NOT PRESS A BUTTON. Counter ultras are also delegated to only a defensive use. It would be much better off if we had something that could used creatively and not in such a restrictive, predictable manner.
Another big reason these are bad is that both characters given counter ultras already have a Dragon Punch. Why do we need a counter when we have a free "counter' that doesn't have a giveaway super freeze and doesn't cost meter. From a design standpoint that makes little sense.
Counter Ultras are already in the game
Yes, that's right. Any ultra that has invincibility is a counter ultra. Because of the screen freeze you'll have to do it AFTER they've thrown a poke out. But why is this needed when we already have regular ultras with invincibility which would do the exact same thing and serve better utility for other things as well, such as combos. There is no point to these being in the game and could have been used to add better utility to characters that could have used the help.
The Solution
Simply change the startup animation slightly to be a command grab and keep the same animations otherwise. It wouldn't take much work and would provide real utility to both characters who have counter ultras. Not to mention, command grabs can be used as "counters" in close to the same effect but also serve offensive purposes, much of what SSF4 is supposed to be more focused on.
So what do you think, does he have a point? Leave a comment with your thoughts below.