Sick Psycho Crusher goes through fire balls now in the Ex version.
I don't quite understand what was going on with all those trials with his new ultra however. I'm assuming one was at least a cross over the others because I dont understand what the guy is asking the other to do I didn't quite get but still looks amazing. Heard it can be linked from J.mp/mp as well
good video
but what has happened to the ultras damage??
the highest was 470??
theres ultras that do 600 wtf??
psycho punisher only did 420 :(
have i missed something??
EX Psycho Crusher goes through fireballs in SFIV already, the 1st hit nullifies fireballs.
I wish they would've shown Cosmic Heel > Bloody High Claw or Cosmic Heel > Splendid Claw for Vega.
I wasn't expecting Cammy to counter a Hadoken, but how about a point blank Hadoken? It could work.
@10 I hate to agree but it really does look pathetic, I still don't see the point of them.
Lvl3 Focus > Counter Ultra
Special moves with Armor Break > Counter Ultra
Projectiles > Counter Ultra
Normal Ultras > Counter Ultra
Cross-ups > Counter Ultra
I wanna see what would happen if someone grabs.
R.I.P GEN.... right to the bottom with u old man.
a counter ultra is stupid i can jump over u and hit u and it wont be countered but then yet again goukens counter in game counters both ways thats unfair i dont like to complian but wow that sucks
Speaking of capcom smokeing, why the frek did they take away gens chain combos.....they didnt do that much life, and it took skill to pull off........now gen doesnt even look like gen anymore.....he looks...................................slow now or something I dont know but this isnt gen anymore.
@ 15
LOL
@ 21
Gen's old and therefore he was always slow.
hmmm... for a sec i thought they comboed into Vega's U2 with only a cr. mk... wouldve made this guy very good! I believe hes moving to a high-mid tier position. He looks nearly like his old self again, the only problem being he is slower than his SF2 counterpart.
@21
I don't play Gen, but I can agree with you. They really took two of his best attributes out. The Standing MK to Rapid Hands link, and they made jump arc bigger. If anything, they should've kept both, maybe do a little more damage on the rapid hands and such.
I'm sure he'll still be good to play, its just that people are going to have to find other options with him now :/
Vega definitely became much better with these ultras. On these early videos, it looks like he has the highest quality average ultra between 1 and 2.
The true test of these ultras will be how they'll be combo'd in to. Dictator's looks like it will likely be pretty useless unless it can be routinely combo'd into. Gen's does decent damage and will actually be quite good if you can combo into it. (How often do you count on landing an ultra when the opponent is doing a safe jump into you, anyway?)
Regarding combo ultras, I'm sure we'll find out just how useless they are a few months into SSFIV being released. Hakan's Ultra 2 definitely appears to be the cream of the crop, as it's a counter ultra that can also be combo'd in to. I can't make out exactly how useful the Cammy stuff is, because the L3 FA appear to land in the first frame or two after her animation, which is earlier than any other attack they tried. I don't know if there's a start-up time after the animation or if she's "hot" immediately after the animation and just weak to L3 FA. Also, it only showed Ryu's EX H.Kick, so it doesn't show if it's weak to all armor breakers, or just EX armor breakers. What will be extremely important will be how easy/impossible it is to throw a combo ultra into a middle of a block string, which the video doesn't show.
#24
yea they took out what was best for him in street fighter 4 which sucks because if they did not give him something to make up for it ...hopefully he has chains that he can combo into ultra in not likely, but i hope he like his alpha 3 edition
if he dont have anything to make up for it he going to get hurt real bad which sucks because i like using gen but my main 3rd strike ibuki is looking like she plays the almost the same so i dont want to give up gen but ibuki might be my main and gen my 2nd.
Why're people complaining about the Counter Ultras?
It's like people complaining that parrying sucks because you can be thrown out of it.
The Counter Ultras are there as an additional option / mix-up / punishment strategy to those characters. You're not supposed to execute the move and HOPE someone is "stupid" enough to hit you. You're supposed to learn to bait people into it. If you can't, then hey, pick Ultra 1.
Sigh...
Galm, what's wrong with your logic (or lack thereof) is that by that mentality, ALL ultras already work as counter ultras. You can already "bait" people in eating your full damage with your Ultra ones, but really, how often do you see that happen in high level play? What made it worse was that Cammy and ESPECIALLY poor Fei already had piss poor Ultra Ones to begin with.
I think counter ultras will have varied results based on the opponent. Against some match-ups, they could be fairly reliable and devastating. A Cammy vs. Rog match-up will change quite a bit, as most of his charge moves will suddenly be fairly risky once she builds meter. Match-ups like Sagat will be far less reliable, but that's how it rolls.
But that restricts rog to those moves exclusively, unless he wants to risk being countered by her ultra. I'm not saying it's a perfect counter, but it definitely limits Cammy's opponent's options when she has an ultra meter.
I'm not the biggest fan of counters and probably won't use them much (save perhaps Hakan's), but I really think people are giving them the lowest possible amount of credit at this point, and something like this can only be really measured after the community at large has their hands on it for some decent amount of time. If it turns out that you can fit the counter into some common block strings, which this video didn't show, they might be far more reliable than our first impression based on a small handful of videos.
@30
You can do the same things with a regular Ultra. If I know your gonna poke with Ryus c.MK I can do a regular Ultra and catch you with it. The thing that people are complaining about is that these characters didnt need counter Ultras. They are offensive characters that have trouble with turtles and Capcom gave them a defensive move that dosent help them at all. If it were something like Hakans that is a godly counter and limits your options severely then it might be different, but these counters cant do that. As mentioned somewhere up in the comments you can simply do a cross up and the counter is useless.
By the way comparing counter ultras to parrys is a really bad comparison and makes you sound like a total noob. No offense just trying to give you some advice that will make you sound cooler. Dont compare counter ultras and parrys for future reference.
@Jarkyttaa
See the ting is that you can already use there regular Ultras to counter things like dash punches and the sorts without the limitations of if the move is armor brake or not. Plus if people know they can be countered then people will use those move sparingly or really close were its hard to react with an Ultra. Not everyone does full screen dash punches.
It would be better is they made the counters anti air counters like Hakans. That would limit some big things your opponents can do plus give you some ability to combo into them.
I am utterly bewildered at the idea that Counter Ultras are defeated by non-counter Ultras. I don't think they are as useless overall as most people are claiming, just less showy—they are deterrents. But what on earth is the logic underpinning the idea that they should be defeated by regular Ultras??
@13
Command Grabs > Counter Ultra
It works with E. Honda, Zangief, and Abel. You just can get to the "grab frame" before Ultra startup animation finishes. Time it so you start you command grab about 0.5 seconds before the Ultra animation stops. Normal grabs lose to a Counter Ultra.
They should have tested the counter ultra vs cross ups. I can see that giving rufus a hard time, he would have to give u some space, but tbh cammy has her cannon spike so i dont see how it would REALLY change anything. So far the only good thing about it is her little dance that she does on activation LOL.
The characters they gave counter ultras (excluding Hakan, whose counter ultra is pretty unique) are rush-downish characters who use a limited amount of footsies to set up large offensive rush-down. They both have fairly limited defensive tools and even having their ultra charged doesn't stop corner traps and counter-rushes very often. I see this as a defensive tool, with the deterrent that the charged combo meeter would impose being 50% of the effectiveness of the ultra.
With both Cammy and Fei, if you can get your opponent to play just a little more conservatively and slow down their offensive flow, then that can open some sizable gaps. While I'm not their biggest fan, we have to give counter ultras some real field tests before coming to a decision on them. It's no mistake that they gave them to these characters instead of more defensive-heavy fighters.
Only 420 dmg for Bison's new ultra??? What did he do to deserve such weak ultra? It's not like it's easy to combo into nor do ppl have to try hard to evade it...not happy with this news. Oh well...let's see how it turns out.
it can full screen punish any fire ball.
420 is a lot of damage in super anyway, since all ultra's have been toned down.
Ultra's are toned down? Didn't know that. I thought Supers increased in dmg. Mixed feelings bout the ultra then. Being the weakest in this vid (except for Gen's), but having pretty good range and being able to punish a fireball.
Counter Ultra's are useless due to the input dropping that SF4 does when activating an Ultra. This inherent property will allow players to basically be safe even if they press a button while the Ultra has been activated, since the game will essentially drop it.
So unless your opponent is in mid attack ((attacking before activating the ultra)) while activating your Ultra, players will be able to react to the counter Ultra. Even in which case, ANY Ultra will hit for full damage.
NOW Counter Ultras would be SO much better if the Ultra didn't activate on command, but upon hit boxes touching. I don't understand
Quick mention;
Hakan's Counter is an exception however, not only for it's combo ability, but mostly due to the fact that is punishes jumping in general. If the enemy is airborne, it'll hit, which makes Hakan's counter very effective.
This cannot be said about Cammy's or Fei-Long's
It was suggested before that counter Ultra's needed to drop the start up animation and act like Gouken's counter, if successful the Ultra cinematic starts up, funny thing is Vega's U1 does that it starts as a normal special and then activates after bouncing off the wall !
Capcom loves to put specials that only the AI-CPU can fully utilize (Abel's DP AA grab for example !).
Fu/ck sake capcom you just love pi33ing on my parade don't ya! first the cannon spike nerf now this counter ultra that can basiclly be counterd by everything else!
I know I am making assumption but it is just an opinion based on what I see. I haven't play the game yet. Take it with a grain of salt.
The only hope Gen has is with this download setup... maybe a patch will be downloaded and make him (and Guy and Makoto) more viable...
Counter Ultras dont even do that much damage. 470 or something on Cammy's? And that's with full guage, and it can't be combo'd into. A lot of Ultras work as counter's anyway. Rose's Illusion Spark is absurdely useful for jump ins, so is Balrog's, Vega's etc...
...I think they should make it so the only thing that can Beat a counter Ultra are Command Grabs, Projectiles (from A Distance), and Grab Ultras. Because cmon....Armor Breaking Moves breaking Counter Ultras? Those moves are the easiest to punish. Tatsus, SpinKnuckles, Wheel Kicks...All easy Counter. I Just think the counter ultras need to be buffed...and not Dmg wise...
I can see how its gunna limit Rushers...but what about Casual Bisons, Hondas, and Balrogs...the characters that give Cammy and Fei the most Trouble.
Cmon, Capcom...Please THink!
Re: your second pagragraph: agreed. At first I thought counter ultras would be more useful in low- and mid-level play, where people are often reckless when going on offense with excessive jump-ins and shoryukens.
But in these levels turtle Blanka and Honda are among the toughest opponents you'll face if you don't have a projectile. The fact that their cb,f+P attacks have armor-breaking properties only made things worse in SFIV, and for all we know at the moment the counter ultras will be absolutely useless against this tactic.
Stop complaining about new ultras. They wanted the new ultras to really have an impact on how you would play your character. Counter ultras may not be recommended for competitive play but the reward of hitting it by telegraphing feels really good. I main Honda and his Ultra isn't the best but you get better at sensing when your op is going to attack. Sometimes it's a gamble but adds a more fun challenge aspect to the game. I had a lot of fun with Remys counter ultra in 3s. I have fun playing mind games and I'm glad they added these so I can play around with them.
@ 70
I think i have earned my Right to QQ a lil...I havent cried about SSF4 ever...i kinda kept my mouth shut when my Main (cammy) got her SPike nerfd...and i didnt complain when i got STF4 on the first week, chose cammy and saw her Spin Knuckle was Bull...or the fact she can only Cross up Shotos and Small hit box chars in the Corner. Or the fact that i have Bust my arse to win a match...But now this is enough...Originally i was all for the counter Ultra. But come the f.U.ck on. Why? Capcom?? Why must you do this to me...I was a Fanboy, a Capcom Follower! I wouldve Followed you into the Depths of the worst Videogame ever...But i am sick and tired of all the treatment Cammy has been getting.
No way to connect Full Ultra, Below Avg Stam, Nerfd Best move, No effecient way to combo Ultras, Ultra 2 being beat out by a lvl 2 Focus, Armor Break (Sucks for Cammy Because she and a Select Few others are the only one with a Bad Armor Breaking move)? I think....its time to put Cammy Down....
Goodbye Cammy White....
Hello Makoto.
Thanks to anyone who has heard me out.
AND WHY THE FACK DOES CAMMY HAVE AN OVERHEAD!!
TICK THROWS ONLY GET YOU SO FAR!!
i wanted to see if you could combo into bisons ultra after the two punch juggle
I wanted to use Fei Long's Ultra 2 like its the sh!t, but after seeing this *sigh*
Does Anyone even know how many attacks are armor breaking, if you look at the move list for each character most character have maybe one armor breaking move and not all ultras are armor breaking they just hit enough times to armor break. the ultra we see here with ryu is one of the few armor breaking ultras. So quit complaining about counter ultras until you have played the game. You have no idea how useful they might actually be.
Haha, Gen's Ultra 2 is like the most stupid thing in this game. deals 23 dmg, and the last hit does recoverable dmg (just like absorbing a hit with a FA).
@ 79
I'm aware of that. I'm Just saying that Some people have GOOD Armor Breaking moves making them reliable (Wheel Kick, Thunder Knuckle, Light TigerKnee, Light Tatsu from Ryu and Ken, Alot Of Balrogs Rush Punches +Turn Punch) Notice all the GOOD armor Breaking moves belong to frequently used chars in High Level Play, Hell, Even in Casual. So If they see that I am using CQC they are gunna be expecting Me to use it. Hence why Imma have to bust my ARSE EVEN MORE FOR IT TO CONNECT. But wait? Cant i just stick to Ultra 1? OMG the only Reasonable Setup for it got nerfd. Cammy, why cant you have a good overhead like Ryu or Akuma?
I Hate to be a lil bitch when it comes down to these things but...I'm just a spoiled little Chammorro Kid who loves Fighting Games to death, and i dont like repicking Mains.
also, i'd like to point out that most "reversal" (or wake up attacks) will be armor breaking.
shoryuken is NOT supposed to break armor... but it will do so EVERYTIME if ken or ryu are rising from the floor.
heck, even vega's rolling claw can be armor breaking if done as he gets up - so long as it hits the armor in time, that is.
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