Ultra Street Fighter IV will get new characters and new stages when it releases next year, but it’ll also pack in a bunch of gameplay changes. This three minute trailer shows off what you can expect. Is it me, or does this Red Focus Attack thing look like a made-to-order Daigo full-parry comeback?
Probably not a coincidence Capcom chose Chun Li and Ken (albeit in red gi) to demonstrate it. They also dropped about a dozen screenshots, which you can have a gander at below. Ultra Street Fighter IV will be available on PC, Xbox 360 and PS3 some time in the first three months of 2014.
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15 responses to “Ultra Street Fighter IV Makes A Dramatic Comeback With New Features”
Damn, that was more epic than I expected.
God damn I love Poison. They could have just added a new roster of character and I’d be happy. But all of those new features are just icing on the cake. Brilliant.
How many girly nicker shots can we get on one page?
Looking awesome though.
Looks like they are pushing for this game to become an even more competitive fighter… which is not a bad thing IMO
Yeah. At first I wasn’t sure about red focus, but it seems like another option you can use if someone’s going to try and ultra, which is a good thing.
But I am SO ready for a graphics refresh now.
A lot of players on the competitive circuit seem to think it’s going the other way, funnily enough.
Ultra Combo Double is fantastic for certain characters (Zangief, the example they used, gets both a ground and air command grab Ultra, which is just plain scary), but others who have 2 Ultras that do similar things or have a second Ultra that’s not very good don’t see much benefit at all, especially since selecting Ultra Combo Double cuts the damage both Ultras do by a decent amount.
Red Focus is another interesting prospect, but mostly benefits characters who don’t need to use their Super meter for anything important. It also has the disadvantage of costing 2 of the 4 bars of Super meter for just a standard Red Focus (the same cost as a standard FADC, a much more useful option in most cases), and Red Focus FADCing costs the ENTIRE Super meter. This just isn’t a viable option for characters that rely on EX moves, FADCs to make their moves safe, or their Supers to do decent damage. @rowan mentions that it gives another option against Ultras, but most Ultras are easily punishable on block anyway, and blocking and taking a very small amount of chip damage is a much safer option than risking getting hit with a stray jab afterwards and losing 40%-60% of your life. Red Focus also doesn’t protect against grabs, so Ultra Combo Double Zangiefs are going to be just as scary. ^^
The video doesn’t mention it, but delayed wakeup seems to be the biggest game changer of the new changes currently, and even it seems to be splitting the community into two as to whether it’s actually a good thing. Allowing the downed opponent to change when they get up moves some of the advantage away from the standing character, but it also adds unpredictability to the game, something many people argue is a bad thing (I’d stick myself in that category). It also weakens the wakeup mix-up game, something that has been fairly fundamental to the series as a whole.
I think the double combo for most grapplers, is just terrible. Gives them a massive advantage in most things once they’ve got ultra stocked.
I’m optimistic though. Let’s face it, the fighting game community is a really negative, polarised one, people don’t tend to be just okay about things, they’re usually crazy happy or crazy pissed off.
I think it’s good that they’re weakening the vortex game. I’ve been beaten many times by players who I was pretty sure I had better fundamentals, but they have one technical skill, like the vortex that once they landed, it was game over.
I’m not saying they shouldn’t play that way. It’s in the game so it’s legit. But they’re still dicks for doing it.
And that’s why I’m not part of the fgc anymore. I woke up day and realised I didn’t like any of the people I was hanging around with in it.
I certainly agree that they certainly should take steps to weaken the vortex game, but I’m not really sure if delayed wakeup is the right way to do it. That being said, I certainly wouldn’t consider myself anywhere near pro level, and Street Fighter IV didn’t really maintain my interest enough to stick with it beyond the initial 6 months of both vanilla and Super, and 2 months of AE (It just didn’t feel ‘right’ to me, and I think I just love my parrying too much :-P). All these new features are in a state of flux and development as well, so things could drastically change between now and launch (and I’m pretty sure they will). I’d just like the new features to either bring some balance while providing options, rather than only benefiting particular character types.
Also, I might catch some flack for this, but claiming that there’s 4 ‘all-new’ characters when they’ve been dragged over from Street Fighter X Tekken (Supers and all) just feels cheap to me. Always good to have more playable character options though, regardless of how they got there.
Totally. Same with the backgrounds. They’re not new, they’re just ported. Big difference.
I still like the game though. It’s the best feeling fighter I’ve played since SF2. There’s just something about it that feels right to me.
Makes me sad this is not coming out on PS4 or Xbox One
Sony has something Street Fighter related to announce lurking in the wings. I wouldn’t be surprised if it’s a version of Ultra Street Fighter IV for PS4.
Alex, where are you?!
I know that feel. Although I really want Q to make a return, so my choice has even less chance of happening unfortunately. ^^
When’s Marvel?
Well the only fighting games atm i own are ultimate marvel vs capcom 3, and Skullgirls, so can anyone tell me how ultra street fighter 4 compares in terms of gameplay and difficulty?