![]() This isn’t a bad thing this isn’t the game’s sin (and it’s certainly not the player’s). Ultra is an addition designed for people who already knew that they were going to buy it in fact, that purchase was essentially inevitable from the day it was announced. If you’re not playing it, you’re not playing the latest version of Street Fighter IV. And that’s okay that’s what Ultra Street Fighter IV is designed to be, the definitive edition of SFIV, the last big update, a massive list of minor changes in tow. Ultra is effectively the fourth edition of Street Fighter IV, after Super, Arcade Edition, and Arcade Edition 2012, and because each one is iterative, they effectively obliterate each previous version’s usefulness. Like every tournament-level game and every Street Fighter before it, SFIV is and will always be subject to balance changes and discussions. If you didn’t understand those changes, it’s hard to make a case for Ultra Street Fighter IV that isn’t steeped in a reference to the ever-turning wheels of capitalism, because when it comes down to it, Ultra Street Fighter IV isn’t so much expansion as it is inevitability. If you totally understood those two changes and the idea of the delayed wakeup, maybe even went, “Awesome! Delayed wakeups are totally going to alter the domination of vortex characters,” you’ve probably already bought Ultra Street Fighter IV or are planning on getting it. Turn Punch Lv4 disadvantage after block reduced by 3 frames (-12F → -9F) disadvantage after hit reduced by 3 frames (-8F → -5F). While we’re talking about frames, they’re the stuff that the balance changes (and nightmares) are made of: over at Capcom Unity, ComboFiend posted the final character change list and it’s chock-full of gems like these:įar Standing HK start-up reduced by 1 frame (14F → 13F) active frames increased by (2F → 3F) recovery reduced by 1 frame (19F → 18F) They are: the Ultra Combo Double, which I swear I just saw a Jack in the Box commercial for and which enables you to enter a fight with not one but two ultra-combo options in exchange for lower damage the Red Focus Attack, which costs two bars of meter and, as opposed to the normal focus attack, can absorb multiple attacks before dishing out a crumple and the Delayed Wakeup, which is activated by pressing two buttons before a hard knockdown and makes your character stand up 11 frames later than normal. Ultra Street Fighter IV is, ultimately, a handful of new characters, a plethora of balance changes, and a trio of new mechanics that, depending on where you are in the Street Fighter scene, will be totally unnoticeable or completely ruinous to your local arcade’s or online group’s meta. ![]() I’m not demanding a new game, which is good, because Capcom isn’t giving one. ![]() But while Ultra Street Fighter IV isn’t exactly hidden, it sometimes feels like it: emblem aside, the key thing to clue me in that I was playing the new version was the addition of the game’s five new characters on the character select screen, their tiny faces disappearing into a crowd of 44 tiny boxes. ![]() Subtlety isn’t exactly Street Fighter’s thing: there’s a green dude who can electrocute people with his body, fireballs that emanate from fists, and one impeccable flattop.
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