This is a thread discussing of what I’d like to see in an SF4 mod using ONO-the software, not the designer who Kazuya may or may not have knocked into the hospital with an EWGF. Community input would be cool, let’s see if we can actually get this rolling. Everyone has their beefs with this. Maybe once we get it rolling and get a set of things worked out we can send it in as a project for a modder like error1. This could be big.
Some characters I may not mention for the sake of time or just not wanting anything done to them. Let me know-respectfully, please- how you feel about these ideas. If you don’t like it, suggest something else. I do realize the game can work as is.
*System Ideas
Personally, I miss meaty pressure.
Possibly having an alpha style or 3s style quick get up. both are really punishable. however I think there are ways to punish quick getups in this game anyway…
We have 2 button throws and yet no karas for a lot of the cast. Anyone want their kara madness back who isn’t a Ken or Vega player? Some characters like Rufus or Seth I strongly advise not having a kara because they can get in so easily. Yun, despite being nerfed, doesn’t have a kara, and probably doesn’t need one. He DID have a command throw kara in 3s, but it may be op here due to the new combo system and ultras. It’s not like Capcom hasn’t done it already with say… Makoto.
Ultra meter- less of it for getting hit (grapplers get slightly more). More for focus absorbtion and use of armor moves (that aren’t broken by other moves).
Super- Some gain via normals. Gain rule is not applied in juri FSE, still gains at 1/3rd. Gain is more like the alpha series.
To the forums: How do you feel on shortcuts? They have their use but they get in the way. CMK xx shoryu whiff isn’t cool when you are going for a Hadoken.
Possibly a gc like in the alpha series? 2 meters, motion varies depending on character.
Character ideas
Guile: Getting the backfist back. The real one. Because who uses far st fierce?
Maybe some remnant of his old cps1 chain, by adding a combo that allows clk to target combo to backfist. These two things may be too op, however.
Less flashkick trades. Guile players, let me know if you like this or not, as trades can set up ults... I think. Not a guile main.
Ken- quicker overhead kicks that go into super.
I want jinrai over his super that he has now, but maybe that’s just me. May be too op especially considering he has gurren (fight the powa) anyway. But, past initial startup, it could be tackled with other moves.
Do you guys like the sf2 or 3s cmk better? I like the 3s one, but the sf2 one has more range and seems to retract a little easier.
Kara shoryu x2. Although he can do shoryu x2 pretty easily anyway.
The real target combo. If you don’t know the current one is a link combo from cvs2 that has been turned into a target combo. The 3s one has a different animation that is the 3s close mp with the old back hp that ryu had from sf alpha and sean had from 2i.
Maybe some remnant of his lk > stand fierce, although you can do jab to that anyway, so it may be too op.
Knee bash neutral grab?
Akuma- faster air tatsu that’s closer to the 3s version. Not quite THAT fast but good enough to where it can anti air a little easier and be followed up with a special.
ae divekick? yay/nay.
-.- do people want the ex flip> ex hado removed or not? its a nerfed, expensive version of overhead dk.
Ryu- overhead kick actually an overhead. Possibly with a back hk motion like in sfa3.
fw mp into sweep as a strict link?
meaty 1 hit overhead mp > super (like in 3s)?
Joundan Shontou Geri (donkey kick)? Yes/no. It’s ex version would be ridiculously powerful, especially to a character with so many ultra setups and combos already. Maybe just having it as a regular special that can cause a wallbounce on counterhit with only a certain version of it. Soft knockdown. that wouldn’t be AS op.
Makoto- Better walk speed. Because she makes sf3 mak look like a fast walker. Although you should be dashing about with her anyway…
Maybe a 3s overhead since she is a 3s character.
Can the lp chop go into super these days? I don’t know.
The old mixups off of an lp karakusa would be nice. If not a bit op.
Viper- viper is already amazing, nuff said. Somehow make her u2 usable or something, although she doesn’t really need it. If anything you’d use it vs Sagat.
Sagat- Sagat’s pretty good. Maybe allow mashing on his knee bash to actually do something. EY EY EY.
Are his glitches with his ult 1 fixed? I’ve seen the second part (the super tiger upper of orange doom) not even animate before. This was in AE though.
Bison- Maybe a version of one of his moves that doesn’t go through fireballs, if he doesn’t already have one. May not be necessary, bison is good.
The “paint the fence” move? Thoughts on that? Too good?
Abel- guard cancel should help Abel a lot. He’s already REALLY good offensively. Those Abel comebacks are amazing, worthy of the guile music.
T hawk- what do you think about a version of his grab that costs a bit of meter but is essentially super safe, like his st grab? Experimental and probably broken idea.
If not this, a slightly better Lp, bout it.
Chun- I want the real tenshokyaku, but it might make her too much of a turtle character and possibly too good and too much like a shoto.
Changes so that u1 can connect on characters like oni? Thoughts? It takes specific setups now.
I don’t think giving characters like Vega their old walldives back is a good idea for everyone else.Another thing is that you can focus attack the darn things now… but the mixup between throw and attack would be extremely deadly, even with focus. It would be cool for Vega players, but the ST vega matchup for a lot of characters is nuts. And Vega is great now- just in the right hands. Sup, Jozhear.