A personal "REDO" of SF4 (What would you like?)

LOL, I’m sorry but I’m not Daigo an neither are you. But what I’m talking about is this http://www.youtube.com/watch?feature=player_detailpage&v=xVIsP09vE4I#t=111s . Look at how Kuroda constantly ducks at cMK range to catch pokes that would be confirmable for damage. 4 lacks something that you can respond to at footsie distance.

Focus, or counter pokes. Also ST didn’t have anything like that. I dont feel sf4 requires that

It’s not about being Daigo. He’s just really famous for his reads in any game, so people call the seemingly random SRKs that people do because of reads Umeshoryus. The point is that adding another mechanic to the game is not necessary to deal with pressure; especially not when it’s “predictable”.

Well if you really ever do this one day here are my suggestions for Evil Ryu(my main). Assuming nobody gets ridiculously buffed or nerfed, I think he should fall right in line with the rest of the characters.

-LK axe kick to be safer on block, -4 at worse. Low forward into LK axe kick is already not a true block string so it can be punished during the special cancel. But this way it will be safer to use as a pressure tool on block, but will still be unsafe if spaced badly. So there is risk reward to doing it instead of just risk.
-HK axe kick is a true overhead. It’s still slow as hell but if you can some how catch your opponent blocking it low, I think you need to be rewarded for it.
-sweep is 6 frames so he can tatsu sweep every character Akuma can, but not every single character in the game
-st. Jab is +6 so he can st. jab > sweep like Akuma and Ryu for a hard knockdown

That’s it, this has always been my vision of Evil Ryu after spending a month with him in the first AE. This should obviously make him better, but not ridiculously good. I’d like to see most characters get buffed as well, not just mine. So we can have a version where everybody is satisfied with there main. Just don’t make anybody too good, that’s all.

  • Guard break/block meter
  • Dizzy meter
  • ST style throw tech (+ air teching)
  • Revise block stun + active frames so meaties make a return
  • FADC dps, etc leave you at -2
  • FADC uses three stocks
  • Reworked FADC specific to charge characters
  • Revised input buffer, thus removing mashing
  • Remove ultras
  • Slightly smaller stages
  • All chars have an overhead normal (perhaps like SF3’s universal overheads?)
  • Slightly ‘heavier’ jumps
  • ‘Rematch’ option if player lobbies < 3 players
  • Extended training mode record
  • Improved AI that actually plays properly. Frame traps, FADCs, pokes, dashing, remove psychic/input reading
  • Ability to use training mode whilst awaiting online opponents, ability to use training mode with a buddy online
  • Lag simulator in training mode ala Marvel
  • Revise wallbounce. I was excited when they announced this for Super, but it strikes me as really under-used
  • Remove Fuerte, revise Seth, tame Viper’s nonsense
  • Vanilla SFIV arcade sounds
  • True music mute
  • Offline demo recording
  • Offline team mode + tournament bracket
  • USB dongle for player data that connects to your stick and records your BP, PP, win/lose rate ala Japan’s card system + contains your button layout
  • Character intro disable
  • Audible tone when you score a counterhit + larger ‘counterhit’ text, perhaps a unique impact effect
  • Option to disable opponent skins/costumes/colour 12
  • DLC stages? Hell, I’d actually buy a couple of these
  • Option to choose any stage for training mode

not gaining ultra through receiving damage, but focus and attacking.

maybe getting rid of it all together and having more of an alpha 2 super bar, but will with multiple options.

no easy inputs, smaller stages, faster walkspeed in general.

i don’t think there is objectively wrong with focus, but I kind of hate it. So maybe some tweaks to it, not sure what though to make me like it.

-FADC defensive (move is blocked) takes 3 bars. Offensive still takes 2
-Grab ranges reduced for all characters (SFxT range)
-Nothing auto corrects anymore.
-Jabs cannot act as anti-airs.
-No 3 frame dps. Quickest DP is 5 frames.
-No trades into ultras

What’s your reasoning for these 2?

A lot of this just sounds like a wishlist to make SF4 less like SF4. For better or worse, a great deal of mechanics have shaped the game thus far. Also asking for buffs/nerfs to a character is just lame.

EX SBK is good what are you talking about?

Aside from gameplay tweaks and whatnot, 2+ rivals for each character, and unique intros for character specific fights online + versus (e.g Ryu vs Ken, Guy vs. Cody, Gouken vs Akuma)

Not only was it nerfed in AE, it wasnt ever very good. It has a very weird hit box and unlike EX Tatsu, it doesnt suck people in(if it did, Rufus, C Viper and Akuma would be even match ups). Its easy to get kocked out of it, and it flat out loses to things that it shouldnt. Obviously youve never been in a situation where a ken player ducks under your ex sbk. its a weird situation, but it happens.

EX SBK is one of the worst reversals in the game, period. The fact that her only real reversal requires EX, it should be a lot better than it is.

I’m not going to say EX SBK is great, but it’s definitely not one of the worst.

I mean, Evil Ryu’s teleport is pretty bad. All of Gouken’s options are basically “well…I hope I guess right!” Blanka balls were pretty bad.
And Claw would probably like to have just one of these.

Late reply sorry.

Jabs as anti-airs I feel is a bit stupid because unlike other anti-airs like c.FP for Ryu or Rose, you can just mash Jab if you know the situation because they come out so quick. For example someone like Boxer whos jab is so quick can often Anti-air me simply because his body auto-corrects itself as I attempt a crossup. You could put on a turbo button. Conversely if you used boxer’s (I think its c.hp?) you’d actually need to time it right or get punished. Very few characters have jabs that can act as anti-airs but I just feel it should be not possible at all.

For the grabs I’ve always thought SFIV was full of shit. Its what makes this game’s offense so auto-pilot. You always need to be mashing LP and LK so you can counter their grabs because its always an option. This was added to the fact that SFIV went 2d/3d so the 3D models looks like you’re miles away when you grab whereas with say 3S you could always see the characters being close for a grab and their limbs actually touching. Its just never looked right to me, so often I get grabbed when I don’t think I can be because its so far. I also feel its why in SFxT I rarely ever fall for regular grabs, and I mean that I tech them not that I mash Dps ( i dont play dp characters anyways). Its because I can see them coming closer and know “Ok they’re in range for a grab, be cautious”.

At the same time I can see why its done in SFIV. Some character’s only options are grabs (which is a problem, it never should be their only option in any situation) so they gave them long range normal grabs to compensate. Its also why T.Hawk and Hakan suffer quite a bit in addition to their other shortcomings. Their grabs are very very beatable with a simple mash of the LP and LK buttons. I miss when the characters actually had to be touching each other for the grabs to actually happen.

Interested in what you mean with “one of the worst”. It’s definitely not in the bottom 10 and probably not even in the bottom 15.
Also Chun has a damn good backdash which kind of is part of her wakeup game. Chun seems to dangle around #20 wakeupwise, which I wouldn’t count as “one of the worst”.

The reason you don’t get grabbed in SFxT is because the grabs SUCK BEYOND ASS HOLY SHIT LOL.

If SF4 grabs were worse, how would you be opening people up? Unlike SFxT* jumping is a risk here, you can’t combo off overheads**, and abare damage is nonexistant, so… ?
The entire SF4 offense outside oki setups (for which you usually need to open the opponent up first) is pressure strings into throw or frametrap - who the crap would fear anything ever if throws weren’t as good as they are?

*Except if you fight Juri
**Most chars can’t.

I agree with everything you said except fuerte rufus and viper. Theyre new characters. I will say but instead of rufus they add King Cobra, and take out Oni and evil ryu cause this game has enough damn shotos.

Who cares about new characters? I’d rather have the roster cut in half, have the leftover characters gain some additional options and then be much happier with it.

well i mean it technically is a new sf so theyd have to add SOME new charachters.or people would have been like “capcom is lazy for not adding new characters” So I mean Im happy for the new characters.

Where the hell is the Stun Gauge in SF4 ?