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

A stun meter would be nice. It’d be great if it had numbers instead of just a meter. I wouldn’t mind stun recovering more slowly either.

I’d also like the combo counter to show damage done in addition to the number of hits.

I’d like dizzy to be entirely removed; I don’t see much use for it.

  • Some way to break to command throws. Something different than normal throw breaks so the player being thrown has to decide which break to use.
  • More negative frames for overheads. Overheads should be punishable on block for at least much as the player expected to gain by using them.

Obviously damage would have to be adjusted for each for balance if this weakens them too much.

What the fuck… … …and how would that even work?

Basically I am tired of garbage guessing games that are no risk to use. Some chars can punish, some cannot. All guessing games should be punishable or escapable if the defender guesses right. Nonsense like Dudley’s high low mixup are broken.

“No risk garbage pressure guessing games” come with a price - downsides at other points in a character.
Dudley is absolutely atrociously terrible at getting in and has no reliable way to keep his pressure up. If he didn’t have that overhead, he’d suck beyond ass.

Most characters can’t combo off their overheads. Ryus overhead deals 80 damage. Now tell me how to make it minus enough on block that people can punish it for 80 damage without making it completely worthless. Or do you want to make it -5 on block so it can be punished for 300 damage, so boost up its damage to 300 as well (since you wanted to keep the risk-reward ratio)?

There are a lot of legit complaints about SF4. It confuses me that people tend to make up random bullshit and call it a design mistake… it’s like people dig through a wad of faults just to find one thing that is well done, and then call that bad. Very… strange.

rofl - no son no

broken mix up.

loses to back dash.

scumbag post.

Having safe guessing games is not a mechanic I think makes this a better game, and that is the reason I posted.
Adjust damage, movesets, or whatever is needed for character balance to compensate.

The guessing game isn’t safe simply because you have to work a fuckload and take huge risks to get to the point of applying it.

If we go by your wish, safejumps, blockstrings (lol), … … … everything honestly needs to get removed. Only singlehit normals which don’t combo and are -20 on block left over.

No jump is safe. Some of the frametrap loops are kind of iffy but the two major offenders imo are overheads and command throws. Because you have to work to get close, which arguably is only against certain characters, does not justify having broken mechanics.

Okay, apparently you don’t know what a safejump is. Case closed, advice for the future: Learn at least *something *about stuff before you attempt to make it better.

Safejumps require knockdowns. Otherwise they aren’t safe. Even so, the opposing player can easily just block.

Oh damn, you have to accomplish something (score a knockdown) and then you get safe pressure which the opponent can’t do anything about. Wasn’t that exactly what you complained about?

I was complaining about command throws that can’t be defended short of staying out of throw range, and overheads which generally aren’t defended because of their speed and because of the risk of low combo starters. Safe pressure is ok, the possible exception, like I already mentioned, is the frametrap loops that some chars have, but they would not be nearly as effective without overheads/command throws the way they are.

I absolutely agree that jump ins should be more risky, which is why I’m for anti-airs that take timing. Jabs do not. You can mash them and it anti-airs which is stupid. Basically, I want the easy crap gone. This would coincide with my own wish to have certain characters anti-airs buffed.

My issues are not with command grabs, they work fine (although I question the range on gief’s LP in 2012) but regular grabs are stupid to me in the IV series.

Well. Yes. That’s kind of the point. Grappler cmd throws are guesses so that when they get close it becomes scary. Thus you don’t want them to get close. SHOCK.

You realize you’re essentially complaining about the game? Like some of the fundamental underpinnings of FGs?

Anyway, I wouldn’t change anything about SF4. As of AE2012, its a quite. quite. well to do game.

Except Seth. Fuck that guy.

Only thing I want is a speed increase and meatys to actually work. The oki in this game is ass.

Now that’s a new one…

Thanks man