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

Well if i would change stuff to make it enjoyable for me again, with no regard for anything else, i would:

Remove divekicks from the game
Remove FADC on block
Remove inv frames from everything except supers and ultras, or make it so that inv frames always costs bar.

Some characters do have some relatively autopilot oki stuff though. Ibuki’s 50/50 nonsense comes to mind.

Guessing games should require risk, and being close to someone and trying to command throw is not very risky. I much prefer 3D fighters, at least the Tekkens and Soul Caliburs, with regard to throw mechanics.

If you guess right and neutral jump, you only gets a full jumpin combo off a point blank j.heavy which means 300+ damage. Not risky at all indeed.

Erm…in addition to the above post about how absurdly punishable cmd throws are in 2d fighters [for the most part anyway, lol 3s makoto] throws in both of the 3d fighters carry much less risk to try. In order to punish them you have to duck them/be airborne and, in tekken at least, you usually cannot punish with a full combo. [You can if they f+throw or you just have insane reactions to a regular throw, probably never with the i10 crowd] In addition to that fact in tekken a throw cannot be CH making it a nice guess if you think your opp is baiting you for a CH launcher or such and you still wanna try an i10 i12, and in SC breaks are ACTUAL guesses and the defender takes dmg even on a break. So…yeah. Throws also do a boatload of dmg in those games, in TTT2 some of them do ~50 in a game where your char has 150! Some chars in SC can combo off their throws for EW dmg. Couple with the ring out system and sometimes you’re really guessing with your life.

The only thing I can say is that if you can break throws on reaction, throws in tekken are much less useful. In SC they comprise a big part of the generic mixup. Notably VF, in the old versions, also had guess breaks with its saving grace being you could input multiple throw break attempts.