- Stop saying people are calling for YCK to be banned. ONE person in this thread said that, and I’m pretty sure it was in jest. Jesus.
- We all know that 3rd Strike is “balanced” (even though it really isn’t), and that there’s never going to be another SF3 game. However, any game can always be more balanced, so this discussion is just for fun and theory. If you don’t like it, don’t post. If you don’t think it belongs in Strategy, move it to FG Discussion.
- We all know that EVERYBODY :lovin: 3rd Strike (even though not all of us really do), so quit treating this topic like someone is committing blasphemy by even insinuating that 3rd Strike can be improved upon.
Balances:
Yun::
–Builds 20% less meter from whiffed normals.
–Far HP damage 19–>15
–SA3 bar length 1.8–> 3.0 (same as You-Hou), and drains 50% faster.
–SA1 Damage: 53–>40, now resets Juggle counter
–SA2 Damage: 43–>48, now down to two stocks, does not juggle
–Genei-Jin Air Normals now longer do the same damage as non-GJ Air Normals. Damage reduction by 33%
–All Ground GJ normals do 50% damage as non-GJ Ground Normals.
–Genei-Jin Special Moves Damage:
-Zesshou Hohou (QCF+P) damage: 13(5,4,4) --> 9 (4,3,2)
-Kobokushi (QCB+P) damage: 17–> 10
-Tetsuzan Kou (DP+LP) damage: 10(5,5)–>7(4,3)
-DP+MP~HP damage: 13(5,8)–> 9 (4,5)
Chun::
–Can no longer get Defensive Bonus from PA
–Takes about 5% more damage
–Stun Meter 10% smaller
–Hakkei (B+HP) damage: 19–> 14, builds 20% less meter on whiff or hit
–D+MK, less active frames, damage 13–>11
–Air HP/HK damage 19–>16
–SA1 damage: 45 (17 hits)–> 50 (10 hits), cannot juggle, Bar length 2.1 --> 2.8
–SA2 damage: 54 --> 38, less start-up invincibility frames. Bar length 2.6 --> 2.4
–SA3 replace Tensei Renka with Hazan Tenshou Kyaku. Bar length 3.2 (Same as Hyper Bomb), damage 68, some active frame invincibility, uses up all Juggle points.
Ken::
–Jump HP/HK damage: 19/19 --> 16/17
–Jumping Forward HP damage: 19 --> 17
–Far HP damage: 19–>17
–Close MK/HP/HK damage: 16/19/22 --> 15/17/19
–D+HP/HK damage: 19/19 --> 17/18
–Shoryuken Damage: LP 22–>20, MP 23–>22, HP 25–>24 (all same damage as Ryu)
–Air Tatsumaki Senpuu Kyaku Damage: 22(11,11) --> 19(10,9); EX 33 (11,11,11)–> 27 (10,9,8)
–SA1 damage: 55–>50, Bar Length: 2.8–>2.4
–SA2 damage: (Default/MAX) 54/68–>56/70, Bar Length: 2.6–>2.8
–SA3 Bar Length: 2.0–>2.2, Stocks 3–>2
Makoto::
–Stun Meter 5% longer
–Neutral Throw Damage: 14–>17
–Back/Forward Throw Damage: 17–>19
–Jumping Forward HP Damage: 22–>19
–Fukiage (DP+P)::
-Damage (LP/MP/HP/EX): 15/18/21/20–> 17/19/22/24
-Greater horizontal hitbox
-10% less stun damage
-Uses up one more juggle point
–Karakusa (HCB+K): 4 more start-up frames
–SA1: Damage 69–>74, more start-up invincibility, 50% damage reduction when used in a combo, Bar Length 3.0–>3.2
–SA2: Damage 49–>44, Bar Length 2.2–>2.4
–SA3: Bar Length 2.3–>2.0, 5 more invincible frames at start-up, takes 10% more damage
Yang::
–Close HP damage: 12(3,9)–>15(6,9)
–D+MK damage: 7–>9
–SA1 damage: 62–>54, Bar Length 3.0–>2.5, Does full-damage against aerial opponent (like in 2nd Impact), less recovery frames
–SA2 damage: 42–>40, Bar Length 2.6–>2.5
–SA3 Bar Length 1.6–>1.8
Dudley::
–Takes about 5% more damage
–Standing MP/HP damage: 8/20–>10/18
–D+MK/HK damage: 8/14–>11/16
–Ducking (HCF+K): Invincible to high and mid-level attacks for 10 frames; invincibility is lost if canceled into Ducking Straight § or Ducking Upper (K) within the first 10 frames. **Still vulnerable to throws
–Short Swing Blow (HCB+K) damage: (Normal) 27–>25; (EX) 27(4,4,19)–>30(5,5,20); Can now evade mid and low-level attacks during backdash of move
–SA2 damage: (Default/MAX) 50/58–> 52/64, has 10 invincibility frames during start-up (like Ducking) but unlike Ducking, must wait 10 frames before mashing P to increase hits/damage.
–SA3 damage: 38–>35
Urien::
–D+MP damage: 8–>11
–F+MP damage: 11–>14
–F+HP damage: 17–>19
–SA1: Damage 58–>66, more start-up invincibility, Stocks 2–>1
–SA2: Damage 39–>45, negates regular projectiles (not EX or SA) without losing a hit, Bar Length 2.2–>2.5
–SA3: Hits/Absorbs 5 times now instead of 6
Oro::
–PA now less start-up, drains stun meter 25% faster
–Niou Riki (HCB+P), faster start-up, now has EX version: 30 damage(9,8,7,6)
–Kishin Tsui (EX SA1) damage: 58–>68
–SA2: Bar Length 2.2–>2.0
–SA3: Bar Length 2.8–>3.0
Akuma::
–F+MP damage: 11(6,5)–>15(8,7)
–SA3 damage (ground/air): 53/56–>60/65
–Kongou Kokuretsu Zan (D,D,D+2P with MAX meter): now does full damage on close/aerial opponents hit by the initial lightning strike
–Shun Goku Satsu (LP,LP,F,LK,HP with MAX meter): instant start-up at point-blank range
Ryu::
–Takes about 5% less damage
–Stun Meter 10% longer
–Hadouken (normal/EX) damage: 8/16–>10/20
–Slightly more invincibility on Shoryuken start-up
–Air Tatsumaki Senpuu Kyaku (LK/MK/HK/EX)damage: 14/16/17/25(5,5,5,5,5)–>17/20/22/32(7,7,6,6,6)
–Joudan Sokutou Geri (HCF+K): Slightly faster start-up on MK/HK versions
–F+MP damage: 12(5,7)–>17(7,10)
–SA1: Damage 42–>45, Bar Length 2.8–>2.5
–SA2: Damage 76–>88, slightly more invincibility frames, 50% damage reduction in combos, Bar Length 3.2–>3.4
–SA3: negates regular projectiles (not EX or SA) without losing a hit,
Elena::
–D+MK: damage 10–>13, now Super Cancellable
–D/DF+HK: damage 14–>17
–F+MP: damage 14–>16, slightly larger vertical hitbox
–F+MK: damage 11–>14, slightly larger horizontal hitbox
–B+HK: now hits as an overhead
–Rhino Horn (HCF+K): Slightly less startup frames
-MK/HK version damages: 29/27–>27/29
–Mallet Smash (HCB+P): Slightly more active hitting frames
-EX version damage: 25(17,8)–>28(20,8)
–Scratch Wheel (DP+K): EX version now has a few invincibility frames
–Lynx Tail (RDP+K): LK/MK/HK/EX damage, 8/18/18/19–>14/18/21/25
–Spin Scythe: EX version followup damage (nothing/QCB+K/QCB+KK): 29/28/30–>28/30/32
Alex::
–In general, a few frames less recovery on all HP/HKs…
–Jump MP/MK/HK damage: 11/13/17–> 13/17/21
–F+MP now an overhead
–F+HP: longer vertical hitbox
–B+HP: unparryable, bigger grab hitbox, can grab crouching and aerial opponents within range
–Power Bomb (HCB+P) LP/MP/HP damage: 23/26/29–>27/30/33, slightly less start-up, now has EX version (40 damage) which has same amount of start-up as old HP Power Bomb.
–Power Backdrop (HCB+P behind foe) LP/MP/HP damage: 26/29/33–>33/36/40, now has EX version (46 damage).
–Spiral D.D.T (HCB+K): damage 23–>30, grab hitbox slightly bigger, HK version can catch aerial opponents.
–Air Knee Smash (DP+K), now has slight invincibility during start-up
–Slash Elbow (ch.B,F+K): (LK/MK/HK/EX) damage 14/17/20/22–>16/19/22/25
–SA1: 1-frame start-up, like Gigas, Bar Length 3.2–>3.0
–SA2: moves forward more, Power Bomb at the end now has vacuum effect
–SA3: now invincible throughout jump until feet hit the ground
Ibuki:
–Takes slightly less damage (now on the same damage tier as Yun/Yang)
–PA now unblockable
–Jumping Forward HK damage 13–>15
–Close MK damage 14–>12
–Kubi Ori (QCF+P) unparryable
–Raida (HCB+P) unblockable
–SA2 (close/far) damage: 63/38–>70/45
Hugo:
–Only needs 3, not 4, PA to reach his maximum Defense
–F/B Throw: Damage 23–>27
–Jump D+HP Damage 14–>21
–D+MP/MK/HP Damage 13/14/17–>16/17/20
–D+HK now an overhead
–Giant Palm Bomber (QCB+P): LP version now linkable from LP chains. All versions do 10% more stun damage.
–Monster Lariat (QCF+K): EX version now has brief mid-level invincibility and allows juggles on hit
–Ultra Throw (HCB+K) damage 10–>15
–Moonsault Press (360+P) LP/MP/HP damage: 35/37/41–>38/41/45
–Meat Squasher (360+K): faster start-up, damage 23–>26
–Shootdown Backbreaker (DP+K): now has EX version that homes in (to about 1/2 screen range) on the opponent (Damage 29)
–SA1: Damage 84–>90, Bar Length 3.1–>3.4
–SA2: Now invincible for 12 frames after start-up
–SA3: Now resets the juggle counter
Necro:
–New Target Combo: B+MP, DB+HP (non-cancellable)
–Slightly better defense
–Back Throw Damage 14–>19
–Drill Kicks (D+K in air) now descend faster
–Rising Cobra (QCB+K): Lower and mid-level invincibility briefly after start-up
–Tornado Hook (HCF+P): Less recovery overall
–Snake Fang (HCF+K): Now unblockable, increased recovery, vulnerable hitbox along his arm
–SA1: stocks 1–>2
–SA2: 1 frame start-up, damage 66–>70
Remy:
–10% longer stun meter
–New Neutral Throw, a mashable grab that leaves him at +10 frame adv
–Far standing MP damage 8–>11
–D+MP/MK/HP/HK damage 8/8/14/14–> 10/11/16/17
–F+MK damage 11–>13
–Light of Virtue (ch.B,F+P/K) (normal/EX) damage: 8/16–>10/20
–Rising Rage Flash (ch.D,U+K) (LK/MK/HK/EX) damage: 17/19/20/26–>20/22/25/29
–Cold Blue Kick (QCB+K): Damage (normal/EX) 17/22–>21/26, less recovery
–NEW COMMAND THROW (HCB+P) which is basically his old Neutral Throw but far easier to juggle afterwards.
–SA1: Damage 43–>51
–SA2: Damage 51–>60
–SA3: 10-frame start-up invincibility, countering hitbox active IMMEDIATELY after start-up and last until he puts his knee down, does full damage against air opponent, Remy is invincible once the counter is triggered
Q:
–Default defense is about 5% higher…each defensive power-up is also slightly higher.
–New Target Combo: B+MP, B+HP (non-cancellable, juggles)
–D+LP/LK/MK damage 2/2/11–>4/5/14
–10% more meter for whiffed/hit crouching attacks
–D+LK and D+MK now special-cancellable
–D+HP now super-cancellable
–B+HK now super-cancellable
–Dashing Overhead Attack (ch.B,F+hold P) now does same damage as Dashing Head Attack and now super-cancellable
–Dashing Leg Attack (ch.B,F+hold K) has more active hit frames
–Capture & Deadly Blow (HCB+K) has slightly more horizontal grab range
–SA2 Bar Length 3.0–>2.8, Damage 67–>72
–SA3: (QCF+P) attack is now linkable from any juggle/special, (QCF+K) now has instant start-up and increased horizontal grab range
12:
–Takes slightly better damage (completely on par with Remy now)
–Neutral Throw does more stun damage
–Back Throw damage 17–>20
–New Target Combo: D+MK, D+HK
–B+MK now cancellable to all SA and specials, less recovery, damage 11–>14
–D+MP/MK/HP/HK damage: 8/8/14/13–>10/10/17/15
–NOW HAS AIR CHAINS…cannot do full magic series though.
Chains go: Light Attack–> Light Attack–> Medium Attack --> Finisher (Any air normal/special/SA)
–Air Dash works differently. During Air Dash,
-Press U (UB~UF) and 12 will catch some air which cancels his air dash and floats him slightly up. Good for baiting DPs and anti-airs. You will drop straight down but you can cancel into any air-special/SA
-Hold F when flying into the wall to bounce and fly off the wall (12 will swoop lower, however)
-Press D to cancel out of Air Dash immediately and quickly drop straight down. You cannot attack out of this until you touchdown.
–Air HP/HK damage: 14/17–>17/19
–N.D.L (QCF+P) damage (Normal/EX): 8/11–>11/15
–A.X.E (QCB+P, tap P): All versions of A.X.E. do 15% more damage. Yeah, all of them.
–D.R.A (QCB+K): (Normal/EX) damage 16/17–>20/23. All versions now knockdown on hit. EX version will home-in on the opponent.
–SA1: Juggles aerial opponents better
–SA2: Bar Length 2.7–>2.5
–SA3: Bar Length: 3.2–>3.0. Less start-up to the transformation. 12 can now use EX moves of copied opponent at the cost of 1/3 total of his time bar. 12 now has 50% greater attack and defense of the person he copies (in 3S it’s normally 25%-33%). 12 no longer takes extra damage when reverting back.