I don’t think that that’s how Capcom operates…look how many people DON’T have broken stuff in their good fighting games, and that alone disproves it.
On the subject of making changes, though…In the height of my CFE fandom a year or so back, I created a list of things that I thought would make the game more balanced/exciting to play.
Game Specific
- The choosing two characters bit is completely inept; it should be replaced with a CvS2 style 2on2 system, a Marvel-Style switching system, or be removed entirely.
Characters
First, Ingrid:
- Ingrid should be able to Roll Cancel.
- Ingrid’s meter should build faster, perhaps at SFA speed.
- All versions of Ingrid’s Sundive (Qcb+K in air) should travel at faster trajectories, and the Short version should cause much more hitstun and block stun. This allows the Short version actually be useful (it actually leaves her at a disadvantage on hit!), and the Forward and Roundhouse versions to do their job - getting away from the opponent - better.
Overall, Ingrid is a good character…I think what gives her trouble is that her DP+P move (which isn’t even listed in the movelist) is low priority, and Ingrid just doesn’t build meter fast enough. Other than that, she’s a pretty unique character.
ST Characters:
General:
- Don’t allow characters to air block ST projectiles (For those that don’t know, ST characters’ attacks can’t be air blocked, except projectiles for some reason)
Ryu:
Guile:
M.Bison:
Zangief:
- Give him back his ground headbutts, to deal with poking games.
- He could use slightly better priority on his knee-presses; otherwise, what are they good for? This could also give him a fighting chance versus Demitri, whose S. Forward literally shuts down every single one of his jump-ins. Other than that, Gief is a lot better that most people give him credit for.
Overall, ST is probably the best balanced team of the cast. I wouldn’t change anything else about them.
3S Characters:
General:
- Give EX attacks stun damage. This would make Alex actually good, and I’m not sure why they removed it in the first place.
- Reinstated Red Parries, and by proxy, removed Auto block and post-parry invincibility (FYI, you have invincibility frames after a parry - try parrying the first few half of a Shinkuu Hadouken or Super Psycho Crusher and walking through the rest; You’ll be surprised at the result).
- Allow faster meter build, perhaps about as fast as SFA characters build their meter.
- I really don’t think Chun-Li should be in this game. She might have been okay for ST, but I really don’t think her 3S incarnation adds anything to the table. Some 3S characters that would have done well in CFE are Ibuki or Elena.
Alex:
- Allow Flash Chops to erase fireballs, like in 3S.
- Boomerang Raid’s last attack should still grab even if the rest of the super art is blocked.
- Why not give him Spiral DDT just for the hell of it? Alex doesn’t need a lot of fixing, it’s just the EX problem that kills him…
Yun:
- Give Yun his 3S set of normals (seriously, what the hell is the deal with those 2I crouching kicks? They’re retarded!)
- Give all of his moves more pushback on block (seriously, Yun is a terribly easy target for Grapplers, because all of his moves can easily be reversed on block - hell, you don’t even need to get a real reversal on most of them!)
- Give Yun more moves that have Juggle properties than You Hou and S. Forward Kick, so that Yun can play his game better.
Chun-Li:
- Give her attacks some fucking priority for crying out loud. Nerfing her Fierce punches was great…but what about her other moves?
Urien:
Overall, 3S are some of the worst charcters in the game, save for Urien (who is surprisingly top tier, even without Aegis Unblockables). Yun and Alex are both one-trick ponies who are horribly dependant on meter, and Chun-Li is a rushdown character with no priority in any of her normals whatsoever. Making them faster was great, but the 3S cast needs a lot of work, and reinstating red parries and Stun damage for EX attacks would go far in helping them compete with the rest of the cast.
SFA:
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General:
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CC’s should have negative edge (fyi, you can’t use negative edge in CC’s to execute special moves or supers in CFE. I have no idea why they did this).
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Tech rolls should really be faster, jesus christ.
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Honestly? I don’t think Sakura and Rose should be in this game. With all the other characters in the game, Sakura is just a shoto clone, and a bad one at that (short limbs, low priority, low damage), And Rose adds nothing interesting to the table except the pure gimmick of having Soul Reflect. I think they should be replaced with characters who would be better in the system; perhaps Cody, R. Mika, or Rolento? I think any one of them would have just been a beast in CFE.
Guy:
- If Bushin Gorai Kyaku (Qcfx2 + Kick) must be in the game, it should initiate a juggle state, because otherwise, it’s a useless super: Bushin Hasso Ken does more damage, gets all of its hits off on a grounded OR an air opponent, is a good anti-air, and has about 4000 easy hit-confirms. Gorai Kyaku only has one, and there’s so many better things you can do in that situation. It’s not all that necesary, though, because Guy is already extremely good.
Karin:
- Her S. Fierce and C. Fierce should be a bit nerfed in priority. Karin is not just top tier cos of her mixup and braindead easy CC’s (Guy has both of those and is 2nd tier), but she’s top tier because, on top of all that, she’s impossible to get in on for almost the entire cast.
Rose:
- Allow her LP Soul Reflect (that absorbs fireballs) to increase her damage output, a la A3
- Allow her Soul Piede (Close S. Roundhouse in CFE) to be execute by with a F+HK motion, also like A3
- Give her the Soul Illusion Super, which gave her access to various shenanigans that made her interesting in A3
- Increase the speed of a lot of her normals (S.Short, S.Roundhouse, Slide Kick)
- Slide Kick should cause a bit more hitstun (the hitstun and blockstun in CFE are notably small, smaller than even SFA3…)
- C. Fierce and perhaps Close S.Fierce should have juggle properties and be jump cancellable (I’m aware you can combo it into her supers, but you should be able to do more with it)
Sakura:
- Most all of her ground punches could have better startup or cooldown time, as well as priority…My god, Sakura is like the worst character in this game.
- S. Forward should have WAY better cooldown time.
- What’s the point of all these supers? Midare Zakura is totally useless compared to Haru Ichiban, because Haru Ichiban goes under high attacks and does about the same amount of damage. If they all must be in the game, Haru Ichiban should probably act more like how it does in the Marvel series (Haru Ichiban is more like a Shinryuken in those games).
- Hadoukens shouldn’t all be the same; Jab Hadouken should be the normal fullscreen hadouken, Strong Hadouken should be the slightly charged Hadouken, and Fierce should be the fully charged hadouken.
- Shunpuu Kyaku’s last hit should be optional (press K during Shunpuu Kyaku?)
- It should be possible for Flower Kick (Qcf+K in air) to cross up, and to be followed up with a combo.
- Sakura Otoshi (DP+K) should do decent stun damage, be an overhead, actually be listed in the manual, or have some otherwise redeeming quality.
- Sho’oken should do more damage, that way Sho-Sho might be useful (Sho-Sho might be easier too, if CC’s had negative edge…)
Overall, The Alpha characters just have a lot of useless things at their disposal…be it useless moves (I didn’t even mention them all, just the ones that had potential if they were changed), useless tech rolls, or themselves being deadweight on the cast. Guy and Karin are great characters, and Rose has potential…but Sakura could totally be replaced by someone else.
Darkstalkers:
General:
- I don’t think Demitri should be in this game…and perhaps not Felicia. Demitri is just a gimmicky shoto-clone that I think detracts from the diversity of the game (which is the game’s biggest problem). As for Felicia…the only reason I say that is cos I don’t think she does well in this game. I really can’t think of anything that could save her from being a just…not-good character.
- Allow for faster meter build, perhaps as fast as SFA characters.
Demitri:
- I honestly have no idea what I’d do with Demitri…I don’t see anything messed up about him, but I also just don’t think he should be in the game. Better ideas for Darkstalkers characters in my opinion would be Rikuo (this game needs way more charge characters anyways), J. Talbain, or Lord Raptor.
Anakaris:
- Anakaris is one of the only characters in the game I’m terribly unfamiliar with. The only thing I can think of is to make him slower, and nerf his C. Strong Punch. Perhaps someone more familiar with him in CFE/Vampire Savior can make a better judgement?
Jedah:
- I don’t know whose idea it was to give him four-hit air chains that combo into his ground chains, but yeah. That should totally be changed back to the way it was in VS.
- Perhaps EX Dio-Cega (the Wheel) should erase faster on hit/block? That way, it’d get rid of Jedah’s outrageous corner trap.
Felicia:
- Raised her life by a whole shitload (In Vampire Savior, Felicia actually had average vitality! Why the hell is it so low in this game?)
- Her attacks could have a bit better priority in general…
- Made her dash a bit quicker in general, making it easier to chain in after a dash
- Cooldown time for a whiffed Rolling Buckler (no extra attack) should have been zilch, so that she could have another strategic method of using the attack.
- Cat Spike (DP+P)…why is this move even in the game? I guess the EX version is alright, but the normal versions sure could be a lot better…maybe cause a knock down, or can be followed up with a combo…
- On the subject of useless moves, why is Sand Splash (Qcf+K) in this game, too? They took it out of her repertoire in the Darkstalkers series cos it was stupid, so why did they put it back? If it must be in the game, it should either have better range than her normals, or cause a knockdown, or maybe both.
- It’d be nice if she could still cling to walls…or can she? I’ve never gotten it to work.
Overall, Darkstalkers characters (besides Morrigan) have never been attempted to be mixed into a normal SF style game with SF characters, and it shows that no one really knew what the end result would be. Most of the Darkstalkers characters are better characters of the game, and Jedah shuts down some of the ST/3S cast hardcore. It’s not impossible to have a good balance with these characters, and all things considered, it’s not too bad at all; however, it could be a LOT better.
Red Earth:
General:
- Something really should be done about Ultimate Guard. Depending on your opponent, UG is either a saving grace, or it’s completely useless. I think Ultimate Guard should have some sort of balance or penalty, like Alpha Counters in A3. Perhaps it should take meter, or have a seperate bar?
- Level Up should be limited to LV.3, not LV.6.
- General damage properties should all be a little bit lower.
Leo:
- I can’t think of anything I would DEFINITELY change…MAYBE give him a bit more cooldown time on his moves, or lower the hitstun on them, but I don’t know if I’d even do that. Leo is not unbeatable, and is pretty well-balanced in this game, beyond the ability to Level up like crazy, do amazing damage, and UG everything, but that’s not specific to just Leo…
Kenji:
- Kenji is probably the only other character besides Anakaris that I just plain DON’T use. As good as Kenji is, I don’t think he’s unbeatable, either (I can take average Kenji players out with Zangief, heh :P). Perhaps the only thing I’d say is to increase the cooldown time on his Ichimonji (projectile move).
Hauzer:
- Perhaps make his Crouching Strong Punch a bit slower? There’s not really much to change about Hauzer, either…
Hydron:
- Needs a cancellable normal that isn’t C.Jab or VERY early J.Short…
- Nochiller’s Attack (Hcf+K) should all have their distances cut in half. I mean, jeez, Roundhouse Nochiller’s attack goes farther than a full screen! What’s the point?
- Hydro Spinning (DP+K) should have better startup time (allowing it to be comboed into), and cause a knockdown. The air version should be able to be cancelled into from more than VERY early J.Short.
- Tadpole Spawns (Hcb+P or K) should reach their destination faster, and have slightly faster cooldown time. This allows him to play a decent projectile game, without making it impossible for people do jump over them and attack.
Overall, the Red Earth characters are individually quite well-balanced; however, the Red Earth system itself is just too good. They do comparable damage to ST characters before even leveling up, and Ultimate Guard is a low-risk, high reward investment. The system basics should be modified heavily.