Man not much has changed, DevilJin and hold dat are still causing trouble
I’m actually for a rebalanced Street Fighter 3 game. I rather it called 4th Smash or whatever that way the purist won’t complain. Not so much because I think the game is completely unbalanced but more so to breath life in a series that has not had a revision in 10+ years. I have a laundry list of changes that I will add to my favorite characters once I get the energy to write it out.
I think you can neatly divide the players who are for change vs those against as those who use top tier characters (those against change) vs those who use low tier characters (those in favor for change).
Ninja Edit:
Ryu Revisions:
**Forward FP Change: **I never liked the fact that this move had the same parrying timing as Forward+MP. Players who option select parry Ryu’s overhead would also be able to parry this move. Ryu is also lacking a solid mid-high attack to help decrease his susceptibility to parry bait shenanigans. Here are the two major changes I would like to see:
**1. Make the two hits come out faster as well as decrease startup time. **
http://shoryuken.com/forum/file:///C:/Users/Samuel/AppData/Local/Temp/moz-screenshot.png
In other words, return it to its Super Turbo glory. This will require the player to identify whether they are parrying Ryu’s overhead or this move. It will also help Ryu stop those players that option select parry --> throw on wakeup. If the two hits come out fast enough, players would have to parry both hits before they can throw or punish giving Ryu a more powerful mid-high game which he is sorely lacking.
2. Increase hit recovery. Right now, even after Ryu lands this move there is not much he can do afterwards which again limits its usefulness. I would love for Ryu to be able to continue the combo with not ex specials or maybe even a linked normal. Again, this will give Ryu some much needed pressure options.
Increase Recovery/Damage of Normal Fireballs (not intended for ex Fireballs): Right now, Ryu’s normal fireballs are probably the most useless special moves in the game. Incredibly easy to parry, and even when they do hit they do not cause enough damage to warrant the risk. Top that off with the fact that even if they do hit some characters can still super Ryu before he recovers (how does that make sense) and you have a pointless special. Here are my suggestions:
**1. Increase the damage and hit recovery of normal fireballs. **Being hit by a fireball should be considered a bad thing, not a minor inconvenience. I say double the damage that fireballs deal so that if an opponent actually botches the parry they are punished. I would also like for more recovery time to be added to those who are hit by a fireball so that Ryu is safe after a successful hit. Either that or decrease Ryu’s recovery time from throwing a fireball. Both are acceptable in my opinion.
**Make RH Donkey Kick Useful Again. **Has anyone found a use for Ryu’s RH Donkey Kick? Cannot be comboed, poor recovery frames on block, and painfully slow makes this move pointless.
1. Make it neutral on block. This will allow Ryu to have a way to close distance without burning EX meter. Since the move is very slow, I don’t think it will give him too much of an advantage. I see it more as a way to apply pressure much like how Ken’s forward MK is.
More changes to come.