Conceptual 3S rebalance thread (keep rebalance discussion in here!)

ST is one of the greatest fighters of all time.

SF4 series has more of the worst qualities of 3s and ST than it has the best.

it doesn’t matter if the variation was bigger the game has its own version of fireballs, fireballs are easy to parry also in this game and in general because they are easy to spot during gameplay unlike normals which compared to fireballs are a lot faster and harder to react to.

i never said the characters were removed from st either, i said you as a person have the option to pick the original version if you want to, you aren’t losing anything if you get hdr you can play as old sagat whether or not you hdr or st because he is on both maybe not in the exact HD Remix but in the game and you said it is missing the entire original cast but guess what it is actually a rebalance when you think about it because they took the characters and tweaked them and gave them super bars, you might as well say the new cast is taken away too since the hdr cast is the hdr cast which is rebalanced st cast.

you have no interest for making things easier when the opponent is losing huh… do you say that when you are losing or do you wish you had that extra bit of meter? all i want to say about whiffing normals is if it doesn’t give you drastically as much meter as now, meter would be something a lot less useful unless you gave someone a beating. because they wouldn’t be able to use meter and you would which is making it harder than what they already have to deal with it just adds to the damage you give them,

what say do you have for what game i play, i never said i wanted and ultra meter so i can comeback no problem and win, i never said i wanted it ridiculously easy, i said that with your system it favors who ever gets the first few hits a lot since they get more meter they could have super after a small combo and a few pokes that hit and then. how about this if you want a game where fire balls are faster and have alot of speed variation, and you can play O. sagat then go play ST

And that’s why I’m talking about changing fireballs in this game.

I have no option to pick O Sagat in HDR, or any of the original cast. They are removed from HDR.

Just because HDR comes bundled with ST doesn’t mean those characters are in HDR. HDR was rebalanced by removing the original cast, disproving your point that adding or removing characters would not count as a rebalance.

It doesn’t matter who is losing, the losing player should not get an advantage for losing. That includes me, you, anybody.

Great, then if you want to come back you need to outplay your opponent. I do not agree with the idea that anything should be easier because you are losing. I don’t care how many times you try to tell me you should have some advantage as slight as it is. I’m not trying to convince you to accept a game with no losing rewards. If you don’t like the idea move along.

I do play ST.

Make chun’s kara throw better/increase SAII to 3 stocks.
Using SAII with 3 meters turns her into xxSSJ4 Evil Chun-Lixx and makes her able to fly

i’m not saying i should have an advantage as a player who is getting beat i say i shouldn’t have even more setbacks then the other player and they should not have an even greater advantage than normal,

for the hdr subject yes you cannot play the original characters from super sf2 you also cannot play as the new cast from ST, you get to play as HDR cast which is all the chartacters with the ability to have supers tech throws and whatever tweaks David Sirlin gave them.

also before you said you aren’t in favor of a rebalance when you replied to me so why are you in this thread? it is called the rebalance thread for a reason.

1 Sean is supposed to be bad. he was CREATED to be bad in 3S. Capcom wasnt trying to make all characters viable pre sf4

  1. taking out SJC after chuns SA2 is scrub talk. removing that doesnt make the game better. it just satisfies scrubs.

  2. 30% thats interesting. but it wil have a negative effect on urien and Q. Yun also. there 's a reason why whiffing normals gives you meter in 3s

I dunno what he means by “not connecting”. If he means just normals whiffing then it’ll definitely hurt Yun. If he means blocked moves also get a 30% reduction then Urien will be feeling it pretty bad too. There are many cases where he needs to either whiff normals or get blocked moves to have enough meter for Aegis. Q only needs to build meter with hits so he’ll come out fine for the most part, but in general I can see characters like Ryu, Alex, Hugo, Dudley, Twelve, and Remy(just for starters) get affected negatively in some fashion.

Been doing pretty good man. Just getting older lol. Lol man that old “Malaguena” name brings back too many memories of the Xbox Live forums. Some crazy nonsense back in those days :slight_smile: Can’t wait for this game to hit!

Actually, I think I didn’t explain myself right. I didn’t mean for actual “stun” damage to increase on fireball hit, but more “Recovery” time from his opponent so that Ryu is safe after hit unlike how it is now where Ryu can be hit even if his fireball hits. To me, that just makes the non ex version a pointless tool.

I dont think the RH Donkey kick should be comboed. Just that it should be neutral on block so that it has SOME usefulness.

I dunno, I think Ryu’s regular fireball is fine as is. It’s a decent enough tool for mid-ranged zoning and not too many characters can punish him from that range even when parrying it. Obviously there will be moments when characters can punish him for throwing fireballs, but that’s gonna pretty much be the Ryu’s fault because he didn’t take into account when and where he should use it. It’s like any decent Urien player knows he should never use Tackles if 1) he doesn’t have Aegis and 2) the opponent has a long-ranged Super or normal that connects to a Special, and any Alex player knows that MK and HK Elbows should never be used unless he really wants to gamble for that stun.

People really think Ryu needs buffs? Really?

You guys do realize that his regular Hadouken is key to setting up the Denjin, right?

You’re not having more set backs, meter building is applied to both players equally.

Sure, that doesn’t change the fact that one part of rebalancing ST to create HDR was removing half the cast.

The thread is asking a hypothetical question, to which I am giving answers. Just because I am not in favor of a rebalance doesn’t mean I don’t have any ideas on what I would like to see should a rebalance occur.

How would buffing his hadoken affect his denjin setups considering denjin setups are generally super canceled?

Concept of better Hadouken+gdlk Denjin setups mean anything to you?

Add Focus Attack Cancel to the game. And give Akuma ex moves.

Tweaking FB wouldn’t really change denjin setups. FB is there to screw opponent parry timing.
Whatever speed/frame advantage it has doesn’t really matter…

This thread is new and original, good job.

My suggestions for ryu in a previous thread

Normals

Increase the hitstun on jumping fierce - Just a by little bit. To combo with a jump in requires you to hit pretty deep (chest level?). I’m not saying his toes should nip your hair and you be in hitstun for 30 seconds, just a little improvement thats all. There is a noticable difference in 2nd Impact & 3rd strike ryu.

Crouching fierce kick has faster recovery- Nothing too major just make a slight buff on recovery.

Specials

**Fireballs **- like the ex version the normal ones unless parried knock you down when your in the air instead of reset (he had this in 2nd impact and the knockdowns would improve his options). Slightly faster recovery too to improve his zoning game.

ex hurricane kick - better range and sucks you in more it doesnt have to be as good as 2nd impact just better than it is now.

**ex side kick **- slightly faster start up and recovery. Maybe the very tip of the foot is safe on block?

Combos

ex side kick - can be connected from crouching medium kick. If anyone thinks this is too powerful maybe nerf the ex side kick damage?

Supers

**Give ryu 6 ex stocks instead of 5 and a half for SA1 **- His game basically revolves around ex moves from what I understand. Surely one more ex couldnt hurt.

**Give sa1 a little invincibility **- Im not trying to encourage a player to not hit confirm their supers but it seems like some characters e.g like chun pokes seem to consistantly beat his. You should be able to punish someone likes abusing pokes also maybe slightly faster startup?

**Denjin longer bar **- same as sa1 but same build up & more ex basically to give an incentive to keep using it and not abandon it for sa1 because of the extra ex stock.

SA2 - Honestly I hardly ever use this super I wouldnt know what to do without making it seem broken. Maybe the same amount of ex stock, builds up faster with the same length as sa1? I’d still want people to have some sort of incentive to use instead of ignoring it.

These are my reccomendations if the game was to have a complete overhaul and every character got rebalanced. I dont think it would be neccesary though probably just make slight adjustments to the top tiers and bottom tiers would suffice.
I tried to make some buffs but keep the same playstyle and would be happy if just a couple of these buffs happened. Imo ryu just feels like a nerfed ken at the moment but I aint complaining im sure other characters have it worse. I’d like to hear your feedback good or bad based on my suggestions.

Well Ryu would improve but his denjin setups wouldn’t really be affected.

Street Fighter 3: Final/Fourth Assault?

I only really play Yang and Dudley, and they are fine how they are but if I had to think of changes.

Yang’s ex slashes should never wiff if you do them too fast. To make SAI viable, make SAI hit fully if juggled e.g. after close mk. Also bigger hitbox on his taunt ._.

Dudley’s command overhead should maybe do less damage, and make rolling thunder suck people in so if juggles after sweep and make it do more damage. I love rolling thunder, pity its so ass.

Once Twelve taunts he stays invisible forever.

I really don’t know why Ryu is being targeted by so many people. He really doesn’t need much of anything. The only thing I can think of but that would completely fuck with everything else would be to make far st.mp cancel and combo consistently with ex hadou and tatsu. The problem is that means you’d have to increase the hitstun which would make it a bit ridiculous. You’d be able to connect ex/mk joudan then I’m sure which would make Ryu a bit ridiculous at that range since he could attack really however he wants and do a lot of damage and a ton of stun for 0 meter. He can combo into both of those as is but he has to be at the closest range for far mp. I think that small change would have quite a few repercussions which is why I think touching 3S is a bad idea.

In all honesty I think they did spend a lot of time working on 3S to make it a fun and relatively balanced experience where characters always have a chance. They did that. The thing is the game wouldn’t change drastically in any way if gj had a longer bar (but same super time) or chun SA2 was 1 stock. For each character you need to look at the whole package and I don’t think you could easily change things without fucking up sooooo much in the process.

You should really change the thread title to something about a What If? 4th Strike Discussion. I think that would be less flamey and more interesting.

you said for ideas you would have hits giving more meter to the person to a combo to compensate for the less whiff meter building so the losing person would have more setbacks than normal.