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

Both players theoretically have an equal chance of winning/losing. Any “set backs” incurred are a direct result of the players ability, not because the engine is punishing you for losing.

Any rebalance changes will result in alterations 3s purists wouldn’t consider “normal”. If you want to discuss normal 3s then the rebalance thread probably isn’t a good place to do that.

The game would change drastically for Yun and Chun. In any rebalance the changes usually start with the top tier and trickle down. Nerfing Yun and Chun isn’t the total answer to a better or more balanced 3s. but it is a start.

i don’t think you are reading my post very well, if players can get an ex move by getting one combo because of your changes they shouldn’t add anymore meter to hits because it does set back the other alot your rebalance would make the game one combo and now the player getting hit is at a huge disadvantage, that would drive alot of players away.

i said i was in favor of a rebalance because i think it would be neat to see the tweaks they make, your rebalance makes the game harder and yun and chun could be debatabley stay the same because with their arsenal who cares if gene jin is longer if i get one standard combo i’ll be just as close as i was before because you decided hits would fill meter faster

There is no “set back”. Both player generate meter equally. So the benefit of hits and lack of for whiffs is applied equally to both players. Increased reward for actually hitting your opponent is the entire point, to promote interaction rather than run and whiff nonsense.

And I’m not suggesting rebalances to entice players to stay or come over to 3s, so I don’t care if it drives anybody away.

Yun is not that powerful of a character without GJ. The point of meter for hits is that players will have to risk an actual fight if they want meter, giving the opponent the opportunity to beat them rather than chase to 20 seconds.

Hmmm interesting. I like the idea of keeping with the SFIII series and adding one more character who was in a previous SF. Maybe the ninja from SFI would be cool (or someone else from the first SF).

I don’t really think many more characters from SFII would be too cool except maybe… Blanka? I don’t really like the idea of throwing him in either though. Claw could be neat too I guess. Cammy? Eh. Don’t think the Alpha characters should migrate over either. Maybe Rose?

C. Viper seems kind of cool I guess. Really I’d just want new characters and only a few. 3-4.

The student of Oro would be cool. Or a previous nemesis of his who is also very old. Or maybe even Oro’s master.

I don’t think any grapplers should be added. There are just enough as it is.

Someone else whose supers aren’t just “punchy kicky” type things. Unique stuff like Aegis Reflector or Oro’s supers.

Replace Twelve with Thirteen and make him extremely similar, but a little bit better.

Playable Poison? But not if she fights like in that Final Fight fighting game, that’d be the same as just adding dictator or boxer or some other generic shit. Give her some unique stuff.

Maybe add another emo dude for Remy to be best friends with and listen to The Cure together. His moves would have to be really different than Remy. Maybe he could be a BAD ASS EMO WIZARD.

interesting fact:

if you gave ryu the same strong > fierce like ken, he would be top 4

Oro’s master is the bloodhound in his cave. Everyone knows this.

I think the Illuminati organization could produce another character easily. Doesn’t need to be a brother, could just be some top level dude with powers of some kind or some other messed up experiment that didn’t run away.

A failed student of Oro would be really neat.

One of those ninjas from Ibuki’s group? Like one of the guys in the background of her old stage?
Someone else from Yun/Yang’s gang? Different style of fighting entirely but also chinese.
A dude from Elena’s family or something would be cool. Some Maasai kind of guy with a typical red robe. Maybe her brother or cousin.

If they add an old SF character, I think the SF2 cast is out. The rest of the SF2 cast is combined and represented in a SF3 character a little bit or a lot of bit except for Bison (Dictator) Cammy and Vega (Claw) unless I didn’t notice.

Another SF1 or FF character or someone inspired by them like Retsu, Geki (the ninja you mentioned), Joe, Dean or Lucia.

Throw in the fake Sheng Long from the old magazine scans.

Just kidding Mugen already done this.

I disagree with Sean’s being made to suck. He was suppose to be the only shoto in the game before fans cried for Ryu and Ken. He had his own unique moveset in NG and 2I without having to suck and they can do the same thing here in a 3S rebalance. Does tatsu really need to be unsafe on hit?

Give him back his old shoryu and make tatsu 50/50. Also put his ass back in NYC where he came from.

Alpha characters could be cool, Cody and Rolento?

Gouken would be awesome, make him like SFIV Gouken and I think he’d be good.

Gill’s girlfriend as a playable character for DLC. Give her Kyoko from Rival School’s movelist. I would so drop Q if this happens.

I was reading Lupinko’s recent tweets, he was posting pics of Linn Kurosawa (AvP arcade game) in SFA3 (Ken’s stage) and SF3:2I (Ryu’s stage). Let’s get a homage to Linn character in SF3: 4th Down.

Give everyone a gun.

There should 3 characters per player, and the player can switch between them at any time. You can cancel one super into the next super on your team in a Delayed Super Combo or DSC. If you hit start or select you can have one pre-selected move from your backup characters come out and assist your point character. And of course universal air dash and air blocking.

You know, nothing too drastic.

Sean

  • His 2 fisted Dragon Smash make the hitbox bigger on that and bring back the 2nd hit that he had from 2nd Impact. So he would do the Dragon Smash and then Smack the opponent back into the ground. - Decrease the start up frames to 2 (LP) 3 (MP) 3 (HP) 1 (EX) So that way start up is on par with the other shotos.

  • Take out the crouch he does after doing ANY kind of Tornade. Decrease start up time all of the versions so that they are all comboable after a cr. MK.

  • His Sean Tackle move should have invicibility to High range attacks. (EX) Version should have invicibilty on High Range, and Med Range attacks, and also FireBalls. - Have the tackle register as an unblockable when in EX. - Less start up frames on (LP) and (EX) version so that it can be comboed after a HK or HP. - Instead of pushing the opponent like normally the (EX) version should instantly grab the moment the opponent is in range.

  • Roll should have less recovery time.

  • His Standing HK should revert to his old Standing HK from 2nd Impact. Which is the 2nd hit on his target combo.

  • Cr. MK less startup, Sean cant combo that move as easily as Ken and Ryu from a jumping attack unless he goes in deep.

  • Give SA3 2 Bars.

  • SA2 should push the opponent back a little more.

  • Make EX version of Sean’s Wheel invincible. Faster start up on LK Version so that Sean can combo it after a (close)HP or (close)HK.

  • Allow for him to combo a SA after his Target Combo.

"+ Give SA3 2 Bars. " --> So, basically, Sean can kill most of the cast just by confirming into this twice.

“+ Make EX version of Sean’s Wheel invincible. Faster start up on LK Version so that Sean can combo it after a (close)HP or (close)HK.” --> You do realize you have to either reduce startup or increase hitstun of HP/HK by something like 15?

Anyway, this is not a rebalance i see here, this is making Sean a lot better than actual top tiers.
Just only making his target combo cancellable would make him mid tier.

Could give him an ex-roll that’s throw invincible and mad fast and make the hitbox on his uppercut better.

I think of Sean was going to change it would be really interesting to see his dash+leg grab move and his roll changed. Both are pretty unique moves in 3S and don’t really have equivalents.

If they were to ever improve Sean in another installment of the game it would be interesting to see them focus on his movement/bizarre attack qualities rather than just making him in line with other shotos. He’s and oddball, it would be lame to just make him a slightly different shoto with the same gameplan.

Something like he can cancel specials on block/hit into roll and the dash+leg grab he could cancel into a roll at any point in the move. So you might do his hcf?+k, be blocked, the immediately cancel into roll. Specials don’t cancel out of specials so I’m not sure how this would mess with the system but I think it would be a good direction to go instead of making Sean generic. Make him more about tricky setups and shenanigans while actually making that a (somewhat) viable way of playing.

Not even. EX Wheel Kick should be able to be invicible. Because if it’s its blocked I didnt say give it less recovery time. It can STILL be punished.

And if you wanna Rebalance Sean, you cant just revert him back to 2nd Impact. Because then he would be God Tier. When I think about how to rebalance him I think hard on if its fair and can it still be avoided.

I was talkin bout the ‘make lk version combo with HP/HK’. If you want to make this combo possible, you have to either reduce LK WK startup or increase hitstun of HP HK. A lot!
Btw, what do you mean by ‘Make EX version of Sean’s Wheel invincible’? A few startup frames? Entirely?

So you think having two stocks of one of the most damaging SA in the game or giving invincibility to specials is fair?

Well yeah but I mean everyone only plays top tiers no matter what in 3S. So it’s not like anything really matters.