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

Yes, I agree. there’s nothing worse than playing a game, only to feel cheated when the new version comes along and your character has been nerfed. I felt that with SF4 and I played that game for only 2 years, people who’ve played Yun/Chun for 10+ now, would just flip the bird at a new version and stick to 3s (rightfully so). So yes, I agree that the changes made wold have to focus on the low/mid tier.

12 with better hitconfirms… sweet mother of god.

Ibuki +1850 Health
Ibuki’s Hurtboxes Shrunk to 1/2 Size
Ibuki’s Hitboxes Doubled in Size

Game is balanced.

agreed. the players out there that can beat me with chun can also beat me with other characters they use so wearent losing to a broken character but a better player.

funny how in tournament or in casuals i never though i lost to “BS” or broken shit when playing 3S. i think others feel the same way too. it was either the opponent is better than me or I fucked up.

Yeah even as an Ibuki player I don’t really care much for a rebalance. If I was a Q or Twelve player probably but…yeah.

3S is well over ten years old and a rebalance would more than likely alienate the player base that made 3s what it is today. Just change some of the game mechanics rather than balance characters. For example, fireballs can still be parried, but you still take half of the damage the fireball would have dealt, making blocking a better option overall against fireballs. This not only improves zoning a bit, but it makes Ryu somewhat better due to his fireballs not being a complete waste anymore.

Well, depends. 12 vs. chun li, 12 has *some *things going for him against chun. 12 has a strong air game and decent pokes…he just can’t do any damage. Chun dominates him on the ground, but at least he has some range. So yeah, 7-3. If we’re saying Chun vs. Sean, there’s no freaking way sean ever wins if the Chun player knows the matchup. It’s not cable w/ antiair vs. zangief bad, but it’s pretty bad.

Of course, if it’s not high level play, anything goes.

Also, the game is old. I feel it’s played out, much like super turbo. However, rebalancing it doesn’t really make 3s a better game. I guess that’s why no one wants to see it rebalanced.

I actually didn’t mind HDR at all. I was quite amused by pad zangief winning evo. Now that never happened before…

There’s only one area of 3s play that hasn’t been explored, and that’s hugo play. Most of the difficulties come from execution, but imagine if Hugo could do his 720 gigas breaker with a simple button press. We’d figured out a long time ago that if hugo starts his super up and you’re crouching that you cannot jump out. He is the only character I know of with this property…everybody else’s command grab or command grab super is escapable by jumping. we theorized that a person with godly 720 execution could dominate others if he could land his 720 super consistently. So in theory, Hugo is top tier when his super is charged. He’s kinda meh without it.
Gigas breaker > 99% of pokes (sad times about chun’s far stand roundhouse)
Gigas breaker > crouch
Hugo’s air grab > jump
Gigas breaker > throw

But this is like strider doom theory. Lots of what ifs.

So I take it back. I want to see one rebalance happen. Change gigas breaker to a fireball motion :slight_smile:

It’s not that parries ruined fireballs, they’re just not as great as in other games in general. They’re still a pretty effective zoning tool, you just have to apply it in different situations and you’re not able to trap people with it as well as in ST or something. There are plenty of other ways around them anyway…I have seen some of the most damaging possible combos and punishments from players just jumping over fireballs.

I’m surprised most people don’t even think about that. If they really want to improve fireballs in 3S(aka “make it as good as ST”) they should be asking for faster recovery instead of trying to fix the parry itself.

I’m throwing this out because that itself won’t even begin to “fix” 3rd Strike. There are a lot of things that need to be changed in order to “balance” the game out. Chun and Yun may be a glaring factor, but then there are those obscure matchups not a lot of people think about that are worse than “Chun and Yun vs The World”.

As for me, I’m fine with no changes. If there was a gun pointed to my head and I absolutely HAD to suggest changes, I could probably cook up a good list, but for now I’m satisfied with no threats being made to my life. :slight_smile:

EDIT:

I see where you’re going with this…but this would pretty much ruin the whole point of Hugo. :stuck_out_tongue:

By the way, Elena’s HK/b.HK also beat Gigas(pretty much any normal that “hops”, even slightly), any jumping poke will beat Megaton Press, and for some reason normal throws have been known to beat Gigas.

There’s a lot of things that make Hugo pretty low in the tier list, but a lot of them are arguably a result of character design more than anything. He doesn’t have things that can interrupt the general pace of the game to his advantage like SF4 Gief does.

No need. Land 720 : if opponent didn’t do anything before the superfreeze, he’ll be thrown if he’s in range, standing or crouching.

Having a powerful tool such as GB is great but having setups or situations to be able to land it is better. Hugo with SA1 charged is not top tier or even better overall, he’s just scarier.
Give him a way to confirm into SA1 and then he’ll probably be better, though you’re more likely see everybody runaway even more.
Your examples would only work if you mash it constantly, ala SF4, meaning you’re probably gonna waste it like 90% of the time.

Chun Li Nerfs: More recovery on: b.HP, Sweep (remove AA properties too) and st.HK. SA2 20% Damage nerf. Toe-Step is no longer safe on block. Cr and st LP has less priority. EX Spinning Bird Kick uses more EX. Lighting Legs have recovery (except EX). Buffs: SA1 has vortex effect, does more damage as an AA, slightly shorter bar. EX Kikoken is faster and hits twice.

*I don’t care how you try to justify it. No Sweep should AA. No other Sweep in good fighting games AA’s AND is safe on block. That’s retarded. She needs to be nerfed and everyone knows it, but making Kikoken better and a Good SA1 may even that out and inspire diversity in how the character is played. I left her Kara-throw alone too. She would still be good, just not as safe and you’d to commit to what your doing more, similar to Dudley. Dud has amazingly good normals but he can’t just throw that shit out like Chun can.

Yun nerfs: Shoulder no longer safe on block. More push back on Genei Jin on block. Takes longer to charge up Genei Jin. Palm has 10 frames recovery like Yang’s. Buffs: SA1 has shorter bar like Genei Jin and does 15% more damage, will also work as an AA and hit for full damage.

*I hate that Shoulder. Whenever Yuns has Genei Jin or just about to get it they just throw out that Shoulder can cancel into it. Making Genei Take longer to charge up may resolve that. SA1 is just another option for those that want to play Yun differently.

Dudley: Overhead HK into SA3 1-frame link removed.

*He still has the scariest mixup game on knockdown in the whole game. And contrary to popular opinion it’s not a super hard move to get out either. Just plink 3 Punch and it should come out most of the time. I think it’s a fair nerf.

Ken: crLKx3 into SA3 is removed. Buff: SA2 has vortex effect and shorter bar.

*You all know Ken is retardedly easy to use. I say remove this one retarded thing. Not only is it not hard to do (any scrub can pull it off 1st try and you know it) but it gives him an amazing offense once he has Super loaded.

Makoto: Touch of Death with SA2 removed. Either 10 frames more recovery or 5 frame more startup for her Karakusa. Buff: EX Fukiage has a bigger hitbox.

*I hate this bitch. Straight out. I hate the randomness of how she plays. Give her something good to do on Wakeup (and lest I remind you she could follow up the EX Fukiage with an Axe Kick for big damage and Stun) so she’s not so free on wakeup.

Yang: Delete unblockable crossup with SA3. Buff: SA2 does 10% more damage. SA1 is more comboable and does 20% more damage.

*Yang relies almost entirely on EX Rekka, so deleting the unblockable with SA3 doesn’t change very much for him. It just makes the matchup with Hugo and Q a little more even. SA2 does so little damage if you combo into it, may as well make it usable.

Urien: Unblockables remain. LK Shoulder and LP Headbutt no longer safe on block.

*The unblockables make the character. The thing is those two Specials are safe on block which could be a problem. I say just take away the safety net with that shit. I have no idea how to make those other SA’s good.

Akuma: More recovery for MK and HK Tatsu (punishable by any character). Buff: SA2 is one bar, about 25% longer, and he can still do Demon and KKZ.

*Just evening out the playing field and making those Tatsu’s less spam-able. BUT SA2 (which isn’t that bad) gives him quicker access to the Demon and KKZ. A fair trade if you’re gdlk with Kara-demon.

Ryu: Buff: SA1 has faster startup and 10% more damage. EX SRK hits 3 times. SA2 has Vortex effect.

*SA1 sucks as a Super. Why does his EX hit only Twice?

Oro: SA2 Unblockale removed. Buff: SA2 has instant startup and can bo comboed into, limited air juggle afterward. Can do Air Projectile (4th Strike) and air SA2.

*It’s an annoying and gimmicky unblockable. The punishment for him guess-parrying on wakeup is fucking extreme. One mistake equals almost all of your life. Come the fuck on. I’m stealing from that 4th Strike video but fuck you guys, those are some good ideas for him.

Hugo: No changes.

Elena: Buff: SA1 has vortex effect. Can combo off of crMK and LP Mallet Smash into SA.

*She doesn’t need much. The buff to LP Mallet Smash would help her out a lot.

Ibuki: Buff: When doing EX SRK on wakeup can combo into full SA1.

*Again, doesn’t need a lot. It sucks if she her wakeup game is bad because EX SRK into SA1 doesn’t do a lot of damage.

Alex: Buff: Can combo off of crMP into EX Flash and EX Shoulder and SA2. Flash Chops reflect projectiles (4th Strike). SA1 has 1 frame startup. SA2 has vortex effect on hit. LP Powerbomb has slightly longer range.

*Fuck you, the Flash Chops reflecting projectiles is a good idea. I could take or leave LP Powerbomb having better range but giving him crMK into those two EX moves and SA2 gives him a lot MORE options.

Necro: LK Drill is replaced by MK Drill, MK Drill is replaced by HK Drill, and HK Drill is a faster version of HK Drill and now comboable. Easier to combo into jHP and jHK. Can now combo into command grab like Oro off of stMP and etc.

*He’s not a bad character. Just these few things about him suck. Why the fuck couldn’t he combo into his grab yet they let other characters combo into theirs?

Q: All specials have faster startup. Can kara-cancel delayed Rush punch into Command Grab or Slaps. SA2 has total invincibility on startup (better AA).

*His specials aren’t bad, they’re just slow. Speeding them up helps him out a lot. Being able to kara-cancel the Delayed Rush Punch opens up his options and makes him scarier but doesn’t reduce the risk of doing it.

Remy: Can combo off of stMK, LP-LK Auto Combo, and cancel first hit of stHK (and MK-HK auto combo) into EX Cold Blue Kick. Can Super Cancel Flash kicks into SA1 and 2. Can combo into SA2 off of crMK. MK-HK Auto combo will hit every character instead of whiffing. Can cancel first hit of Sweep into SA (any) and any special but Cold Blue Kick.

*Basically just making him better. Why the fuck did they give him that slow as shit 2 hit Sweep? It makes no sense in a game with Parries.

Sean: 2I Sean (with damage nerf).

*Der.

Twelve: XCOPY has no downtime when ending. Can combo into EX Dive instead of knock down.

*I don’t use him (who does?) but this is what I’ve observed.

PS: The movie Crank 2 is bad ass.

There are so many things wrong in that list, it makes my head hurt…

It’s like the further down it went the more the paint fumes got to you while you were writing it.

LOL at nerfing Oro. Sorry I came in here.

That’s not a balance change list, that’s ‘i don’t like some things, those changes would make me better without having to work, fuck you guys’.
And obviously, 90% are pure non sense.
You should probably stop trying to play that game.

you guys are opening a big can of worms just by replying. :sweat:

I wonder how long this thread will go on. Interesting read nonetheless. Ryu should get 2 stock denjin back and leave him alone other than that.

I’m pretty sure this is the same dude who was banned from Unity for spamming his 3rd Strike change list over and over (and at the same time was ridiculed here when I cross posted his shit) - that list looks all too familiar.

You know what movie is better? This one.

THE JUST DONT KNOW
YOU JUST DONT KNOW

HOO BOY.

That long ass list of suggestions all suck…

lol none of those changes to Remy even helps…

The only suggestions I’d have are making his high lovs hit a few pixels lower(Not to the point where they become crappy AA tools because they hit too low), and giving him a stun bar that’s not Akuma’s…

Buff Ibuki? lol why? She is mad good already…

Improve Twelve?(It’s difficult to give him something that wouldn’t break him… perhaps speed up recovery a little on n.d.l…)

Urien is perfect as he is…

Akuma, Yun, Yang, Dudley, Ken, Chun, Makoto are perfect as they are imo…

I don’t know how to improve the other characters, since I don’t even play them, but the low tier characters should be buffed around the top tiers, the top tiers should not have their options reduced to the point of being low tier characters…

The top tiers don’t need to get worse, this shit ain’t Mash Fighter.

The bottom tiers need to get better. With that said, I won’t comment on anyone that I don’t use. For Elena:

  1. c.mk become special-cancellable.
  2. Non-EX spin scythe comboable off of c.mp and c.mk.

That’s about it for me. Hope those aren’t too game-breaking.