Gameplay
I’d rather there be no universal options available with the property of avoiding/negating an attack(roll/parry/dodge). That function should be handled by the chosen character’s repetoir(sp?) like in ST. There’s way too many universal options in fighting games today, it takes away from character uniqueness and makes things uniform. In ST, characters had their unique ways to deal with the fireball[trap](Ryu:Hadouken, LP Shoryuken or Tatsumaki. Balrog:Headbutt or Turn Punch. Zangief:Lariat or Banishing Flat. Guile:Sonic Boom->f+HP). But in 3s, everybody parries, so when in that situation all the characters are the same. Parry sucks. The way I see it, the more diverse the characters are(when it comes to playstyle and strategy) the better the game will be, and hit-avoiding universal options IMO takes away diversity as well as killing the fireball trap strat. Of course one could then say “just adapt” but the more strategies available the better. I’m sorry if none of that made any sense. Basically, I think that in SF4 there should be no universal options.
Every character should have a different, character-specific super gauge system. The characters should be given individual system options to aid a certain theme and make the player feel like they are playing a different fighting game when they choose a different character(give air recovery to an air oriented character). That way a character can be balanced without sacrificing the options of all the other characters(this character is too weak, give 'em the ability to juggle SFA3-style/too strong, take away his cancelling of specials into supers). Also a weight system should be implemented for jumps and juggle states.
SF4 Ryu
Tri-tiered super meter(A-Ism/C-Groove) with two differnt Alpha Counters. His LP+LK AC is his old AC(Shoryuken). His MP+MK AC consumes 2/3 of his meter and instead of knocking the opponent away Ryu hits opponent with his hands in the Hadouken formation which stuns the opponent long enough to be thrown(or comboed into Lvl 1 Shinku Hadouken or a special), the MP+MK verision does damage equal to MP shoryuken against OTG opponents and knocks them away. ST/CvS2 juggleability. The second hit of j.MP breaks airblock and combos into Shinku Hadouken(unless the character can air recover and does so). No dash and no run, f+HP should be ST-speed.
SF4 strong grappler
Single-tiered meter. Ability to advance a bit while taking damage and not being knocked down/back like Gold WarMachince/Mecha Zangief(I’ll call this “Pulling Through”). When this is done, the character shows a different walking animation to signify it. Has a multi-throw(360+HP, b,f+LP, qcb+LP, qcfx2+P) that can only be broken by the opponent mashing to fill a “break free” gauge.
System/Option Suggestions for Character Diversity
-Clash
Nullifying the damage of an enemy normal/special physical attack(no projectiles/supers) and gaining frame advantage by hitting the opponent’s attacking body part with your own normal/special melee. If done, neither player would receive damage. But the one that clashed would be rewarded with the cancellation of their clashing attack while the opponent is locked in the animation of their clashed attack. The opponent’s clashed attack then loses its damage potential and passes through the clasher. The window for the clash is a wide as 3s parry but you also have to consider the elevation/range of the enemey attack(st.LP would whiff on a cr.HK and not clash), making sure to clash with the hitting frames instead of start-up frames(risking a counter hit), un-clashable attacks(guess wrong and eat a super).
-Pull Through
Advancing a bit in Gold War Machine mode. Ideal for grappler/big endurance characters. Command is b+LP+LK. Can’t be normal thrown.
-Zero Cancel
Cancelling a special/super into nothing. Consumes a fraction of meter(requires multi-tiered meter).
-Beta Counter
Like Alpha Counter but consumes 2/3 meter(requires tri-tier or greater) and instead of knocking away standing opponents it stuns them in place for about the same duration as CvS2 throw break stun.
-Small Jump
-SFA3 Juggleability
-Air Block
-Air Recovery
-Delayed Recovery
When knocked down, hold a punch or kick. You can delay your recovery for up to three seconds and you can get up at any time before that 3rd second by releasing the held button.
-Tactical Recovery
Press PPP or KKK when hitting the ground to pop up with the speed of K-Groove recovery but be invincible to the point of standing.
-Run/Dash
-Running Guard
Like Baiken(Guilty Gear).
-EX Attack
3s EXs.
-3s cancel special into super
Other: Add a character with stationary projectiles that stay on the screen for a set amount of time or until the user commands them to go away or the opponent hits/gets hit by them. I like traps.