Off topic, and I apologize, but that was some good shit.
I would agree with your argument, but I just donāt know, how exactly are you supposed to āmake her whiff itā? Other than something like Blankaās hop or teleports.
A question for the actually good players that can reversal in their sleep offline or on GGPO:
Can you reversal consistently here? Do you think they made the imputs lenient enough for the online?
If youāre like me and canāt do your reversals 100% on ggpo anyway iām not interested. I just want an opinion from the people that can do it.
Also, this is assuming itās a lagless match, not a teleport fest.
Iāve been owned pretty often on wakeup just because i canāt reversal worth shit, so before i blame the game and start blocking more often i wanna hear informed opinions.
if there were to be a balance update:
ryu: i think heās perfect the way he is
honda: hmm. if the intent is to keep him as an impenetrable defensive character, my main gripe is that his handslaps are really scrubby at the moment. i think handslaps should have an easier hit box to just beat out with moves. maybe a pretty vulnerable hitbox up high so you can beat it with standing moves fairly easily, but that opens you up to getting hit by hondaās f+roundhouse
blanka: heās almost perfect, but could use a little nerf. iād say just an overall damage nerf would probably get the job done, as right now he can just grind it out with most characters and win out on damage. barring that, i think upping the damage penalty on getting hit out of blanka ball would be interesting. the move is really good right now, but i think people would get more hesitant to throw it out if he was losing like half life when he got dpāed out of it, haha
guile: good as is
ken: i think he needs some help. heās the āup closeā shoto, so i think he either of these would be cool:
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ground hurricane kick changed to auto-juice kick. should probably give it a slightly less optimal arc than a perfect juice kick, also shouldnāt hit on the way down. would be interesting if this move juggled, but i dunno what you could juggle it off of that would keep it fair
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funky kicks made useful. i think all of them should move ken forward quite a bit more. the slow one maybe should be slowed down even further, but has a good amount of frame advantage⦠too much effort to go into what iād do with the other two kicks right now. i think if done right, they would go a long way towards making ken more effective up close, and more interesting
chun: either she needs a real anti air, or the different strength sbkās need to have different arcs
gief: ⦠probably good as is. i really donāt know if you want to give gief more tools to get in (see sf4)
dhalsim: design-wise, heās good as is. itās a little boring that he didnāt really get anything game-altering though. being able to juggle something off of an upward yoga flame would be cool, and not too crazy in terms of balance i would think
balrog: same as dhalsim. fine from a design perspective, a little boring that he got nothing really new. the turn punch is an area of opportunity. maybe give increasing levels of turn punch increasing amounts of invincibility? that would be pretty strong, so maybe only the TAP with punch buttons has invul? kick one has more startup, but a lot less recovery?
vega: wall dives are are now a 10/10 in terms of retardedness as opposed to 11/10. i guess thatās ok though. my main gripe is that his flip kick shouldnāt be as good as it is. if it was as finicky as chunās upkicks i think that would be fair
sagat: heās fun, but heās pretty obviously top 3 right now. if i absolutely had to change something iād make fireballs a tad slower, or maybe tone down the damage on his dp
bison: hmm⦠probably fine
thawk: i actually think heās good as is, but most people donāt seem to think so. if i had to give him a buff i would increase the invulnerability on his fierce dp and make it possible to go through fireballs if done late enough. add a lot more ground recovery so thereās sufficient risk to it
cammy: i would make spin knuckle faster, so if you go through a fireball at close range you donāt still get swept. still donāt like the idea of anybody having a totally safe dp, so i think sheās fine there. a slight speed boost to her super, so she could use it to go through fireballs at midrange, would also be good
deejay: he seems mostly pretty good. roundhouse double kicks still dont combo that consistently, but going over lows is cool. i would maybe consider increasing the range of double kicks further
fei: i actually think heās perfect as is. on the strong side, actually. half-screen rekkas are crazy
akuma: i also think heās good as is. his current air fireball isnāt as crazy as everybody thinks it is. itās maybe a little silly that his ground fireball is just as good as ryuās, though
so, the only characters i think really need a change are blanka, cammy and ken. a lot of characters could use a tweak here or there, but the game would still be fine without it
I can not stress how I disagree with these suggestions enough. As much as I like 3S animation, I (and Iām sure many other older players) hated the unnatural way she moves and attacks in that game. The original game (WW) was perfect in that sense, all it misses is crouching stance breath animation (because of limited hardware?). The fact that her animations and moves are well known is actually a good thing. The number of people who played her at some random WW cab 20 years ago, when SF2 created a frenzy, is quite large, and it is interesting that the character does not look so distinguished from the version they used to like back then. It can attract old fans, exactly something where the SF3 failed, and much due to character design.
As for Dictator, the removal of his psycho crusher special attack and a projectile of his are, IMHO, abominations that I wish never get repeated. They just completely changed the way the character was played, and it makes no sense. If another character is needed, Capcom should simply create a new one.
I donāt have a lot of problems doing reversals, but itās something that you really need to practice. My suggestion is to find an AI that likes to do a LOT of knockdowns, and just try to reversal every knockdown or every time you get reset. To practice blockstun, find an AI opponent that likes to walk up and do lots of small attacks (I remember the CPU Dee Jay used to love walking up with light attacks when you were cornered; maybe itās still that way for the CPU in STHD). Reversals, in my opinion, are easier when you learn how to do them first, and learn WHEN to do them afterwards.
I think Blanka is just about perfect except for one thing. They should give him faster startup on slide (just like Sim). That way, I can slide on fools on reaction and trip bitches. (not kidding)
Also, he needs a gun to deal with Sim and Boxer. Nothing fancy, just a simple nine will do. (kidding)
The biggest thing I would change is that Blankaās Horizontal Ball needs to NOT be so safe on block, At least let Vega punish with s. FP or Slideā¦thatās all.
On and Bisonās god damned Jumping WK (aka the Flying Knee) shitās dumb.
LOL @ buktooth saying hawk needs more recovery on his fierce dp
whos using fierce dpās to go through fireballs? his jab one already does that
the only thing hawk needs is two dives. i can live with the whiff animation even though it definitely feels like it changed how he ticks but two dives - the remixed one assigned to 3(or2)K buttons and the old ST one assigned to 3(or2) punch buttons. I loved the fact that the old one knocked down. The new one makes it really hard to do anything to guile because even if you predict a boom and dive over it, hes not getting knocked down and can throw out low forward right after since hawks dp like NEVER hits that.
also old hawks splash would be awesome
He already has O. Hawkās splash :razz:
Hahahahaahahahaah⦠LOLā¦
Just make him say āHadoā¦ā
On Akuma vs Zangief. Maybe make the Jab Green Glove hitbox extend all the way to the ground. It would give Zangief a small margin he could potentially escape with without effecting his game overall.
Stay away from her. Thatās actually the easiest way. Keep in mind that its range is really poor, so unlike Ken, she canāt afford to toss it out on a whim hoping for an accidental psychic DP or you just happen to be close enough to block it. Most characters can easily keep her away with normals, as I have always said Cammyās Normal Move ground game is one of the worst in the game (her Normal Moves suck). So zone her, donāt let her in, and sheāll never be able to do it. If you are on the ground and she Meaties you with it, how is that different than Ken? How is that any different than Ryu tossing a Fireball into you when you get up? Thatās honestly the way it works: keep her away from you.
I mean, if you watch any Cammy matches in vanilla ST, you will NEVER see Cammys using it as chip damage like a Fireball or Blanka Ball. It just doesnāt work that way. In fact, most Cammys would prefer NOT to do it for Chip Damage because, even if you canāt hit her back, she is at negative Frame Advantage, which means she sacrifices a LOT when you Block it. Sheās technically no longer in your face anymore. Thereās very little that is safe about it because itās actually really high risk.
- James
My suggestion was to make the ball bounce much farther back, but have same or slightly more delay as vanilla ST. Make him land 3/4 screen away from you after bouncing. While that may seem like it makes it even MORE broken and safe, the idea is that he has negative frame advantage still, so after you Block it, you can move forward and advance on him and continue to push him back. Eventually, if you get him in the corner, it becomes a very weak weapon, so it would be an interesting character dynamic to have a character who wants VERY BADLY to stay away from the corner, promoting him to rush down more.
- James
not as far as i can tell. o.hawks splash never pushed you back that far and r.hawkās spalsh doenst cross up as well as o.hawks
I only played the game twice now, butā¦
Sagat - Give me the option to do the old Tiger Knee motion as well as the new. Other chars can do their moves the old way. I hate having to actually think about the motion during a match.
Honda - jab headbutt. how about make it sweepable on block? Something to hurt it a little
Fei - you know, what the hell can you do with this guy? I think heās less fun now, but I can see why letting him combo off CW might be too much. Maybe a little bit of blockstun tweakage on his CW? The slightest bit, so trapping is still an option. Otherwise, take the CW away and letās go O.Fei
Guile - yay. I like.
Vega - just dandy now I actually like the fake option more than I thought I would.
Iāve been playing O. Hawk as one of my mains on GGPO for the past 3 monthsā¦its the same. Iām intimately familiar with the splash since I abuse the hell out of that move when I play against Chun. Hitting splash from the front and not as a crossup creates a lot of pushback, and I donāt think Iāve ever had a problem hitting the splash as a crossup in any of my games online. I tend to use j. mk in Remix more since that was a O. Hawk exclusive and a lot more ambiguous than splash
N. Hawkās splash would barely cross up at all, with this splash itās pretty much impossible not to cross up. If itās not exactly O. Hawkās splash itās certainly closer to that than it is to N. Hawkās.
The improved dive is actually a nerf in some matches. The fact that it doesnāt knock over is great when itās blocked but lousy when itās not. And against any character with an uppercut any time they block is a time they could have DPād you instead. So in those matches itās only better when you do it at the wrong time. Essentially the better you are at actually landing it the worse it is compared to the old one.
Come on guys, jab headbutt is good, but itās not that good. Put a little thought into beating it, it dies to fireball-sweep or fireball-fireball or fireball-throw pretty easily if you see it coming. I frankly donāt even think itās that much an improvement for Honda in getting in, thatās more-controllable neutral jumping fierce and jumping shortās territory. Where itās really good is in footsies, but thatās fine. Instead of making Honda braindead for getting in like I feared it would, which would be really un-Honda-y, it gives Honda a little easier time getting in but makes his up-close game a lot stronger, and thatās right in line with his character. Iām not sure this is what was intended, but whatever it was intended to be, I think itās turned out to be a very good decision.
Ive been playing Hawk/O.Hawk for a lot longer than that, (since Ive started playing ST maybe 2 years ago). With o.hawk i used to be able to hit crossup spalsh cr.jab x 2 st jab xx jab dp (dizzy) but now it seems to push back a lot further and only get one jab.
whatever its still better than new hawks. I dont think its as good as r.hawks j.mk though
new dive is gay. i want old dive back. fuck it just give me vanilla ST hawk and if you want his easier motions go for it.