Hypothetically: Capcom decides to re-release 3rd Strike, blows the game up to 1080P (like MVC2) and rebalances it.
This is what I would like to see:
Chun Li getting nerfed a bit. I think it’s ridiculous that her normal attacks can get you from half a screen, do a nice chunk of damage, and she can link into her super easily dealing over 25% damage. To nerf her would be easy; take away the range and the linking of her normals into supers.
Fix the glitch involving any Shoto character using a Shoryuken Super Art on a fallen Dudley.
Alex needs a buff. He has a big weakness when it comes to faster characters that can constantly keep the pressure on him, forcing him to parry. I’m not saying he should be god tier, just make one or two of his specials come out faster; like the Boomerang and maybe his grab.
Yun’s SA3 should be nerfed slightly. If anything, the amount of time you have available should be cut a little (maybe by 25%). The fact that he just needs to get one hit on you and can keep juggling you for a good 20 seconds for half of your life is a little much.
The only thing I would do is change the lengths and stocks of the super meters, and maybe the damage on a few of them. I think you can balance it pretty well just by doing that. I wouldn’t change any of the actual moves or priorities.
Her normal attacks aren’t that bad if you actually play footsies and zone, sweep really hurts her without meter, as for her super, sure you have a ridiculous amount of time to hit confirm, i’d say nerf it down to cr. strong ken time.
Who really uses shoryuken supers…? :wtf:
Ken is fine.
GJ is fine, if anything it needs a bigger meter, it’s built too fast but I honestly could careless.
If I read this first I would have stopped reading.
All in all the game is 10 years old, if you play the right way the S tiers aren’t that hard to beat. The game is perfect the way it is and shouldn’t be touched or remade.
Shorten parry window in the air. I think jumping should still be moderately risky, so going from 1.5 frames to a single frame would help that out.
Reduce the amount of attacks that can be parried high and low. The theory behind parries is great, part of the problem is the execution. With so many moves that can be parried either high or low the potential mixup flawed and too much window for option selects.
Reduce the amount of super gained from whiffs if not take it out altogether. This would be the most interesting. At the very least reduce how much super bar is gained by whiffing normals. But even further than that, take out bar generation from whiffed normals altogether. Imagine how the game changes. Chun and Yun can’t run until they get super, forcing them to engage early on. Aggressive characters will now generate super faster. I would be interested in seeing how that changes the tiers.
Remove option select throw break. Not a balance issue exactly, since every character can do it, but I think it would change alot about how the game is played. I think in order to break a throw you must actually throw, meaning back/neutral/forward+short+jab. This I believe would make the dashing mind games more potent as one would have the commit to a throw animation to break a potential throw.
As for character specific stuff, I’m old school so I don’t believe in character nerfs, only buffs for weaker characters. That means leave Chun with her beastly normals, Yun with his dive kicks etc. Just give the lower tiers something more to work with.
Honestly If (when) they do port 3S to xbla, I’d like to see them add SF4’s ex dash cancels to the system direction options, I swear that shit is so fun.
I would like a better s.fp, cr.fp, and option to do the far version of s.mp up close for Twelve. Far s.mp is a SICK kara throw but up close s.mp gives shit range.
At this point I think an attempt at re-balancing third strike would be a mistake, but if I could change some things they would be:
Longer bar for genei-jin. Also remove his ability to build half a meter during the end of his combos.
-Single stock for Chun’s SAII, damage reduced. Also weaken a couple of her moves like standing HP.
These feel like the only real glaring problems with third strike. After that I’d go in and make sure everybody has a forward, back and neutral throw. Finally a few minor tweaks to some of the weaker characters to help them out a bit.
A rebalanced 3s is kinda boring although the game is really imbalanced. Street Fighter III: 4th Collison would be the shit and it would have even more new (as in not reused) characters and Chun wouldn’t be in it cause she’s busy taking care of orphans, gotta keep it canon:rofl:
About actual balancing giving Necro a kara-throw would greatly improve his corner-game.
when it comes to necro, I’d rather see his non-corner game improven as that’s where he sucks. his corner game is good already. necro karathrowing people in the corner would be sick.
lol but seriously Necro wouldn’t be fun if they just buffed his distance game. better st.mp, st.mk, command throw, drills and kara throw is what I want. st.hp and cr.hp kinda suck, they should be faster.
Also why am I discussing this with you?:looney:
You’re probably afraid of me beasting your remy (#1 at Stockholm ranbats, Randomness 2nd:rofl:)
lol, spreading lies, are we? I’ve got the current higher rank in our ranbat, the fact that you’ll probably win is because I won’t be able to come this friday and you know it