How would you re-balance Third Strike?

walk up 720’s are cheap…

I used to play this guy on old school XBL who used to do it all the time. then when we would play at tournies and he would do it there too. so cheap. they should remove that :slight_smile:

man you know i do tha shit even in my :zzz:…but how you being doing , i know you must be playing super shit fighter 4 :shake: . get on ggpo so i can whoop you, like those good ole XBL days…:rofl:

Sidewinder check your pms

Chun-Li back fierce less gay, 1 meter for that ho.
GJ bigger meter, drains over same period of time.

I wouldn’t mind seeing shortened meters for supers that are unusable because of how stupid-long they are like You Hou. Maybe change a little about some of the unusable supers like Oro SAI. Why the hell is that even in the game?

I’d say maybe some minor buffs for Twelve, but I’d give Sean some buffs. I think adding significant stun to Hadou Burst and some of his EX moves would be cool. Fix the hitboxes on Sean’s DPs so they can’t just get hit out of by bullshit. Give Sean an ex roll that will hit like when Yang SAII rolls on the ground. Make Sean do something other than nothing.

I would give Alex Stun Gun Aegis Reflector personally…

Akuma- less recovery on ashura senkuu. more hp and defense given. taunt increases defense as well as offense. c mk sped up. air fireballs given more damage. less startup on kkz. hcb fireball sped up.

Alex- more range on grab. shorter whiff animation. roll after dive slightly invincible. better hitbox on dive, rolling animation shortened, more blockstun done. hp flash chop sped up a few frames. all chops go through fireballs easier. hitboxes changed on knee so that it connects easier. Range on back hp increased. Increased blockstun on st and c lp. Stun gun headbutt now has more invincibility and is much harder to escape. charge time decreased on dash punch, some invincibility added on ex dash punch. ex stomp is better at homing in on opponents.

chun- sa3 range extended so that it can be hit confirmed like sa2. damage increased for sa3. exs cost slightly less in sa3. sa2 damage nerfed by 15 percent. (makes me sad to say that as a chun). sa1 damage increased slightly. ex fireball sped up slightly, slightly more damage, causes knockdown up close. all hazanshus sped up, given slight invincibility frames. tenshokyaku added, ex only, possibly sa 1 and 3 only punishable on whiff.

Dudley- sa2 damage increased, safer if whiffed, shorter end animation. range can be controlled via punch button used. fierce punch damage nerfed slightly.ex machinegun blow damaged nerfed.
Hugo- range for all grabs increased. fish flop move shortened a/o possibly deleted.stun and damage lessened slightly on claps. hk sped up a bit, better hitbox.

Elena- damage buffed for all specials. rhino horn given more hits and speed, less recovery time. all pokes given better hitboxes and damage, speed upped slightly. all sas come out faster. healing heals more hp, some invinvibilty given. some invincibility given during elena’s anti air special.
Ibuki- health increased. successful taunt nets a defense increase. grab super’s range increased. some invincibility given to command dash. pokes buffed slightly to have better hitboxes and less recovery time. Kunai can be meaty if timed right.

Ken- sa1 super bar shortened to be a little closer to sa3. flame animation added to shinryuken.

Makoto- Damage received in sa3 state negged 10 percent. sa1 bar shortened a little. lk tsurugi can be tiger kneed. i might do the same with the ex. hk karakusa sped up a bit and has less of a whiff animation. ex chop negged a little on damage. regular chops sped up a bit, hitboxes buffed slightly. i might add some use to the charged dash punches and decrease charge time a little. damage nerfed a little all a round. i want to add something cool to sa3 like a hidden super inside of it like for q’s sa3 or oro’s sa’s.

oro- id need help on this one as i see oro as pretty balanced and pretty powerful. i could speed up his normal fireballs and some of his slower normals, and his uppercut’s charge time.

Q- charge time for specials decrease, hitboxes improved, less recovery time on block. damage on supers negged a little. range for sa3 increased, harder to evade.

Remy- charge times shortened. sa1 damage buffed, meter shortened a bit, harder to parry. sa2 meter shortened very slightly. better hitbox on c hp and st mp/c mp. and c mk. c hk sped up a bit, given minor hitbox buff. sa3 comes out quicker, ends quicker. possible to interrupt certain strings with it. able to counter off of the first hit of some supers. bar given two stocks. Damage on all specials buffed. charge more lenient on remy booms.

Ryu- ex moves require less meter. shin srk super bar shortened slightly. lp srk lower to the ground, more invincibility frames.

Sean- ex dash tackle given invincibility frames, can pass through fireballs. 2nd impact overhead kick link give back for hk version. sa1 damage buffed moderately. dash tackle considered regular grab from up close. can still be blocked or parried from far mid range. all sean srks sped up a bit given slight damage boosts. last hit of ex sean kicks now knocks down if done with mk hk input, (costs slightly more meter to do this) . sa3 costs less to do. id like to do something with his weird mk too. roll given some invincibility on startup.

Twelve- all normals sped up and given better hitboxes, damage increases. ex tentacle stab given more horizontal and vertical range. airdash sped up, less recovery time. xcopy essentially gives you a buffed version of whatever character you are copying. sa2 meter shortened a bit. walljump sped up. hk given more range.

Urien- charge time for specials decreased, made more lenient execution wise. damage on ex charge specials negged. air hk sped up a bit. aegis easier to break.

Yang- possible to chain target combo one into a slow-ish hp shoulder move, possible to use to combo into sa3. damage buffed for sa3. some invincibility on activation. hk sped up. slashes safer, more frame advantage on block, more blockstun. sa2 bar lengthened. sa1 has to be parried twice upon activation if parried. chance of full super coming out if parried, must be parried very rapidly. easier to combo into with palm. palm made easier to use into combo-into-super situations.more range on kara palm added.

Yun- sa1 bar decreased to be like shoryureppa, 2 stocks,easier to combo afterwords. sa2 gets similar treatment, damage buffed. sa3’s damage for all moves in that state nerfed. activation given some invincibility frames. hitbox nerfed slightly on divekick. range for fw mk extended, sped up a little. hitboxes buffed a little on non gj anti air kick special. gj bar lengthened, depletes slightly faster.

somehow, id like to give characters an easier way to break aegis.

dan added for fun. works basically like ssf4 dan on exs with less damage done. possible to supertaunt into hidden super- chouhatsu densetsu. normals work like in alpha 2/3. supers- supertaunt, shinkuu gadoken ( possible to do haoh with full meter), hissou buraiken. buraiken meter length like sean sa3. rival animatin added for sean, ryu, and ken. either taunts or tries to run away at a fight with akuma.

shin akuma finished as a secret final boss much like in st. can challenge players with 30- 50 wins. secretly selectable (go over all characters vertically, highlight ryu, sean, ken, ryu, akuma, and then press start and all 3 punches.) beyond broken. fireballs can be tiger kneed low to the ground, double fireballs. hcb fireball is extremely fast and does hella blockstun. now has ex moves that add more hits and damage to specials. posesses misogi. all supers buffed from normal akuma. ashura senkuu extremely fast and completely invincible. kkz unlockable for first ground hit. dash is invincible on startup like ibuki. possible to do air hcnb fireball. divekicks can be done really low to the ground. can tiger knee sa3. all supers and specials posess invinvibility on startup and during part of the active frames.

gill made more hittable during healing super. healing super has more inactive startup. less invincibility. damage nerfed all around.

^

wtf

I don’t want a 4rd Fiesta I want 3rd Strike.

Some things are reasonable here. But really you’re basically designing a different game. This is a thread about rebalancing 3S, not making a new SFIII title. Among ideas that boggle my mind a bit is reduced charge time. Why? What character needs this?

It would be neat to use Gill though. If they ever produce a 4th iteration in the SFIII line I’d like to see Gill as playable and not grossly overpowered. Dan and Shin Akuma I can do without.

Some attacks break aegis pretty quickly but breaking aegis is really really a trivial thing. As it is no one uses aegis in a situation which it can be attacked and broken. Except as a last resort to get space and slow the game down.

This thread is interesting and totally harmless so there’s no need to rag on people for posting their thoughts.

On the topic of rebalance. I would love to see a new game in the SFIII series. That would be the time and place to rebalance things I think. The only thing I’d fear is Capcom rebalancing for an American audience. I’m part of that audience but I think it goes for all of us that really dig 3S that we’re not typical consumers for our respective cultures. Designing with balance in mind is a bit worrisome to me.

I’d much rather see things kept oddball and unique from character to character and see damage/super meter altered more. It’s ok that Sean’s shoryu hits above him, that’s what makes it weird. I’d rather see it’s damage, startup, active frames and recovery changed than just making it the same as a shoryu but slightly different.

If they ever do that I just hope they make things to be unique from character to character first. Then go through a lengthy playtesting period and work to tweak damage potential and meter building/SA stock. For instance Twelve. He doesn’t need combos and cancels more than he has. Change the damage, change the frame data around, etc. Just don’t sacrifice flavor for balance. 3S has always felt like a game where Capcom really flexed their abilities and the 3S team thought “We can make the definitive SF experience”. I’d love to see that kind of effort and creativity continue, even if balance must be somewhat sacrificed to achieve it.

The only thing with a new game is distribution and what form it takes. If it were some downloable thing like 3SOE then no thanks. To have legs it would need to have some kind of arcade release alongside consoles. That seems extremely unlikely but who knows, SF5 could be SFIII: 4th Something. Maybe this is all part of a decade spanning plan by Capcom.

iknorite.

One thing I’d really like to know is what do the Jap players think of rebalancing the game? This is the one thing that is probably article-worthy. As opposed to some meaningless interview that’s posted on the front page every other week where nothing is said and a big screen shot of 3S is pasted and makes you think we get some actual info on the game. The opinion is split right down the middle among westerners.

I would love to know what they think too. I could be wrong but I suspect that the Japanese answer would be: ‘stop obsessing over tiers and learn to play’.

Edit: I’ll explain, I’m not trying to rake up the same old argument, but just looking at low-tier gods like TM, Kuroda, Hayao, etc… some players inevitably gravitate towards the higher tiers for higher odds of success, but those masters of shit characters take down the higher-tier players with regularity. The low-tiers even have a significant presence in the upper branches of the Game Versus Danisen league. Those players in general just seem to accept the technical shortcomings of the shit characters, and the flexibility of 3S is such you can become successful with them if you work around those shortcomings as much as you can.

I doubt the guys who have been playing so long want anything to happen to the game. When you’re really good at a game and you’ve been playing it for like 10 years why would you want it to change? You’re still playing it because you love it how it is. People who don’t understand that don’t have that kind of personal experience. I still play Tribes instead of it’s sequels (which I also played a tremendous amount of) because it’s the superior game to me. I’m used to all the nuances because I’ve put in all the time. When you have a game you’re genuinely good at as in like top 10% then you’ll understand why people resist change. All the perceived imbalances mean nothing because that’s simply how the game is. The only people who complain are people who aren’t at that level and don’t want to put in the time. Not to say no one ever bitches, but they definitely don’t let it stop them from playing and enjoying it.

I’m not interested in having to restart in the name of the mystical objective balance everyone is after.

Thing is Kuroda isn’t human. He’s like some super high level fighting game player that if he wanted to, could destroy every single high level player on the face of the earth. He trolls all ready godlike players with one of the shittiest characters in the game. That’s insane and no one else can really do that. TM plays it very serious, but with Kuroda you get the sense that he’s just toying with his opponent.

Not only that, but it’s also REALLY FUN to climb that hill as a shit character. If somebody doesn’t fancy their chances with a shit character then nobody is forcing them to use them, they’re free to use a better one instead. But trying to chase down a runaway Ken as Hugo when he has a significant life lead is really damn exciting and all the more satisfying when you make a good and convincing job of it.

3S is a game where even though Chun and Yun are clearly the most consistently great characters, they are ALWAYS beatable with the right plan and enough skill. They may be top, but they aren’t crazy-broken. Chun’s pokes and Yun’s SA3 are great, but they can be blocked, parried, beaten, avoided, etc. NOT saying it’s easy at all, but it CAN always be done.

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You think the only way to change a game is to rebalance it? You think 3S just came out and magically everyone knew about Ryu’s SAIII setups and how to create unblockables with Urien’s SAIII? You think the guys who were playing 3S ten years ago play the same way now that they did back then? That they didn’t make dramatic adjustments to their game over and over? You think that 3S isn’t still changing and evolving to this very day?

You’re wrong in that top players don’t want to change the game. They want change and they want to discover it and break the game by themselves. They don’t want change handed to them on a silver platter. They continually make adjustments in their game and will keep adjusting until the day that they quit 3S. That is how 3S became what it is today and survived over a decade of competitive play.

3S has changed. It has rebalanced itself through people playing it day after day since it came out. Year after year new advancements in gameplay are discovered. New levels of mastery in execution, reading, option selects, and match knowledge are realized.

3S doesn’t need a rebalance. If it did then it would have gotten one a decade ago.

Honestly, this topic shows how low the scene has fallen. Before SFIV people wouldn’t scream for a rebalance (at least I don’t remember it that way). They would just play, learn, adapt, and evolve. They would elevate themselves to new levels in the game they were playing. Not lower the level of the game with a rebalance because they were too lazy to elevate themselves.

Any decent Japanese player would think the idea of a rebalance would be completely stupid.

There’s a reason like 99% of 3s players in Japan play 3s and 3s only. They don’t want change, and showing by the still active large tournament scene, they love the game as it currently is.

They do not look at chun li and yun as overly good top tier. They just look at them like any other character. They put lots of effort into learning the top tier matchups vs their character matchups.

Of course people get hype when tm just destroys a bunch of top tier characters, but they also don’t piss and moan when there are chun vs yun matches like America does.

No offense to people asking for a rebalance but if you truly understand the game you would know why that idea is completely stupid.

I never said there were no discoveries. That isn’t the discussion here so you can keep your paragraphs and take them to a relevant discussion. Any good game evolves. Using Tribes as an example again skiing is a glitch that came to define the way the entire game is played. There were many years of community learning but at a certain point things solidify and what each player does is more important than minor discoveries. The defining elements are known and have been for years.

Once you master a system it’s not exciting or interesting to suddenly change the system. It’s more fun to play other masters of that system and interact without worrying about known or unknown knowledge. That only comes with time and once you reach that level there’s little desire to change it up because someone who isn’t on your level says things aren’t balanced.

That’s what a rebalance of 3S would be. Capcom modifying the system. Players simply using the system isn’t the same though I know what you mean. The game is fine and requires no changes. If you’re going to enter a conversation sideways you should read the previous posts.

Acting like I was referring to players within the set system is silly. I was referring to the topic which is about Capcom rebalancing 3S. Of course any game is in constant flux in and out of equilibrium. Thats a given with every game or systematic play including sports.

@ Let Blood Run. You’re assuming a lot dude. And some Jap players don’t like Chun/Yun spam. They love the game for the same reason that we like it, it’s godlike and it’s almost perfect. But you have to admit there is room for improvement.

Sean

  • Allow for him to combo his target combo into his SAI and SAIII.

  • Less start up time on his MK, HK Tornade. That way they can all be comboed after all normal moves.

  • Give him back his 2nd Impact version of the Dragon Smash. With the EX version of it, it does 3 hits.

  • Ryuubi-Kyaku less start up time and let this is the differences between them.

    • LK (Third Strike LK Version)
    • MK (Third Strike HK Version)
    • HK (2nd Impact HK Version)
  • EX (Third Strike EX Version) But this version will give some stun to the opponent so he can combo a super after it.
  • Now for the whole talk on the Sean Tackle this REALLY needs thought. I want to make it more powerful but not TOO powerful.

    • Possibilities
      • Make it register as a grab
      • Give it invincibility frames during the dash against projectiles
    • Now What I want is for it to break down like this.
      • LP, MP, HP (Third Strike Version but 3 Hits)
      • EX (Make It Invincible against ALL hits but still register it as a hit)
        *Reason why it shouldn?t register as a full on grab is because opponents will KNOW to jump when it comes out. So a fake dash into a grab is WORTHLESS. Especially if they will jump EVERYTIME. And If they do jump Sean will have enough time to come out of a fake dash and into an uppercut. That seems a bit cheap. And will honestly be over used online.
  • HP revert it back to its original 2nd Impact form.

  • HK revert?..

  • MK I don?t like this move honestly lol, maybe they could reanimate it but I just don?t like the way it looks. But it is useful.

  • Forward HK, BUFF the shit outta this move. I want it to actually be useful. It can be seen from a mile away. Maybe give it a faster start up. And when it hits give it more air time so its easier to follow up with a SAI (Hadou Burst).

  • Put his stamina on par with Ken and Ryu?s.

  • Give his roll less recovery frames so you can roll under a Hadouken and counter.

  • More stun on his hits like in 2nd Impact so he can hit confirm the best out of the shotos. As a balance don?t allow him to do anymore combos than what he had in 2nd Impact. Other than a few.

  • TAKE OUT THE CROUCH AFTER THE Ryuubi-Kyaku and Tornade.

  • Allow for Sean to combo Super?s after his EX Tornade. He was able to in 2nd Impact. But the super did less damage.

  • Less recovery time on the Personal Action. It?s a useful tool.