How would you re-balance Third Strike?

Get rid of Yang and Elena stages

ask the ultra shit fighter 4 guys im pretty sure they have awesome ideas just like the ones they implement for Omega ultra shit fighter 4.ROFL

Slight adjustments to the top 3 and their super arts mostly

Chunli:
[list]
[]SAII: One instead of two bars
[
]SAIII: Buff damage a bit, it’s hard to land already at least make it worth it.
[/list]

Ken:
[list]
[*] SAIII: Two instead of three bars and make them slightly longer
[/list]

Yun:
[list]
[*] SAIII: Increase bar length and keep the absolute active time as it is. In other words also make the bar drain faster for what you elongate it
[/list]

Ryu:
[list]
[] SAII: Make the opponent explode if you finish with it. j/k never change anything ever <3
[
] well don’t change anything at all about him, it’s harder to win with him but if you do, you know you earned it.
[/list]

Makoto:
[list]
[] have her slot replaced with gill or shin akuma… i hate that god damn character, cancer for your mind and ears

Spoiler

yeah ignore my gigas why wouldn’t you, it’s not like you have a nonpunishable anti air already :#

[/list]

Twinkle:
[list]
[*] Give him a B’n’B or a gun. Honestly he’s quite sad and the only character that I feel is quite at disadvantage compared to ALL other characters
[/list]

Sean:
[list]
[] Please no punishable tatsus on hit, I mean…
[
] Make Sean Tackle a grab
[/list]

Man, this thread will never truly die will it? I guess it’s too tempting a subject. For casuals it makes perfect sense especially in this new age of fighters and balance patching is done yearly. For the diehards and oldschool it’s more of a “I know I shouldn’t but…” situation imagining yourself in some sort of Capcom focus group on re-balancing 3S and your opinion actually matters.

After being with the game for so long I actually think it’s pretty decently balanced especially when compared to the vast majority of fighting games past and present. Garou is regarded as one of SNKP’s greatest games and everyone wants a sequel but Kevin and Jenet basically annihilate everyone and have semi-infinites. MVC2 has 56 characters and only maybe 10 of those characters (including Assists) are tournament-viable. MVC3 is a little less than that. Ultra SF4 is what, like 10 characters are generally high tier with few bad matchups? That’s just how fighters are, a quarter of the cast can rape everyone else. 3S is fortunate enough to have almost half the cast be generally regarded as tournament viable and the other half can win depending on player skill.

My 0.02 after a lot of reflection:

Chun: Damage nerf on SA2. Lower the damage on that thing by about 25-35%. More recovery on cr.MK. Has a normal hitbox when crouching.

Yun: Normals do not charge as much meter and/or has a longer bar but has the same activation time with Genei Jin. I think this is a nerf that everyone is in agreement with. To compensate, maybe he builds slightly more meter off specials than before? Has a normal hitbox when standing and crouching.

Yang: Again, normal hitbox when standing and crouching. No other changes.

Ken: SA3 is 2 bars now. Now he has to be a little more decisive with his bar.

Dudley: SA3 is 2 bars. Ken and Dud having less meter to work with would be an interesting experiment but I’m not saying this is an absolute that has to happen. I just don’t quite get the design philosophy behind them having 3 bars when other characters only get 2.

Urien: No changes.

Oro: Tempted to suggest SA2 is two bars. It would fuck over his unblockable but he gets access to his Spirit Bomb that much quicker.

Ibuki: No changes.

Makoto: Stun nerf on Fukiage. Can still land TOD if the opponent has maybe half a stun bar. She can still use SA2 but end on a reset. No other changes.

Akuma: t.MP is throwable. It’s more an issue with how the move looks visually. Because during the startup of t.MP you have to admit that it looks like you can throw him but you actually can’t. This isn’t an absolute that must be done but it’s more of an aesthetic issue that I have. I mean, when Urien does st.HK or Elena does b.HK you see them physically being pushed back so it makes sense why you can’t throw them.

Ryu: No changes.

Elena: SA1 hits fully as an AA. More recovery on Healing. I’m tempted to say that cr.MP should hit low but I think Elena and Chun need to maintain their differences. I just don’t like Healing, it’s a stupid fucking super that shouldn’t be in a fighting game.

Alex: SA1 is 1-frame like Hugo’s. SA2 has vortex but if the first hit is blocked he gets pushed the fuck back. cr.LK into Sweep is a real combo now. Not sure if LK into Sweep should be easier to do or not. His sweep is very punishable on block anyway. Done.

Necro: SA2 is now 1 frame? LOL. I just don’t understand why characters should have grab supers that are ass. I doubt a lot of people would use it because he’s pretty good as-is.

Hugo: No changes.

Remy: Normal stun bar. SA2 hits fully as an AA. Can combo off of st.MK (close) into EX Cold Blue Kick. Giving him the ability to combo off of EX Cold Blue Kick would make him a little more viable. Because if he Parries but he doesn’t have SA loaded there’s not a lot he can do other than go for his Launcher or kara-throw unless you have a charge loaded.

Q: No changes.

Twelve: no changes. He’s too annoying as-is. God help us all if he gets buffed.

Sean: Reverted to a slightly nerfed 2I Sean. Surprise surprise. Has his 2I target combo into SA, has a normal sweep, low foward, etc. Only difference is that his SA2 or 3 doesn’t do as much damage because he has an easier time combo-ing into it. And SA1 is like Ryu/Akuma’s SA1 and hits multiple times.

Gill: Nerfed and playable. Doesn’t do as much damage, does not have infinite, SA’s don’t do as much damage. And Resurrection is a selectable SA but limited to only once per round. Has no EX moves like Akuma.

Make electric snake faster, so he can punish shit with it, also make his overhead specials faster and juggle outside of stun.

Electric Snake is already really good. It does great stun, gives him corner juggles, and it’s pretty safe on block from a slight distance.

It is a great super for sure. It’d be nice if it was corkscrew blow fast though :wink:

If Necro could trade a little bit of stun on SA3 for 3 stocks and invincible startup, I would straight main Necro.

It already is a pretty good super to trade with.

How would you re-balance your face?

My eyes a couple of milimeters further apart.

add a pimple on my forehead.

I would say ;

  • One bar for Chun’s broken SA ; nerf the chara throw range ; recovery on Cr.mk increased ;
  • Yun’s genei’s bar longer, less meter on normals (especially cr.mp), Genei’s timer reduced by 33% ; dive kick’s recovery increased ;
  • Ken’s SA 3 two bars ; remove the kara shoryu outside of the corner by increasing the air hit xvel from 100 to 150% ;
  • Necro’s SA2 1 startup 1 frame ; overhead’s speed increased ; recovery of stdHP and std HK reduced, such as cr HP ;
  • Alex’s SA2’s grab part xvel add or range increased ; std HK’s startup reduced ;
  • Twelve need a total rethink IMO, he can be a great character (has a great look) with some work on him.
  • Sean and Gill removed from the game (too much shotos already, and Gill is just a broken version of Urien) ;

There’s so much to make the game more balanced in fact.
But mostly by nerfing the top 3 and buffing the bottom 3 would be enough.

From Q to Dudley it’s quite balanced IMO.

Just nerf Chun so she has the same health as Akuma and everything is perfect.

I don’t mind her how she is

If I ever had a spare 5 million or so dollars, I would find the original 3S team and pay for a full rebalance as well as widescreen implementation that 2nd Impact has.

All I would do is nerf the top 8. Leave everyone else alone.

Honestly I think 3S is underrated as far as the balance it already has. Everyone in the game is strong and has a lot to offer, with the sole exception of Sean, whom I believe was made weak on purpose. I believe he was intentionally done that way so as to be the “handicap” choice of a top player to challenge himself or even the field against less skilled opponents. So I would leave him be.

So anyways. What I would do is really simple, and would not effect the way the game is played at all. Not messing with move properties, not messing with frames, nothing. Leave it all as is. Imo a near perfect balance can be achieved with nothing but damage, meter, and health adjustments.

For example, I would give Makoto, Ken, and Chun Li health somewhere between Remy and Twelve. Not too severe, but enough to be noticeable. Maybe having the same health as Sean. Or if you Sean fans really wanted, just straight up switch out Sean’s health with theirs. That’s first.

Second I would make Chun and Makotos SA2’s single meter. This takes away Makotos touch of death and Chuns potential touch of death. Would also nerd both characters stun bars a little. Also lets make both supers do around 15-20% less damage. This would include Makotos SA1.

Kens SA2 goes back to 2 stocks like in 2nd Impact, and also does around 15% less damage. Speaking of Ken, damage scaling is applied to his target combo + lp srk. Double srks are out. Sorry. It’s just too damaging. Said I wouldn’t alter the game but, oh well. Would like to take away Chuns Kara altogether, it’s just too good. At the very least, nerf the range to Q’s Kara. Still good, just not stupid good. Ken also gets health and stun nerfs.

Yuns Genei Jin now has 1 long Shin Shoryuken sized bar. Activation time is lowered by about 20%. Damage scaling of -15/20% also applied. Hmm maybe that’s too harsh. How about 10% less activation. Find a good middle ground here.

Urien and Dudley will have about 15-20% damage scaling reduction (or would that be addition?). Nothing to dramatic at all. Health/stun/meter no change at all. Akuma gets a 10% damage reduction on all moves. So does Yang.

And that’s it. You’ve now brought Ken, Chun, Makoto, and Yun down to Urien, Dudley, Akuma, Yang territory, and all of them have been brought down to Alex, Oro, Elena, Ibukiville. Actually, they are still a step up, slightly.

So in other words. The way the game is now is basically:

Old:

S Tier: Chun, Ken, Makoto, Yun
A Tier: Akuma, Urien, Dudley, Yang
B Tier: Alex, Ryu, Oro, Elena, Ibuki
C Tier: Necro, Remy, Q, Hugo, Twelve
F Tier: Sean

New:

A Tier: Chun, Ken, Makoto, Yun, Yang, Urien, Akuma, Dudley
B Tier: Alex, Ryu, Oro, Elena, Ibuki
C Tier: Necro, Remy, Q, Hugo, Twelve

That’s about as balanced as it needs to be. See as a Q/Alex player, I’m not afraid of Ryu and company and I’m also not afraid of Dudley and company. I don’t feel like Q vs Ryu or even Q vs Dudley is a bad matchup for me at all. Over the years I’ve worked hard to account for my 4 hardest matchups: Ken, Chun, Yun, Makoto, and I’ve done a damn good job. I love the game as is, I will never complain and I feel the game is very balance. Yes Q vs Makoto is hard, but it’s not unwinnable the way a team of Guile Megaman and Silver Samurai would be vs Magneto Sentinal and Storm. However it does upset me when I see such talented and amazing Remy, Q, Hugo, Twelve, and Necro players to name a few never go all the way and win tournaments the way they totally deserve to.

So I guess what I’m saying is that this is my dream balance, but I don’t mind the game as it stands. This thread is about balancing the game, so there’s my take on it.

The reason I dont touch the bottom tiers is because balancing them is way too difficult. For instance Remy Vs Hugo and Q vs Necro to name a few are fucking delicately balanced matchups. The idea that you’re nerfing the top 8 means the low tier already has gotten an enormous buff … Why mess with already balanced matchups down there? It would become a mess, and you couldn’t do it without changing move properties and how the game plays. For example, say you gave Remy a health buff. Well what about Q, give him a health buff also? It would get stupid really fast so that’s why I say bring the top down rather than the bottom up, although I would be open to hearing ideas on how this could be accomplished without changing move properties…

Sorry meant to say 10% reduction/scaling on Dudley/Urien, not 15-20%. Far, far too much.

Can’t find the edit option :/. Been a while.

Also I believe that charge based moves should be dropped altogether. This would make characters like Remy and Urien a million times more accessible to new players. Charge partitioning is an amazing skill/trick, but when you break it down all it is is a barrier to entry that makes these characters practically off limits to a large portion of the player base. I would also give Hugo SF4 style Gief inputs for his SPD, again it’s just about lowering the barrier of entry. This would not make Remy top tier or anything, not by a long shot, just easier to use.

Pretty sure your Makoto is not top tier.

Taunts now reduce your opponents super gauge and can be canceled into itself.

Third Strike is now Art Of Fighting.

This thread should be deleted due to its stupidity.