How would you re-balance Third Strike?

At least it’s fun to watch Japanese Oros try to beat Chuns with absurd jumpin tick throw tactics.

How I’d balance 3rd Strike:

-Make Genei-Jin a 4 stock super
-Make Chun’s legs fatter
-Make Akuma’s face uglier
-Give Makoto a penis (that way I won’t have to guess)
-Make Sean’s basketball orange and give him bad credit
-Replace Dudley on the character select screen with Balrog
-Give Balrog bike money
-Make throws unblockable
-Give Hugo an air fireball.
-Make Rolento’s knives onblockable
-Give Yang a penis
-Give Twelve Auto-death
-Give Makoto another penis (that way we can be sure)
-Give Ryu double fierce SRK’s with no kara mid-screen
-Make denjin-unparryable
-Give Urien a shirt
-Rename some shoto’s super to “Dragon $pitting”

Some thoughts:

I take back what I said about the parry system, after screwing around with it, I think it’s fine the way it is.

Chun Li: Remove the linking abilities of her level 2 SA, nerf damage on the SA 2 a bit (by about 5-10%), remove overhead ability of her standing HP.

Ken: Fine the way he is.

Yun: As said, make his super bar longer so it takes longer to charge up, or reduce the time for his Xism super.

Urien: Nerf his juggle abilities. He can only hit you twice with the shoulder rush during juggle. Losing half of your health simply because he launched you once is bullshit. Give him more linking ability with the Tyrant Slaughter.

Dudley: Fine the way he is.

Makoto: Fine.

Ibuki: Fine.

Elena: Fine.

Q: Fine.

Twelve: Give him some priority, jesus.

Hugo: Fine.

Alex: Give his hcb punch grab some higher priority and maybe some reach. Make his Raising Knee and unblockable grab. Give his Stun Gun super higher priority; this time the Stun Gun homes in up to half a screen away no matter which punch button is used, and will connect unless the opponent is out of range or has hit him out of it.

Akuma: Fine.

Ryu: Fine.

Sean: Higher priority Shoryuken, make his supers do significantly more damage. Hurricane kick has higher priority.

Necro: Up his corner game.

Yang: Fine.

Big question; do you think they could nerf Gill enough to make him fair in competitive play? I say it could happen, but I doubt it. You simply nerf the damage of his basic attacks, remove his juggle ability, and tone down his supers (resurrection only restores 25% life) and etc.

you can win with everyone in 3s. I own with q, real talk.

What the? I hope you’re joking because you sounded serious in that post.

Not taking this thread seriously, but if you’re going to tweak yang [and he’s pretty balanced anyways] you should make him a little worse rather than buffing him up. As he is right now, he’s a really good character.

Srry I went to far…the match is very frustrating and it can sometimes FEEL that way agaisnt a good chun. He’s good but could be better, but u know I would just try to get everyone around the "ken"range in terms of viability…and with another iteration I think it would be pretty simple.

Replace Sean with 2I Sean.

I think there are *many *things that can be changed, but then again that can be applied to *any *fighting game. In other words, there is **no **right way to balance a game since the possibilities are infinite.

I think a simple (*simplified) and efficient way to balance 3rd strike is to merely change the SA’s of the top three characters. For example, Change Chun’s SA2 to one stock. It’s tempting to lengthen it, but I think that would just nerf it a bit too much. For Ken’s SA3, either limit it to one stock, or make it two with increased length–but the same damage. For Yun’s SA3, obviously extend it to maximum length and the same amount of active time. It’s tempting to change other things such as its priority, but I would prefer to increase the damage that Yun himself takes (a la Makoto SA3).

Again, there is no really right way to re-balance a game. It just comes down to how deeply you want to do it.

Make Yun take MORE damage? AND nerf genei jin? Ok, no that’s just a horrible idea.

I prefer buffing the low tiers instead of nerfing the top. Meter building from whiffed moves should be removed as well and doing this already balances a character like Yun a little bit since he’ll have to hustle harder for dat meter.

Really the game to me is already perfect balanced wise, the only thing that would make it better is nerf chun li abit.

Chun-Li: Make her cr. mk as confirmable as Ken’s cr. mk. Have her hitbox slightly higher when crouching.
Yun: In SA3 mode, have him deal a little less damage output (maybe 70-80% of what it is now) OR make his meter the size of Oro’s SA3 meter OR a little mix of those two OR make it CvS2 style where if Yun gets hit, the super ends. Make his meter building by whiffing attacks much slower.
Ken: Same.
Dudley: Same, or maybe make his j. mk be a cross-up but not too necessary.
Makoto: Same.
Yang: Teleport should have slightly less recovery frames.
Urien: Non-charge character. Aegis should be lowered to 5 hits.
Akuma: Able to parry one hit during a demon flip but if he does he takes more damage if hit during the flip.
Ryu: SA1 should have same damage output and meter length as Ken’s SA3. Make his cr. mk able to combo into EX donkey kick but make the EX donkey kick to be weaker in damage output (maybe that’ll make him too strong. :P)
Oro: I wish they would change him to a non-charge character so his fireball is just qcf+p and his uppercut is just dp+p. Have a better way to charge meter rather than jump and qcf+k. Also, have his SA3 bar slightly smaller meter length. Make his qcf+k have less recover frames.
Hugo: EX clap should have a faster start-up time and his taunt should be as good as or better than Q’s taunt. All of his throws (regular and command throws) should be unable to be quick-recovered.
Elena: Cr. mk should be special and super cancel-able.
Ibuki: Slightly higher stamina. SA3 should have 3 stocks.
Alex: Cr. mk should be special and super cancel-able.
Necro: Chun’s kara grab distance. :slight_smile:
Twelve: SA1 and all of his special moves should be stronger and easier to combo into.
Remy: More damage output… on everything. x] SA1 should have a smaller meter length but 3 stocks.
Q: Cr. mk should be special and super cancel-able. Non-charge character maybe? Not too necessary though. Have command throw have the startup of Makoto’s karakusa.
Sean: Have the qcb+k safe (or frame-advantaged) on block and hit at least for the lk and mk version. Qcf+k should have a faster start-up and allow him to be in an air-state instantly (so he can’t be grabbed out of). SA1 have less recovery frames. I also want his shoryu to look like his sf3:2i version. :stuck_out_tongue: EX BASKETBALL PL0X!!

Also, I want all of the less popular SA’s to be more useful. Like perhaps make Chun’s SA1 be incredibly stronger but have that relatively small meter length but only one stock. Or another example could be Yun’s SA1 have a meter length of his current SA3 but keep the strength of it. Or give Dudley’s SA2 three short meter stocks with the same damage output. I wish to have it so all of a character’s SA can be effective. Basically, give all of the “crappy” super arts one or more of the following: more power, smaller meter lengths, and more stocks. This would give more variety to just the boring SA2 Chun and SA3 Yun. Now, people would be able to use different super arts depending on their fighting style and/or the character match-up more often.

goodbye third strike

Apparently, charging should be off-limits…

Ninja edit: Unless you’re a Guile-type character. Then it’s perfectly fine.

I didn’t know Chun and Alex were Guile-types. :stuck_out_tongue:
Honestly though, this just shows how stubborn and ignorant some of you guys are. I’m only 17 and you’re 26 and you just sped through my post searching for errors so you can put me down but failed. How about you take some maturity and actually read the my post and respond with some points with backed up evidence or examples. I would not care a single bit if you bring up a point that proves that I am wrong or to counter one of my arguments; I would actually truly enjoy that and respect you. So, may you please go back, read it, and then bring up some viable arguments. I am all open to anyone’s opinion as long as it is backed up with reason.

Well, I say this about charge moves because I think that charging limits a character compared to if it were just quick, directional movements. For example, let’s say I’m Oro and I’m blocking a string of attacks, then an opening occurs and I move forward to get into distance to do a chicken combo which is his best combo canceling to Supers and such. However, since I was blocking and then tapped forward, a upward-firing projectile comes out instead and the opponent punishes the mistake. Or how a Q player parries all of Dudley’s SA3 but then cannot fully punish with his BnB combo of cl. mk xx mp dash punch xx SA1. In my honest opinion, I do not see one thing that charging has that is more beneficial to quarter-circle or half-circle motions. From my point of view, qcf’s, hcf’s, etc. actually require more skill to produce in a tight match but it brings about less flaws when learned by a player thus increasing the character’s potential. But remember, that is an opinion, and I would love to hear some of your opinions on these statements so please do give me your opinion.

Also, regarding my ending statement of improving the “abandoned” Super Arts, I seriously ask want to ask how that will destroy the game at all. Take for example Chun’s SA3. Who in the world uses that outside casuals and combo videos? So, completely removing it will not ruin the game whatsoever. However, how about improving it so it can actually be of tournament use? This will not ruin the game at all but actually improve it because maybe this Super Art suits a certain player’s playstyle more or maybe it is more useful against a certain character match up. A good example of this is Ryu’s current Super Arts. Given a certain character matchup, different players would use SA1, 2 OR 3 sometimes purely on their playstyle like how Frankie3s (I think) always uses SA3 Ryu except for a few matchups. So, please answer my question of “how would improving ‘useless’ Super Arts like Chun’s SA3 RUIN the game?” Would people just say “Dude, what the heck. Why is Chun’s SA3 better and now comparable to the likes of SA2, which hasn’t changed at all?! I quit Street Fighter 3 forever!”

And for the rest of my comments, I say these things because I like the playstyles of Ken, Dudley, and Makoto. They seem to be the most balanced, interesting, and unique. And it’s not like I want to destroy the game or anything. I didn’t say to take out Chun’s kara throw or her damage on her SA2. I just want to weaken Chun and Yun just a little bit so they can be with Ken, Dudley, and Makoto. Also, I want to improve the characters below these three so they can finally match up completely. Some of you say that this game is balanced, but in order for it to truly be balanced, there must be a tier list where everyone has a 5-5 match up on everyone. If you say tiers, don’t matter, then you’re wrong. Tier lists are not just made up by saying “Zomg chun& yun is pwnz0rz put them at top NAO!” Tiers are based on the average ratio of the top players using the respective character against another at that given period of time. So, statistically, a truly “balanced” game would have that 5-5 tier list but I’m not saying I want this. I am saying that the game right now is not a balanced game, and I want to push the lower tier characters higher so it could be relatively balanced. But remember that this is not saying that low tiers always lose or something because I completely love watching the likes of Hayao, PinoAB7, Sugiyama, and Yamazaki straight-up own a mess of people with these “low tier” characters. I am saying tiers represent the highest potential of a character basically.

However, you don’t have to agree with me nor am I saying I’m right about anything I just said. This thread is purely subjective, and I’m just throwing out my two cents and I would enjoy to discuss opinions with anyone in a formal manner.

Maybe people would read more of your posts if you would cut down the bible story lengthiness of it.

Bible = epic.
I must keep my posts epic. x]

Haha, actually though I was trying to shorten it a bit, but I actually ended up adding more than I took out. :stuck_out_tongue: “Specific is terrific,” is a quote from my English teacher. :stuck_out_tongue:

Since when was I being stubborn? I really didn’t feel like coming up with points of contention for all of your suggestions because that would be an even more epic post than all of your posts combined. (Not being a jerk. Just stating that it would take THAT long.) So I just picked at the fact that you want to get rid of characters whose offensive moves center around charge moves. Trust me, your opinion of charge moves aren’t the only problems with your logic. :stuck_out_tongue:

Advantages & disadvantages of charge moves - In most cases, charge moves have faster startup & faster recovery. For example, take Remy’s LOV vs Ken’s fireball. According to Karathrow’s frame data, both do 60 damage, but Remy’s LOV has 10 startup, 1 hit, & 22 recovery frames. Ken’s fireball has 12 startup, 1 hit & 38 recovery frames. Not to mention that LOV is +5 on block, compared to -11 for the fireball. In other words, charge moves are advantageous according to the game mechanics, at the cost of being slightly more difficult for the player.

Charge characters add variety. I’m fine with you offering your points for how you’d like to change 3s (even though they’re pretty much moot now that SF4 is out :P), but don’t use the mindset of “I want to use this specific option in this specific instance, but charge moves make it harder. So, rather than going with a different option, let’s just take the easy way out & get rid of charge moves altogether.” Otherwise, you might as well just give all characters the same moveset of qcf+something, qcb+something, dp+something.

And Chun doesn’t rely on her SBK to deal damage, and Alex doesn’t rely on his stomp or elbow for offence, so I really don’t consider them to be charge characters.

Hmm, very nice stuff there. I also looked up Oro’s and Ryu’s stats. And there was about the same trend except Ryu has a faster start-up but longer recovery time compared to Remy and Oro. Okay, I really liked last statement of your’s here. Very good point.
But I still wish Remy’s motion was still qcf to see some even more devastating machine LOV’s. x]

Haah, I had to look up the word “moot.” I like both SF4 and SF3:3S, but I like 3s a lottt more. But honestly, I would like to take out charge moves altogether. I actually want a game only with qcf’s, hcf’s, 360’s, and such. However, I guess this isn’t very practical because it’s kind of tradition to the fighting series and everything. :sad: Oh, and Alex’s EX elbow is pretty good to push an opponent into the corner and it’s safe on block and causes a knockdown on hit. Just wanted to add that. :stuck_out_tongue: But I see your point clearly now.

Thanks for re-reading my post and I appreciate it. However… What the heck is your sig suppose to mean?! Who is that? x]