The only character who I feel charge is a problem with is Q. Only reason is I want to do s.mk ex dash punch after parry (maybe it’s possible with charge partition?)
Kara throw off of charge moves would be nice. Everybody who plays as a charge character have gotten charge attacks instead of throws. Just think of all the new kara throw possibilites.
that reminds me of when I was playing Q and was stuck in the corner, my opponent used a shoryu which I blocked and I wanted to kara-grab him as a punishment. what happened was I ended up on the other side of him and did a dashpunch. what probably happened was that I got behind my opponent with the b.mp kara and my lp+lk input became a dashpunch instead of a grab since I was now holding forward.
but yeah, chargecharacters getting out the chargemove instead of grabs after optionselect parries/normal parries/after random crossups is probably the biggest problem with chargecharacters in this game, at least for me.
and I don’t think Q suffers to much from charge. just do EX slaps or super after parry, it’s good anyway (altough Q seriously sucks).
Fully agree here except i like whiff meter building. chun will need it if she has one stock. so do characters who need ex like yang.
Some enhancements would be. leave ken alone.
leave akuma alone
leave makoto alone.
leave urien alone
give dudley more invincibility on his command dash to go through projectiles.
iibuki is fine
yang is fine
oro is fine
ryu is fine
necro is fine
alex needs better priority
sean, more damage on supers.
remy needs to charge meter on sonic booms
Q is fine
Hugo is fine
elena needs a better hit confirm thats parryable low
twelve needs faster walk speed
It’s not hard to understand why chun is so good … she’s fast cr. MK controls horizontal space better than any move in the game and confirms into 45% off her SAII. Cr. MK out pokes the cast so well it decimates their ability to play a proper footsie game as cr. MK goes so low lots of moves simply can’t hit her during it (oro st. RH good example).
Chun is the only character in game on wakeup whose default stance is crouching. This means on wake up many characters lose wake-up mixup options. Example, Urien often does a standing punch for a high parryable only attack mixup. Even if crouching other characters would be forced to block based on default stance being standing when waking up. Chun ignores this option so low parry into throw is a stronger option leading to more damage.
He SAII deals more dmg than any other 2 bar super (crouching damage increase ignored on some supers) and confirms regardless of distance off cr. MK.
In essence chun eliminates other options in the game by being short and controlling space with a high damage normal (cr. MK). This combined with Kara-throw mixup and b. FP for a high parryable mixup make her incredibly powerful as it’s just easier to win when your opponent has less options you have to concern yourself (shortness) with and he doesn’t have any to yours (cr. MK).
think about this.
in boxing,if a play fight with mike tyson,
does he have to had nuclear punch like tyson?
players have various different types of his situations and skills to play
and most of all, the state of fighting time.
but sure, most sports game need its weight,
we can compare it power of punch in fighting games.
in my thought, it’s ok to sf33s.
example, it seems that chun li is very strong character of others
but our best chun li player is hard to win fight with even yun or ken.
i want to say that most of players don’t know how to play and whatching a fighting chun li.
original arcade sound track is best. if im playing console i change the music back to arcade everytime. its all about being as arcade authentic as you can get.
Sure 3rd Strike is unbalanced in some respects… but that’s not the point. The point is that 3rd Strike is what it is because that’s how it was designed, and what we have is a masterpiece. Sure you could theoretically change a few mechanics to make it “more balanced”, but that would take away from the beauty of the game we already know and love. The Mona Lisa, the Sistine Chapel, Mozart’s Requiem… all of these works of art could be modified to be technically “better” but in reality no true artist would ever want that because they want to appreciate the work as it was naturally created.
In another respect, you could argue that 3rd Strike is not unbalanced at all. Since it is primarily a game of the mind, all of your tools (parrying, grab techs, reversals, etc.) can dissolve tiers and give you the power to win at any given moment. You can counter almost anything and everything in this game. This is not true in other games where blocking and dying is your only option in certain situations.
I would change quite a few things. But it would be small tweaks for a big change, not like STHDR (FYAE).
I love the game and I do my best, but a good Yun will always be downright unfair. What bothers me the most about Yun, is the command throw, which is the definition of overkill. I’m fine with everything else but the command throw leaves a sour taste and really destroys the game for me.