Let’s face it: There were some characters in SF4 that really got the short end of the stick moves-wise. While you have characters like Chun and Akuma who seem to get some new trick with every version, you wind up with other characters like Dee Jay and Boxer who don’t feel at home in the game because they are stuck with a playstyle/move set that doesn’t make sense in the new engine. With that said, here’s how I want my man Dee Jay to be tweaked for a future iteration:
-GROUNDED OVERHEAD. They teased me with it in Omega, now I want him to actually do it. An overhead would be a great start to buffing his mix up game.
-Target Combos. FFS, he’s a KICKBOXER. You mean to tell me he doesn’t have any legitimate attack strings and has to rely on links for most of his grounded combo potential?
-Reduced Charge Time/Charge Partitioning. Part of Dee Jay’s issue is that he has a worse version of Guile’s gameplan that was supposed to be made up for with a stronger pressure game once he gets an advantage. What we got was someone who failed on both counts. Letting him get his moves out sooner would keep his charge system intact but speed up his actual gameplay.

So, your thoughts, SRK? I’m sure I’m not the only one who wants a character to return with an overhauled move set, particularly after the Charlie reveal.

Lol, don’t hold your breath

Btw i’m kinda pissed about how Ryu moveset look the same, did’n got new stuff and not even already existing moves like the donkey kick or that Omega counter-punch
Not that he need to become a mugen freak, but the idea of a new special was refreshing

As now he just got many normals redesigned, EX srk become a mini ShinSrk and it seem he got a total new throw (maybe a third or replace his old backtrow)
Karate stance is likely just idle animation routine

Hope in final version he will get some new shit

ps: please give Bison his Omega cool stuff

Guile being stuck with 2 special moves since 1991.

The fuck am I supposed to say how they should update my character when I don’t even know how the game and its system work?
Guess I want Ken to be quick on his feet with some fancy combos.
If I’d talk about his weaknesses and how to make him better as a character, I’d be talking about my limited knowledge of 3S and SFIV so what’s the point?

I definitely want him to have the 3S haircut though.

2.5, he got dat special taunt :smiley:

I hope they give Juri some new moves. At the very least a command grab (#1 priority), and some stances along with maybe 1-3 target combo’s. Bonus is a wall jump.

Well since you asked and this was already discussed in the Bison thread so just gonna repost…

**Psycho Fist **(b,f+P) Basically this.

Scissor Kicks (b,f+K), he should talk shit every time he does this move. Strength of kick determines insult (Ex Version just laughs maniacally).

Psycho Banish (d,u+P), from CvS2, overhead + anti-projectile. Strength of punch determines speed and size of flames from hand/hit box.

Death Flutter (d,u+K), From Omega SF4; Ex version is faster and has invincibility frames on start up for escape. You can fully control Bison’s trajectory in mid air during the Death Flutter jump.

Headstomp (K, after Death Flutter), homes in on target’s head automatically. Ex Version teleports Bison immediately over head, knocks down. This would be functionally similar to the traditional Headstomp (d,+u+K) and would replace it.

Skulldiver (P, after Headstomp), Ex version, hits slightly harder, you can combo after it. You can control this, move over the opponent, and cross up with it

Devil’s Reverse (P, After Death Flutter), Ex version faster, hits harder, and you can combo after it. You can’t control this, the Devil’s Reverse strikes at a predetermined angle based on which punch you used.

**Death Throw **(P+K, after Death Flutter), Air throw, Bison grabs your face and smashes it into the ground from mid air, ignites your body with FAYAAHRR upon impact.

**Psycho Warp **(DP or B.DP + KKK/PPP) Also laughs and talks shit during this but now can also be done in AIR! Still has shit recovery, but AIR. TELEPORTATION. Focus.

**Super 1: Psycho Cannon **(b,f,b,f+P) From SFEX series

Super 2: Knee Press Nightmare (b,f,b,f+K) CvS2, SFEx, SFxT variant, none of that Nightmare Booster trash.

Revenge 1: Psycho Punisher (b,f,b,f+PPP)

Revenge 2: Final Psycho Crusher (b,f,b,f+PPP)

And cape. Please.

Re: Palette Swap Shotos

If characters like Ken or Akuma make it in (and they probably will), I really wanna see them diversified and give them some bold changes. Make them deviate from Ryu as much as possible.

For Ken, I think he should lose the fireball completely, make his game style more aggressive rushdown style rather than a zoning character with more focus on shoryuken and tatsu variants, flaming surely. Omega mode had a few pretty good ideas for him (not the foot hadouken though). If we must keep a fireball, make it a super move. This outfit in red would also look great as his standard look (without that necklace though).

For Akuma, he should adopt some of Oni’s moves such as the Demon Slash/Palm, many of his command normals, supers/ultras, or new moves altogether but lose his SRK special completely. Changing up his tatsu special wouldn’t hurt either. He can keep his air/ground fireball game. He ought to take another page from Oni’s book and lose the top part of his gi. Akuma would therefore have the most torn up gi, Ryu would be middle of the road, and Ken’s gi would be not torn up at all cuz he’s rich that way.

For Sean and Dan, I don’t want to ever see them playable in another SF game again so no update needed. Cameo appearances in stages and the storyline are acceptable.