I like overheads being character-specific, there are some options that certain characters should deliberately lack. Dudley is a good example, he’s an all-or-nothing character with a great overhead (though focus attacks and DWU mitigate his weaknesses, which defeats the point of his design).
Imagine, for example, if EVERY character had an invincible AA. Suddenly M. Bison and Vega would become ridiculously strong.
With overheads, I would like the property to be apart of a normal move. Like how Alex and Hugo’s standing fierce are overheads without it being a command normal. More of those would be nice.
I wouldn’t mind if the shitty (see Honda) overheads lead to combos.
I don’t like how some of the best overheads in SF4 also leads to a combo. It should be either or unless it belongs to a character who really needs it, like Dudley.
I don’t really understand this, Poison’s OH is one of the few in SF4 that consistently DOES lead to good stuff when used as an OH (E.G. hitting a crouch blocking opponent.) OH can lead to a 200+ damage combo fairly consistently on any character other than a couple of characters with tall crouching hurtboxes which you need to do the OH from far away so it hits late. Her OH also avoids crouch techs and stand throws when done with proper timing. It’s very unsafe but it’s got a good reward and utility.
Unless you are referring to SFxT Poison in which case you got a pretty fair point, her OH in SFxT is bleh.
I think Hugo’s overhead is b.HP so it is a command normal. But everybody had universal overheads in 3S which I think everybody could combo out of depending on the frame the UOH hit. The compromise should be that if a character has a unique overhead that goes over lows or something (and not like in SF4 how some airborne overheads lost to c.MK) it should always be at least -3 on block. And it shouldn’t have a lot of active frames to where it accidentally works as an anti-air. That’s what was kind of cheap about the UOH’s in 3S. Lots of active frames and airborne to boot. But a great answer to challenge somebody’s throw game.
Quick question: how long is the frame window to punish a Hadoken with a full jump in combo in SF2 and SF4 using a character with a median or average jump?
Personally, I am tired of character specific combos. I would be content if they did like in 3D fighters and have characters fall into one of three weight categories for combos: light, medium, heavy.
I’ll be completely fine if OH’s combo (naturally is preferred but I’ll take CH’s as well) BUT make it a 1f link to avoid ease of access. That way you can reap the rewards of a hard link AND really put the pressure on your opponent making them worried that you can land that 1f link with decent success. Thus could open them up for more mix-ups.
I’d love it if overheads were to lead into a combo.
That, or have them cause enough damage so the defender doesn’t just shrug it off.
I for one tend to not care about failing to read or react to an overhead in SFIV, since most of them do so little damage, and even fewer lead into a combo sequence. It’s one of the reasons why I’m never surprised to see even in high level play, the defender eating 2 or 3 of them in a row, because it’s usually better to just take it than to make a bad move and get tagged by a low that might lead into more than what those 2 overheads did.
As someone who prefer’s 3rd Strike, I’ll admit that my bias for that game is part of what makes me want overheads not to combo outside of specific situations (e.g. Ken’s overhead comboing to super only if he hits it low enough).
Steve Fox had an overhead like that in SFxT. He had a fast overhead he could use as a poke and would cause stagger on counterhit. Holding back down against Steve wasn’t smart.