My most wanted change for AE2013

if you add only 1 recovery frame on cammys non ex dive kick you make her useless,she becomes like imediatly low tier ,cause then you could grab,DP,super her for free…she would have basicly no options anynmore to presure you…even nowher dive kicks have to be spaced corectly othervise she gets punished

and about akuma i dont know what to say , he got nerfed so many times , i dont know if he can handle 1 more nerf … he is like cammy , you nerf one tiny thing and you make him useless … but yes i agree his vortex is too strong

i would rather nerf or rebalance seth … the guesing game with him is just not fair …you have a 33% chance to gues right… gues wrong 2 times ad you get dizzy and perfected … i would say take away his abnormal SRK priority

you want more buffs for the allready high tier sakura ??? i cant belive this…dude she is insanely strong,what the hell do you want more from her?

ok then i’ll play along:
hey CAPCOM give ryu his escape tatsu back,cause ryu sux right now … also it wouldnt be bad to give him 1 more frame advantage on his solar plexus so those
1 frame combos become 2 frame and are easier to do online
also give cammy her instant non ex dive kick ,it would be nice …thx!!!

and i almost forgot TAKE BLANKA and EL FUERTE OUT OF THE GAME NOW !!!

That’s not true, Cammy isn’t currently at 0/frame disadvantage when she does a meaty non-EX dive kick during her vortex, so adding 1 frame of recovery will not make her useless since she’ll still be at an advantage.

Reducing the amount of meter Seth gains would affect how often he can throw out his SRK that has an incredible 7 frames of invincibility and make it safe with FADC or go into head stomps that lead into another mixup in his favor.

  • Turbo speed setting to make the game faster
  • either 2 supers or a 3rd Ultra for each character
  • More stages, character specific
  • Some balance changes, buffs to the entire roster, yes even the strong characters.

Why just +1 more on hit? I say we make give it +4 more frame advantage both on hit and block. This means he can do dp/throw 50/50s off of a blocked one and you can’t do shit about it, as well as making his 1f links 5f links. I say we also make his hadoken break armor just to teach those focus attack back dash scrubs a lesson!

As far as Cammy goes: she’s fine the way she is. If anything, ex dive kick should hit overhead, she should get an additional command overhead (you can combo into sweep off of it just so you can still vortex your opponent). Oh, and I think we should give her a command grab with Zangief’s range, but Makoto’s properties. You can combo off of it, and ex has armor. Except it’ll only be 5f because we don’t want her to be broken! She also needs her srk to be 3f so she can’t be safejumped, and give her a command-version of the sonic boom. Lastly, make her cjab +8 on hit and +11 on block.

I think that El Fuerte’s run mk should be a move that is -320 on block, but +320 on hit. It would have 30f of startup though so it’d be fair.

You might as well just play SFxT or just play a real SF game with the 2 other people that still play them.

Option Selects are pretty much fighting game 101. You’d have to remove a lot of buffers and cancels for that to happen.

-Reversal windows akin to 3S, please. Not happy with how DPs work in SSFIV.

or

-Just remove 3 frame scrub DPs.

Never played a SF game seriously untill SF4 [CS 1.6 all the way fuck fighters! jk] but i would love the reversal window to be lowered. but i doubt that would ever happen :S

-Actually it wouldn’t. You can piano if you want and on top of that you have a 5 frame reversal buffer. It would lead to more mixups akin to sf2.

-Not completely true across the board and why would it matter if it’s different than ST? ST had enough differences that you can’t really compare them in this case like the amount of damage for example. Also, you’d lose no meter. Oni has this and for some reason is the only character in the entire cast with this restriction. It’s just an OS. If it hits it takes 2 bars and you get FADC. If it’s blocked you lose no meter and actually get punished for using a DP.

Someone said something about adding more ultras to the game. I’m down with that, I mean even if they work the same as another ultra they already have, because of how long some of them take it really gets boring after awhile to see the old ultra animation go off over and over again. Or maybe change some other things about them like, for instance what if you had like a Dlhasim ultra that did less damage than his ultra 1 but knocked the opponent to the other side of the screen or other properties that had effects that would maybe not deal tons of damage but would leave your character in a good position or get your out of a bad position. I mean i guess they already have them for some characters but I would just like to see more ultras, or atleast have all of them sped up a bit. Can someone use words for me? I’m not sure where I’m going with this.

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This has been addressed many times before. You can’t reliably piano EX moves which are some characters’ only practical reversal option.

Balance that doesn’t revolve around making all characters mediocre.

Make Yun AE11 tier again…
Just kidding, at least give him his invincibility back on EX command grab.
And finally let us ultra 1 or light lunge punch after an ex lunch punch again!!!and maybe buff the damage on crouching strong if i can squeeze another one in there. Lol that should put Yun at a Solid B tier. hehe

That would make Sim, already a pretty bad character, even worse.

Universal changes:

  • remove unblockables once and for all (and when this is done, revert some of the changes made to nerf unblockables eg. Adding 2f to Blanka’s b.throw recovery)
  • adjust pushboxes so that you don’t get pushed away while attacking an opponent who is waking up (Boxer is the worst offender)
  • speed up throws, techs and ultras

Semi-universal changes:

  • confirmable DPs should be EX only.
  • slightly increase the pushback on lights that are +4 or more on block

Glitches/other:

  • fix Gouki and Gouken’s BGM
  • fix Sagat’s Ultra glitch where it sometimes doesn’t even fully animate
  • fix Guile’s direction-switch glitch (although IMO he should still be weak to x-ups)
  • fix the counter-hit indicator so that it always displays when it should. Getting hit on frame 0 of a normal on wakeup should also count as CH.
  • all forward dash frames should be throwable by all chars
  • fix wakeup glitches that allow for extended invincibility
  • display the command for the selected ultra on the VS screen

Crazy-cat-lady ideas:

  • “reversal” backdashes reduce ultra meter
  • reversal window out of block/hitstun dropped to 2f or 3f. reversal window on wakeup stays the same.

all reversal windows reduced to 2f

Easiest way to kill the online community. People will just spam level 3 FAs on wake up all day.

You seriously just suggested nerfing Dhalsim. Wow.

And making feis 2nd rekka punishable would make ex rekka a completely useless move, being able to hit confirm off two is the only reason its used.

this is more the fault of the netcode than anything else though.