My most wanted change for AE2013

That Dan command throw would make him a LOT more fun and versatile… man I wish they’d kept that.

Dude, mixups after lk dan knee I would hate him even more.

A fast overhead would make Dan worthwile

how about we just fix all the glitches.
Example people dropping out of shit. Sagats corner ultra, cody super and im sure there are more.
You get the gist.

Add some feature like online training mode
Add a couple more stages.

Everything else i feel is people asking for shit for themselves and the balance team will figure shit out if its that fucked.

I thought the Arcade edition v2013 was only going to be a balance update, doubt they’re gonna add any of these things besides some balance request. But if they did make Hyper Street fighter 4 Arade Edition it would be pretty bad ass though. I think they are saving all of those highly requested characters ( Rolento, Elena, alpha3 characters, and more) for Sf5, just to keep the hype up. No point in putting all your good characters in one game and then having fans bitch later about the next sequel being to similar. Lol
If they are going to add characters they should just add decent level of appeal ones not super bad ass ones. Yun and Yang already covered the bad ass part for new characters already. Lol here comes the flaming o_O

For Cody, you just need to use the right version of the Super and they won’t fall out. For Sagat, it’s supposed to be like that. The exception is Rose where the 3rd uppercut doesn’t trigger at all. Still, I don’t want that thing fixed, allows for some nice combos. Unexpected results will happen in a game with hitboxes like these. It just adds some cool situations if you ask me, and if you can do it on command, they might make for powerful mix-ups. For example, Fei Long’s Rekkukyaku.

Definitely adds a lot to the game
+Chun Ultra randomly dropping people
+Viper Ultra randomly dropping people
+half of the fancy Juri U2 setups not working (0:37 first one)
[media=youtube]Mk0taROz6lQ[/media]
Yeah cool situations

And Dee Jay.

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v2013 isn’t even confirmed, far from it actually, I say fixing stupid glitches and adding a couple of features that would help both online and tournaments would be WAY easier on the developer team than balancing the game out which requires a ton of testing.

[media=youtube]Tm5yAPTL1yw[/media]!

Oh it still drops if you use the right version
Im mainly focusing on the AA HK version, aa MK dropping i dont really care

But if im being real i never ever use that shit in matches does so little damage for much meter

-Chun’s isn’t random, it’s character specific and will never happen on some characters and always on others (at least with her usual setups). It can be made to work on those characters as well though by using a different timing. Now, if you look at how it was in Vanilla super (Or was it vanilla AE?), THAT was glitchy and needed to be fixed.
-Vipers U1 only whiffs if you hit a limb or something, or at absolute max range. Can’t see it happening in a match unless they throw out a random Ultra.
-Push a move to it’s limits and a lot of things will whiff. Even Rufus’s Super (Last hit) and U1 can whiff mid-combo in very specific situations. The same thing happens in games like 3S as well.

If your moves are prone to whiffing in specific situations, don’t use them in that situation. Not that hard. And frankly, I’m first and foremost a combo video maker. Of course I don’t want them to remove exploitable things, makes the game less fun for me.

Well, then it’s clearly not supposed to be used like that. I mean, his U2 almost always leaves him punishable on air hit as well.

Nice, didn’t know about this. But is it as consistent as it is with Rose?

As far as I can tell. Happened at NEC or SF25th qualifier last weekend.

Every character falls out of the HK version if it isn’t used a very specific range. Too close or too far and they fall out. If done after certain juggles they fall out (the move has only 1JP on the first hit 2JP on the second ect in addition to the physics issues. Plus the hitbox can often whiff the first hit on certain characters at certain heights. There is a very small window where the HK Super will connect as an anti air, and that window changes depending on the opponent’s character, their height, distances, and what move you are trying to beat.

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So how is it supposed to be used? You can’t exactly FADC into it, it whiffs on crouching opponents also. If you are going to combo into from ground based combos why not use his LK Super instead? Or his MK Super?

And his U2 does ALWAYS leave him punishable on air hit (personally I don’t think it should be, you’re only getting 160 damage off the dust and on grounded opponents the move is -28 and sometimes punishable ON HIT (because they recover from the dust before the wrench swing connects if it’s done at the very edge of the move.)) But that is neither here nor there and is something I’ve come to accept as a weakness in the move.

even cr fp xx HK ruffian xx HK super can sometimes drop people. its pretty dumb. 4 bars for…

in terms of punishes
Cr fp, cr mp, HK ruffian xx Super does 488 damge/ 380 stun
cr fp cr mp HK ruffian xx crack kick to ex CU juggle does 389/ 628 stun
Hmm blow 4 bars for some damage or burn 3 bars for a potential followup stun that i know wont fuck up

The super combo is much harder to execute and because of the pathetic stun good for anything except ending a BoX.
I have no problem with useless moves as alot of chars have them but for 4 bars i expect that pathetic combo to no drop.

ya dig?

Nah, if you can hit a Dhalsim limb or something and get one hit from the sand you can juggle into animation, which is why I said almost since otherwise someone would bother to point that out.

Oh, in that case they should probably tweak it a little. I know Dudley can whiff his super mid-combo in a similar fashion too.

Take out the easy reversal system.
Make input shortcuts optional.
Nerf Ultras. Either nerf damage or something.
Remove FADC’ng on block.
Remove Option Selects.

“Take out the easy reversal system.”

  • No, it would change the game too much.

“Make input shortcuts optional.”

  • Great idea.

“Nerf Ultras. Either nerf damage or something.”

  • No, Ultras are not that strong, with the scaling system. With the exception of some characters (Viper, Rufus), Ultras are not that scary. That, of course, unless you are keep getting hit by random ultras. Plus, they are really cool.

“Remove FADC’ng on block.”

  • I could agree with that, but the problem is, the recovery of specials in Sf4 is much bigger than in ST, so it’s kinda compensate. Plus, you are wasting 2 meters.

“Remove Option Selects”

  • They are a part of SF since sf2, they can’t be removed.

I would hate this game without option selects. There are too many defensive options as it is. It’s not OS that is silly, it’s the strength of okizeme.

Oh, and one of the reasons this game has such a lenient reversal window is because of level 3 Focus Attacks. They are unblockable, but reversals will break them. If you make reversals too hard, people will start spamming these on wakeup. Which isn’t that big of a deal because in older games people piano reversals to give a better chance of success like in ST. The problem is that some characters’ only effective reversals are EX moves which can’t reliably be pianoed.

I suppose one thing they could do is keep the wakeup/reset/dizzy reversal window, but lower it while you are in block/hitstun. This will make it harder for people to mash through links. If they do this though I want chars like Boxer, Cammy and Sakura to have more pushback or less frame advantage on their lights.

No :wink:
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:shy:

Always in a real world scenario. The ability to hit them with an airborne hit is not only distance dependent (the range it works is less than 1 large training block) it is also height dependent, character dependent and dependent on the move the opponent is/isn’t doing at the time.

There is probably nothing in the game that is “possible” but less consistent and requires more factors that are not in the players control than landing Cody’s U2 off an air hit.

E.G. 99% of the time is close enough for an absolute such as “always” or “never”

It’d be easier to consistently do this:
[media=youtube]CaeZJJRoHoc[/media]