My most wanted change for AE2013

I think it’s an unrealistic option but it sure as hell isn’t that unrealistic. You’d land an air U2 with Cody way before running into a Seth mirror and both doing an LP Super that does 0 damage, counter hits both of you, and then pushes you both back after switching places. That is something that isn’t gonna happen 99% of the time. Cody getting a full hit off U2 as an AA is like 15%. It happens, but you automatically think “I win!” if you get hit by it as an AA.

Good job. Nice assumptions. Without knowing anything about my play style, you assume I spam or do random walldives. How about you just think about what someone else says instead of spouting random hate arbitrarily. Oh, silly me. You already know things about people off of one comment.

I hate to disappoint you but you don’t know everything.

“Hey CapCom, please buff the move that all the scrubs spam”

“i aint no scrub u dunno me its your fault that i made my post look like im a mashing online warrior”

And that’s how I read your posts.

Can Dee Jay a taunt where he rolls up a blunt please. Slows him down by five percent but gives him ten percent more damage.

Sent from my SGH-T999 using Tapatalk 2

A character with a gun. Straight up gun.

Causing stun shouldn’t knockdown. I keep forgetting about bringing this up until I do a combo that cancels into super and the super whiffs because the hit before it causes stun. Or a juggle into another move that burns meter will whiff because of the same thing. And there’s no visible stun bar so it’s not like players can accurately keep track of that.

So yeah, either show a stun bar or make it so stun doesn’t auto-knockdown… or both. No need to be accidentally wasting meter because of that problem.

  1. make cody’s uc 2 always juggles for at least 2 hits if it hits airborne opponents, so it can act as an anti air.
  2. move his badspray’s hitbox upwards a bit.
  3. nerf akuma, cammy, buff yang

Remove all the unblockables from SF4 and try to come up with something better in SF5.

It is beyond stupid when the character model is already on the other side but you still don’t know which side to block. I’m so tired of this game being nothing but knocking down the opponent and then doing ambiguous nonsense in the corner, vortex and what-not.

Would love a lobby setting of “Green Bar players only” so people with bad connections stay away.

Doesnt apply to some of my friends on yellow bar connections of course :stuck_out_tongue_winking_eye:

They should switch out the current Seth for vanilla Seth with the old toetaps, jumping stretchy arms, and better teleports because people didn’t complain as much about him.

http://www.twitchtvfaces.com/images/Kappa.png

How about nerf dive kicks? Cammy, Akuma, Rufus… I’m looking at you. Let’s nerf those bullshit vortexes and guessing games shall we?

Give Dan his command throw. The one that’s in his files but isn’t used. That would single-handedly turn him into a fun and not useless character. Dan pressure FTW.

people will always complain about the flavor of the month. then people are going to realize how to beat it and it’ll go full circle again.

  1. Up damage across the board.

  2. Make the stages shorter.

  3. Make it so you can only build Ultra from Focus.

This is is it. Getting back into this and coming from VF, this game takes F O R E V E R. Note: I do like the slow pace of the game, and don’t expect this to be be AS FAST as VF, but the first two changes would help make this game A LOT more exciting. The third suggestion is just because Ultra as is, is just bad design.yr

i am reading such bulshit requests here , its insane !!!
some ppl should simply quit playing this game

CAPCOM leave the strong as they are , buff the weak !!! thats all thx

Make Oni into Shin Oni.

Sakura should hit harder, get a 3f shoryuken, make her lk tatsu +4 on block (ex would be +8). Oh, and make her hadoken the same as Sagat’s high tiger shot as far as frame date goes (still chargeable of course, don’t want to give up my corner oki).

I think it’s pretty fair.

Dp’s only FADC on HIT. I main sagat so it’s not like I’m complaining about it :stuck_out_tongue:

I just feel that some characters get way too much advantage off of a FADC compared to other characters.

2012 is already amazingly balanced, so I think 2013 should have nothing but slight nerfs to even out the cast:

-Slightly reduce the amount of meter Seth gains. He is so offense oriented that he gains tons of meter very easily which leads into mixups that are highly in his favor.
-Add 1-2 frame recovery on Akuma’s demon flip into palm when whiffed. Slight nerf to his vortex which is just too safe and strong.
-Add 1-2 frame recovery on Cammy’s non-EX dive kick. Her vortex is so strong and for the most part safe.
-Reduce chip damage on C. Viper’s ground pound. A sequence of these is almost like being hit by a jab. Slightly reduce Ultra I damage since she can combo into it so easily.
-Adon’s standing HK should only hit once. His Jaguar Kick and Jaguar Tooth already break armor (and are practically safe), he shouldn’t be nearly unfocusable.
-Add 1-2 frame recover on Fei’s second EX rekka. The first EX rekka is completely safe on block already.
-After hitting with Ultra I, Dhalsim should only be able to juggle half of his Super. Ultra -> Super -> extra hit is SO damaging.
-Make Zangief’s lariat a half circle motion + PPP or KKK. It takes no reaction time at all to bust out this move that has invincibility. What other move with invincibility requires the press of one button?

And fix this already!
-Search for 2 person lobby endless matches

Being an Akuma player I wanted to comment on the palm nerf, but looking at the rest of the suggested nerfs I decided to not even bother lol

What a well thought out argument. Comment on it.