Official SRK SFxT Balance Discussion Thread

I don’t know why the Rufus DK frame changes are being disputed. As taken from the SRK front page:

“Falcon Kick (DF+MK) has an added collision box to the foot, making the move not cross over as easily; at its fastest, Falcon Kick is about -4F on guard.”

Until stated otherwise or disproven, I’d awsume the information accurate.

It has one already.

Can his overheads be faster or safer then? He has no reliable way to open someone up outside of his jab pressure. MK alter ego especially has terrible risk:reward as it does only 120 damage, doesn’t give good oki, can’t be tag canceled to more damage, is unsafe on block, and isn’t very fast at all at 27 frames. Mk skullsmasher only comes in a string, can be mashed on, and the high/low can be rhythm blocked without reacting if you simply start standing then crouch.

Don’t get me wrong, raven is really good, but he kind of needs his jabs or he doesn’t really have offense. All of his other normals are slow or don’t generate frame advantage.

I think keeping him intact as a character and nerfing his meter gain(windcross gains 40% of a bar) or his damage would be better for the game.

Me personally, I wish they didn’t go the universal hitbox route, or atleast make it so not everyone’s s.jab hits crouchers.

As a ryu user, I would be fine if they made rh joudan zero or -1, just to shutup complainers. In the end, that cf hanged will only affect shitty ryu users. Hell you can make it unsafe for all I care, but if they did that, then they need to speed up startup to eliminate the huge gap between hits.

Also as a Paul user, he’s not that bad. But if I were to change anything, I’d just want his c.fierce have faster recovery so when used as AA, I don’t get punished after I AA them. And maybe faster startup of Phoenix smasher, since its -10 on block, to eliminate the interruptable gap. That’s really it.

Yoshi just needs hitbox adjustments. Like c.forward. half his leg has no hitbox…

Speed up some normals, or even let him have some normals cancelable, that’s killing him that he has to always result to chains just to combo specials…

The speed of Raven’s Alter Ego overhead is deceptive, yes its 27 frames, but he’s invisible for a part of that start-up so you can’t tell if he’s going high or low.

can also be rhythm blocked, block low then block high. LK is 6 frames faster, and you can react to the mk version anyways, the animations are different enough.

The risk:reward to do an unsafe and reactable move that does 120 or 130 damage and can’t be tag canceled to be made safe/do additional damage is atrocious.

It should have a slightly higher minimum height than it currently has, is what I mean.

Raven has some of the best keepaway in the game, why does he also need meaningful ways to open people up? Stand jab pressure would still be there, it just won’t be quite so strong. It’s like saying Guile needs tons of ways to open people up… that’s not his game. He’s a hit and run character capable of forcing mistakes and doing chip. And don’t forget about Raven’t amazing j.MK… might be the hardest crossup ever to block.

Sort of the same with all the Julia talk going on before. She’s got great footsies, yet people would rather try to play her in a way that doesn’t suit her style, then complain when it doesn’t work. I’d say she has pretty good mixups to complement her amazing pokes. People want to buff her mixups and leave her footsies intact, without thinking what that would do to the balance.

well hp smasher is -5, fairly safe without meter against a good portion of the cast.

he needs to have a faster walkspeed (and maybe a better forward dash) and shredder needs to be improved dramatically. instead of 10 frames start up AND a crappy hit box it should be 5 frames with a solid anti air hitbox. ex version with 6 invin frames on top (currently 9 invin, 10 startup) so he has at least a limited reversal option and reliable anti air. costs a bar so that would be more then fair. j.mp needs to be 5 frames (so 4 less), atm he has literally no a2a option that is neither slow or has a crap hit box. those three tweaks would make him fairly solid imo.

Guile has one of the best overheads in the game. It’s incredibly fast at 16 frames, you can combo off of it, and it’s also safe on block. I believe the target combo into it is also a true blockstring, so you can’t mash out of it. The thing is with Raven is that I don’t think you should be able to just down back him without having to deal with some sort of mixup that doesn’t favor the defending player. I think you should be rewarded for putting the other player in blockstun. Hell in a game with alpha counters and bad throw range jab pressure isn’t even that good.

Uh, all versions of Phoenix smasher is -10, not -5. Hp version is just deceptive since the blockstun is much longer, so you have to wait longer before punishing. I guess having a little faster walkspeed would be nice, for the simple fact that it would give him a chance to actually land a throw.

I’m not really concerned with shredder. I mean, of course it would make him better, but I don’t want him to be generic and homogenous, you know? As for now tho, it has one good use, multiple tag combos, and I’m personally ok with that

Personally, I think a walk speed buff would help Paul out alot.

I’m fairly certain that hp smasher is -5. just test it yourself (rolento’s c.mk 6 frames won’t hit, while ryu’s c.mk with 5 frames does - his super also). lp+mp are -10 tho.

and as of now, shredder is simply one of the worst specials ever put into a street fighter game. he wouldn’t be generic to the slightest (tho he has that s.lp goodness curse, which would be even better with better walkspeed). I don’t want him too strong either, but shredder’s unusefulness is bugging me out and cutting it down to 5 frames and giving ex version 2 more invin frames would solve a lot of problems without making him anything more then barely viable. I want that walkspeed buff + shredder tweak and I’d be a very happy player.

It is -10. Do a team super with Paul. 10 frame startup, it will hit hp smasher. I tested this on launch day after I read the Brady guide, stating it was -10. I didn’t believe it either cuz I was using it for 2 weeks without worry. Sure enough, it is -10, the locals punish it all day

I can ASSURE you that it is -5. for hp version ONLY. paul can’t punish it with his cross art, neither does a reversal timed hp tiger upperct (6 frames) hit. flash kick (5 frames) and ex tu (4 frames) however do. rolento c.mk does not hit either.

you’re getting punished because you do not use the hp version.

hp smasher, switch cancel is btw +9 on block outside of the corner.

I have been operating under the assumption that the move often hits slightly meaty, which combined with the huge guard stun, makes it weird to punish. Think of it kinda like Balrogs dash punches in SF4.

with 7 active frames it’s a great great meaty move that trades with nearly everything. there are many setups paul can use to set up a meaty smasher. it’s hella easy to cross cancel tho. but I mean plain close hp smasher, or c.mk xx hp smasher. whatever you want.

Dude I use Paul on my my team, I know its -10, I only use hp and ex versions Take your ass into training mode, don’t make me post a video proving it. I’m not some dumbass scrub

me neither (just take a look into the paul section of the forum; I’ve been spending time collecting data even before the release). in fact I’m in the lab right now and neither revrsal tu nor rolento c.mk hit after the hp version, while I can make him punish lp+mp version easily even via turbo.

I’d like to see a video (I mean seriously, maybe I’m just unable to punish it properly), if you would be so kind.

If that’s the case, then frame data in the guide is wrong, cuz cross arts is listed at 10 frame startup, and it hits off a reversal timing. Ryu’s hits too and that’s a 9 frame startup. I guess there’s somethig odd at play here then. Either the guide is wrong in many areas, or cross arts have a funky property. Hmm

the guide has so much wrong frame data, it’s not even funny. I’ve found alone 3 false data for my 2 characters within the first day after the release. and there are reports on many, many, many, many more. [the guide even says morta is +3 on block in the table and -3 on block in the text]. I just tested to punish it with paul’s cross art (wasn’t abel to with reversal timing, neither was I able to punish it with his super [7 frames start up]). tested it against lp+mp afterwards and it hit.

there is also something odd with reversal timing tho. the reversal - sign does not only pop up on the first frame but later as well. I can’t remember where that was the case, but sometimes I was able to hit a move I tried to punish via reversal (sign showed) and sometimes not (sign showed) back when the game was released.

btw I’ve tested various chain disadvantage and it seems to have a pattern (did not test ALL but spot tested)
Move -10 frames for Heavy Versions (e.g.: far s.hk is -10 and c.mk~s.hk is -20) and -5 for Medium versions (cl.mp is +5 on block and +0 as a chain). is that true for all characters or are there differences unique to each character?

Hmm, well, I guess you are right, my apologies. When I first tested this. I just used cross arts since I already knew the startup, and pretty much left it at that.

Edit, yeah I’m a dumbass. Lol. I think what happened was I might have had a bad recording and the cross arts were hitting on the timer reset and there wasn’t a solid recording of constant block lol.

One thing is for sure, I’m a training mode noob. Lol

So yeah, ill be damned, learned something new today. Good shit. I was definitely wrong