Official SRK SFxT Balance Discussion Thread

Isn’t Ryu’s s. lp a 3-framer?

It shouldn’t be.

From a game design perspective I really can’t see the logic in making Law’s moves so awkward to punish. If they’re supposed to be high reward then make them easily punishable. If you’re a good player it won’t make a difference to you but consideration needs to be applied at lower levels of play too. Characters like law just run riot at lower to mid skill levels for no logical reason. I believe you could tweak his moveset to make little difference at high level play but dramatically improve the character for lesser skilled players. Law is really sloppily designed imo.

Safe jumps DO exist when the player who is knocked down doesn’t roll. Doing a fake safe jump setup and then grabbing your confused opponent is fun, and it makes them guess whether to roll or not.

That’s what I’ve been saying. King has been designed WELL. High risk, but high reward. Law? Hell no. Nina? Even more so. 450 meterless is a win in 2 combos against most female characters WITHOUT METER USAGE. It makes no logical sense why Nina can do that much. It’s not like she doesn’t have reversal options like Kaz, and it’s not like she doesn’t have a combo starting AA that nets 300+. Risk reward is the issue with the top tiers atm. It’s not HORRID like the MVC series, but it’s still there and it shows.

[quote=“Her0_of_Tim3, post:7551, topic:142331”]

ZT’s been like that since CVS2. The losing part too.

Personally I find Hwoarang to have much safer pressure than Law, having a special move that actually leaves him at frame advantage instead of -5 and an overhead that also leaves him at an advantage instead of -3, not to mention his duck being cancellable into specials and most of his normals being cancellable even in flamingo. Law’s f+mp overhead can be punished by SRKs and certain supers.

Law’s flash kick is better than Guile’s and its a motion command instead of charge? How can anyone in their right mind say that is great character design. Either remove the anti-cross up hitbox or make it a charge move…or simply make it to the point it needs to be as a motion move. Having charge-like properties is a fundamentally silly design.

Nice comparison, so true, so true.

I’d love those rewarding specials being -10 anyway.
Messed up hit confirm? Too bad.

yea but shit health,beyond punishable specials,needs meter for reversal,can get jabbed out of just about anything on reaction, I think Nina balances herself out just well for a good character.

Yup. Law’s flash kick is one of the worst things in the game for balance. It’s a move with huge reward for almost no risk. Shit like that makes you wonder what they were thinking talking about risk reward with something as dumb as Blanka’s upball doing 160 damage. Personally, I would favour removing its juggle properties entirely, and giving it about 10 more frames on recovery. It should be equivalent to a DP - a good way to anti air with the right read, but a bad punish if you get it wrong.

I was just creating false hype. Don’t mind me.

Honestly, no. Fighting games USED to be actually competitive. You get hit with something and figure out a way around it. Now people just sit around and whine about dumb stuff. Its -5. Sure the timing is weird and it will be online, but its not hard to deal with. Most of the time like Dex said you can just walk up throw, or they will back dash. They will occasionally come back around with EX FFR. But the Move is -5. Mean if they press a button afterwards, you will get a CH on them. And most of the time they are crouch blocking afterward if they decide to block and if your someone like Asuka than this could be all bad for Law. Bottom line is if you’re playing a fighting game at a low level, then chances are you don’t need to be playing and you don’t really care about what’s going on because its not like your playing for money. Just to have fun.

Oh and BTW you let me know when you are free (which is all the time) and I’ll gladly grace my presence on the xbox and body you 5-0. I’ll Keep SRK open.

I’ve only ever played one other Sakura player, so seeing a neutral jump Tatsu cleanly beat out King’s c.HP twice confused the heck out of me, haha.

And if you are talking about that ZangeifxBryan player from earlier and his friend, then yeah I remember a ton of smack talking during those matches before I left lol. They said they hadn’t played this game in a long time and were playing AE2012. I think it may have been their first time playing SFxTv2013.

I gotta say, this is classic “back in the day, men were MEN” hot air, dude. -5 is punishable, yes, but it’s difficult to punish, especially at the ranges that FFR can leave you at. With some characters, it’s impossible to punish at a lot of ranges.

There are different degrees of safety. You can’t really claim that any move that’s -5 and up is punishable enough, and people just need to “get hit and figure something out”, because hey, everyone has a 4f jab.

You may as well say that a 7f overhead should be allowed because hey, you can block it, and you should be reversaling or backdashing anyway, right?

The fact that Law’s FFR is -5 on block is a problem, although it’s not the most serious problem he has (that would be the somersault kick). I don’t mind it personally, because Blanka can punish that all day. But for a Jack-X player? or a Bryan? It’s kinda rough.

7F overhead? I was taking you serious until that. But seriously, not everything is meant to be punished and not to mention people can still super punish it. They only have 3 options. Mash EX FFR. Dash Back. Or jump at you. Its all about reads. Which is the purpose of a fighting game. You are not suppose to be able to punish EVERYTHING in EVERY situation.

Finally breaking my silence and protest over the god awful forums…but where’s the Lili talk. Tisk tisk…

The Lili hype died during the first 2 weeks. BTW, Lili didn’t end up as S tier as you mainers predicted huh?

You should feel happy or maybe sad…who knows…She’s not that easy to pick up and getting wins with her once you reach her full potential still requires some sort of work. You guys destroy Sim and some characters, like it is expected from anyone with a divekick. :stuck_out_tongue:

I gotta agree with big boss here, they shouldnt tone down moves so that they make it ‘less accessible’ and more punishable just because someone who never even practiced how to, cant punish a move. And to the person who said ‘it should be like a shoryuken’, no, you see, shoryuken is a 3 frame reversal AND a godly anti air, all in one, and thus it is easily punishable on whiff and on block. Law needs to spend meter on a reversal, he cant just pull one out of his ass whenever he is being pressured/frame trapped. His anti air is amazing property and hitbox wise, comes out in 8 frames as opposed to 3, and it is whiff punishable when not used as an anti air. (on block… not by everyone, especially not if it hits max range I must admit, but its horizontal reach is so pathetic that if used in ‘footsies’ as suggested before, it will whiff 9/10 times, and its really really easy to whiff punish it for a full combo with a little practice)

I whiff punish the hk wheel kick followup to a dragon rush combo 10/10 times (and not with a silly ‘catch them in the air reset normal’ either, I land a full combo because I practiced the timing for catching his recovery before he could cancel it into a backflipper), I chase down the CADC backdash/lk wheel kick followup too if they do it more than once in a match, and I can punish FFR with my characters of choice pretty regularly too. Why? Because I spent 2 minutes in training mode practicing each of those, and I make reads, I dont just play mindlessly. (except when I do… :D)

Also the only way a special cancelled shaolin spin kick is a true blockstring is if its from either a cr.hp or from a st.hp, every other way its NOT a true blockstring and you can reversal through, and if you have good reflexes you can do it even online, especially after you caught on to their patterns of using said attacks. Theres a bunch of other little gimmicks like this about Law that once you learn them, he starts to become a lot less menacing. Sorta like how it was with Hugo at the beginning, or Heihachi, except his ‘gimmicks’ arent as easy to counter and read which makes him a solid character.