I’m sure Yun mains would LOVE a guard meter.
Let Dan jump taunt do damage andLet Hakan cancel his super like Abel. I am glad they allowed his normal slip grab to be canceled but can his super be cancelled as well?
general changes:
reversal window made stricter.
ultras do less damage.
reduce input leniency.
improve netcode.
Cody:
faster walkspeed (boxer).
F+HK counts as airborne (for body hopping).
decent kara throw.
these changes would improve Cody’s offense while still maintaining his poor defense, BALANCE
pushing things: add Alex, Karin, Q or Urien lool
No, he can’t, and it isn’t needed. Super is nigh-useless as is, and why would I waste a full super only to cancel it anyway for a BAD mixup? (bad because theres a super flash)
I agree I play against a pretty good Sagat and Ken and those characters use auto-correct to it’s full potential, going so far as to attempt putting in both directions and letting the game “pick” what side the move comes out on. I don’t like Auto-Correct at all.
But even proper DP’s can lose to air attacks. How is that fair for a none-EX move? I can understand making it better but this seems like it is going too far. The other stuff seems legitimate.
At this moment, it will not beat any air moves. If someone does a jump with any attack, it will beat regular soul throw; a move that only hits if you are in the air.
Effectively making it a USELESS move.
And this is when you see them jumping towards you an obvious jump. Also; I’m not saying it will beat every air attack; I’m saying that it will beat air attacks badly timed; of course you have to have the hitbox of the soul throw hitting the disjointed grabbox of the opponent. ALSO; it runs out of inv. in 7 frames, so when it runs of out of invincibility, she still wouldn’t be there depending on how high they do it.
It’s a legit buff; it shouldn’t ALWAYS use; it’s an air grab, it’s not like you can’t safejump it and that it beats everything in the air. We just want it to have uses. It’s also extremely unsafe and is always a risk of you try it.
The opponent shouldn’t be jumping towards me anyway.
Rose-
Give back her 0 frame Ultra and meter gaining projectile.
Make one of her light normals at least +3 on block, the most she has is +1 on block.
Bring back the advantage on her slide.
Rose’s soul throw grabs pretty much anything Fuerte can do in the air except for Guacamole I think.
I disagree with all of them. Her +1 on block is good enough because her normals are fast enough and the hitbox is always in front of the hurtbox that none of her normals including her slide should be nerfed or buffed. We don’t want to break Rose; her slide is good enough in this game. She’s a very potent frame trapper.
Fuerte can mix up all 3 of his run attacks on Rose on wake up. You should be going for safe slides etc. And his run strong beats it out; unless it is EX Soul Throw.
Dat Rose back dash
Soul throw routinely beats Tostada (run strong)
The soul throw has to be preemptive; it can’t be onreaction; that’s dangerous; punishable by RSF if you decide just to stop.
Rose shouldn’t ever backdash on wake up against Fuerte; 2/3 options beat her backdash after running :/.
Soul throw needs improvement but full invulnerability is not the answer
People don’t use EX Soul Throw even with the invincibility because no one jumps towards anyway.
That’s the only way that HP Soul Throw would be used over crouch fierce.
IBUKI
[LIST]
[]4-frame LK Kazegiri (lowered damage)
[]cr.HK xx st.HK works the same as in 3S (when close st.HK is 2-hits)
[]f+LK chain into itself, no longer special cancel-able
[]EX Kazegiri launch a little higher (so that FADC is easier to react with on hit or block)
[]backdash more recovery frames
[]LP Raida safe on block, less stun
[]2nd Impact Target Combo -> cr.LK xx cr.MP (High Jump cancel-able, not special cancel-able) *****
[]EX Kasumi Gake hit-invincible, same speed and distance as HK Kasumi Gake, 2-frame less recovery
[]EX Hien faster, less damage
[]Ageman (1-hit) juggles for one less hit
[]Hashinsho moves Ibuki closer to opponent by a few pixels
[]st.MK has less range (Tsumuji Loops will have to use cr.MP instead. And st.MP, st.MP, st.MK no longer possible to certain characters, allowing for st.MP, st.LP, st.MK instead).
[]Increased damage on Neckbreaker and LK Tsumuji
[]Jump-back Kunai makes her fall back again, but not as much as in Super
[]Kunai has no more height restriction
[]Lowered stun on air-grab, but pushes opponent further across screen (by a little).
[/LIST]
*** **essentially able to cancel into Ultra or Specials, but requiring good execution. In 2nd Impact it was too easy to do cr.LK xx cr.MP xx Hashinsho.
Balanced.
They really need to think long and hard about this balance update. The fact that its free should show that SF4 is nearing the end of its update cycle. They have to think ‘with all these games coming out, what will keep this one played?’ Of course, maybe they just want us to forget this game and move on to SF X TK.
I don’t see why people wouldn’t continue to play SSFIV after SFxT releases. I mean, the games are looking very different. At least distinct enough from one another that one doesn’t merely replace the other.
Fei standing LP to +5 like it was in super. Nerf hitbox on yun J mk. EX Lunge to -2 on block. I don’t want anything drastic in this patch, but realistically they won’t do another one like this so they might as well do what they can now.
Because it’s Street Fighter, SFxT is not.
Right now, the equation seems to be SF4 - Ultras + nerfed execution + juggles + tag system + Tekken characters and recycled SF4 models = SF4: Street Fighter vs. Tekken Edition. I don’t see any room for SF4 unless they continue to support it with yearly revisions, which will probably be the case. It would be commercial suicide to let their most popular modern franchise languish.