Official SRK Ultra SF4 Rebalance Request Thread

Dashing isn’t something you do much to close in on opponents as Makoto either (unless you want to eat a fireball to the face)

Mak has the most awkward movement spurts in the game by a huge margin, gotta use her command normals and divekick-esque axe kick and FADCs if you want to actually close the distance since her dash range + recovery makes it tough to get in close without walking into a fist. But if you leave an opening for her to be able to dash in safely she’ll be in your face in 2 1/2 dashs from full screen.

It’d be incredibly OP but I wish Makoto had a wall dive kick like her ultra 2 starts with, but as a non-ultra move. But then noone would play Adon for his Jaguar tooth :stuck_out_tongue:

Overall E. Ryu is not a bad character. If anything he is pretty well balanced but needs a few tweaks here and there. The real issue is: Akuma. Why would you ever play E. Ryu over Akuma whom is quite clearly the better character at this point? If you notice, other than the hopkick - tatsu change E.Ryu had a fair amount of tweaks but they were all very small ones. E. Ryu is more “unexplored” and “not Akuma” leading to people to rank him far lower than he deserves in tiers.

Ibuki’s f.dash is average (no wonder no one uses it). Her walk speed is well below average. And her jump ins are NOT fast (blanka and gen have fast jumps). Her backdash is quite good tho.

Her slide is the only thing that gives her decent mobility, but it’s mad unsafe at most ranges (too bad 90% of the people never punish it).

Her overall mobility is average at best. Sure, it’s better than Gief, but not by a lomg shot

In most cases walk >> dash.

I can punish makoto for trying to dash forward after absorbing a fireball from about half screen. The ability to cover ground and do so safely is significantly better. Not to say dashes suck. Just that fast walking is better.

E.Ryu sucks cause his mixup is near non existant. Hes never really a threat. Oni does a shit ton of damage off his mixups too. Maybe not as much as E.Ryu(I honestly havent tested, but they both hit like trucks). Oni has okay-ish walk speed, a shitty focus, and his cr.mk xx fb although isnt always a true blockstring, can fadc and he can combo into from any distance. He also builds meter incredibly fast and all of his normals can be combo’d into off of jabs. St.forward is godlike and a great focus breaker, same with st.rh. Some of his command normals suck and can be focus fished but even with all this he isnt the best and still has rough times. Although Im talking a lot about Oni here but they both share a lot of similar attributes. However, E.Ryu has even less mix up, health and stun.

Yea walking is better for sure. I think ibuki has plenty of tools as is, and should be even better in 2012. Her unusual/far jump arcs take time to get used to.

More specifically, Evil Ryu doesn’t have any reliable ways to get an untechable knockdown for oki games, and he doesn’t have any good setups after his techable knockdowns. But a character who can easily output 400+ damage with little meter cannot be given ways to hit confirm into another 400+ oki game.

So if you notice, a lot of Evil Ryu’s changes revolve around giving him untechable knockdowns without letting him combo into them. This should give him the one or two openings he really needs to land his damage.

note: Most of the translations have his lk axe kick as +1 on block. The blog actually says on hit. If it was on block, that alone would make him really, really good.

i’m not saying that you have to dash forward with makoto. only that her dashes makes up for her slow walk speed.
dashing forward is suicide with every character. you need to know what your opponent is thinking or is doing for you to use it.
she can’t close in with her walking speed.
i would rather use her dash punch.
but then again i don’t play makoto.
i don’t like the character design.

if you look at akuma. he has good set of moves ( one of the best in the game ) and he walks fast.
has good jumps and dashes too. he’s only low on health.
seth also has good moves but still walks slow. his jump and dashes makes up for it.
and they both got teleports.

capcom should watch some K1 fights.
there’s a guy who’s very big and strong and he’s very fast.
not all big persons ( or characters ) has to be slow.

seriously, you guys are right, too many buffs means charcter W can kill character J in 11 hits.

so you think capcom was watching K1 fights when they put rufus in the game?

Play MK or Tekken if you can’t stop complaining about character mobility

Nah you were perfectly clear he was just being a pedantic moron.

Good SAT word

Evil Ryu does have some mix up potential, I think some of the stuff I’m doing with him is worth using and can lead to his axe kick combo which can do nearly 400 damage. He’s just been largely ignored, besides Mr. Naps, I don’t think anybody else playing the character is worth mentioning. Even all of the top Evil Ryu’s I’ve seen from replays haven’t even figured out some of the set ups I and a few other Evil Ryu’s have figured out.

But even with all that said, he’s not that good of a character. It almost feels like Capcom wanted him to suck. He’s low health/stun for almost no reason. His longest reaching normals are slow and can’t be combo’d into from normals. His axe kicks all have weaknesses. They can all be reversal’d during a special cancel from cr. MK. The MK and HK version can be stuffed or jumped easily, and the LK version is -7 on block which is pretty bad against characters with fast long reaching normals. Besides that his shaku and teleport are worse versions of what Akuma has, so they have to be used carefully or you can get blown up pretty bad.

When you face other low health/stun characters like Viper, Akuma, or Seth you complain about how there BS. Evil Ryu practically has no BS to complain about. He has one fat combo and the opportunities to land them aren’t easy to come by, but if they were he’d be broken. I think all this led to him being one of the most buffed characters in AE 2012. The buffs don’t make him top tier from the looks of it, but at least I feel like he can be very competitive now even against the top characters. i still feel they should have also make his cr. MK 6 frames and his HK axe kick a true overhead, but what he has been given so far in AE 2012 is good enough.

Evil Ryu is getting buffs, not to mention a 370 damage Demon and he has A LOT of ways to Kara Demon.

Also, combo into a UKD? And has the 50/50 between cross up or command dive kick? As an Akuma player, command dive kick alone has landed me plenty of combos because jumping that close people think Im going to cross up

rufus is samo hung. :stuck_out_tongue_winking_eye:

your speaking my mind.
i get sick of every move is anti air.
come on man, ken’s cr lp is anti air???..
this makes me sick.
i want to make a cross up with bison with mk against a chun and this happened.
where chun stand, my bison was not right above her but a bit behind her in the air and she did a st hp and it hits my bison O_O.
wtf is wrong with the hitboxes.
after seeing this and everything is aa i’ve come to a knowledge that hitboxes are messed up in all sf4.
so many things doesn’t make any sense.

That’s just Chun Li’s stupid developer-favored hitboxes at work. Her close hp is basically the same hitbox as Yun palm, and yes it hits in a huge box all around her for some reason. Not all moves are this dumb though.

Balancing requests for Dudley in the upcoming patch:

Community Compiled Dudley Change List
[LIST]
[]add Armor Break Properties on Short Swing Blow.
[
]reduce start up of cr.MK by 3frames (make it 7 frame startup), in exchange for 10~15 damage nerf.
[]average hitstun and blockstun on jumping hard normals.
[
]increased forward movement and active frames of f+MK (kidney blow).
[*]Increase the horizontal distance/hitbox in which f.HP (Step Straight) travels.
[/LIST]

well it looks like they took my advice on letting Vega combo into ultra from cosmic heel lol

maybe massive tweets do work…

Still though…not sure how changing the hit box is going to allow this to happen. It doesn’t add up.

Someone tweet this to Ono.


that u2 should have hit.
but instead, it goes through yun from under.
isn’t it an air grab.


Gief’s u 2 should have grabbed too.
even if seth did an dive kick he was still in the air.
we both stood still for a moment after seeing this missing.
i was like wha???.. no way!

these 2 ultra’s really still need some fixes.

strange things happens only in street fighter 4.
must spam Ono to death with this.
i don’t have twitter nor have ono on my facebook.
so please someone spam him for me.
i really get sick of these things.