I’m sorry, but from what I’ve seen of SFxT it’s completely different from SFIV. Yeah, they reused alot of the same character models as well as some animations, but if you’ve been paying attention to the game till this point I really don’t see how you could still say that it’s just “SFIV + Tekken characters”, as you seem to be implying. I mean, whether or not you think it looks good is one thing, but to say it’s too similar to SFIV is just…wrong, from where I’m standing.
okay my turn now…
Dudley lol.
–Short swing blow:: should be neutral on block and +2 on hit each version, but L.ssb will not knock down on counterhit but rather it have a +4, +5 on Counterhit if landed and both medium/heavy knock you in the air which allow you to follow up with ex duck etc. EX short swing blow should have lower body invincibility still -2 on block but able to follow up with a upper or a mix up if landed in the corner. ALSO IT SHOULD BREAK ARMOR!!
–a better back dash and 3rd strike f.dash
–cr.mk -4 on block and 1 frame faster
thunderbolt- e.honda buttslamm speed but still very unsafe
jumping heavy punch, and kick should have more hitstun and block stun.
Crouching heavykick- should be 2-3 frames faster so it’s possible to do jump in heavy punck/kick into cr.hking.
flower- still a troll move no messing with flower.
cr.lk- less push back on block.
st.mk- 2 frames faster
all jet uppers 3rd strike style but no invincibility.
“wishful thinking buffs”
F.mp has a target combo into heavy punch!!!
invincibility uppercut!!!
GILL
DIGNITY
34
Any more than 3 changes per character and we’re going to need a bloody guide print out beside our x-box.
Either that or call it Street Fighter 5.
SF4 series will continue to live on. It’s the core franchise. Also SFxT has the A,B,C Launch, A,B,C combo system…great for people new to games but can’t hold a candle to the main Street Fighter Series. The magic combo stuff is lame.
add rolento
rose:
-ssf4 console normals
-soul catch alpha counter for 2 meters
-soul reflect is like ssf4 console
honda:
all i’m asking for is anti air lp headbutt back. then his old j.mp back. giving him back his damage is nice too, but the damage is fine in ae.
yun:
- standing mp nerf. that move is beyond retarded. his closest foot is invincible, he moves forward, it comes out fast, its bufferable and it links off everything.
.
.
.
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. - c.mp nerf
- make c.lks non chain-able like yangs.
- command grab is like yangs. (more start up and more recovery)
- ex lunge punch is at least -1 on block.
gen:
-vanilla ex oga (invincible all the way until he hits the wall)
vega:
-invincible ex flip kick
guile:
-revert his changes back to ssf4 console incarnation
Do not lower ultras damage! That will make the game slower and return turtlefest again >_<
Learn how to kara DP
Give cammy’s old spiral arrow back, I dont care about TKCS anymore, I got over it, though I dont mind having a slightly lower dive restriction.
Yun ex lunge +0 on block.
No ex lunge mid screen ultra bullshit.
Remove Ryu’s trade to ultra again
Dee Jay:
An overhead.**
**
For Gouken,
Backthrow, now its understandable that bthrow to u1 was retarded good in super, but the way they nerfed it was not the greatest. Our more advanced damage options are now weaker than a simple bthrow to hk tatsu. That seems a little backwards to have a unique move that gives a free fall state, where there are a lot of options to explore, but now none of them are worth it.
U2, tiny buffs make it better for certain matchups over u1. It’s a decent Ultra, but theres no reason to pick it over u1 currently. Small changes can easily make the difference. Not a huge priority, but something to keep gameplay fresh.
Palms, I don’t even know. It seems the general consensus is that new LP palm has no use. There need to be changes to LP palm. Also new LP, old LP and MP setup please.
Tatsu. It obviously should be extremely punishable, but the risk/reward ratio for this move is out of this world. Something goes wrong with that move, you basically lost the round. More punishable than most ultras. Combo ender? Anti air? Reversal? It has its use in each, but each use has its holes. Combo ender, char specific midscreen, punishable when done in corner. Anti air? Mostly EX only, no invincibility, slow, outrageously punishable. Reversal? Doesn’t hit crouchers, slow, easy to safe jump, EX only. The rewards are decent at best, while the risk is incredibly high. Don’t get me wrong, I love using it, but this move simply leaves me shaking my head.
Slightly improved normals for closer encounters (faster jabs, faster crouching short)
Those are the ones I feel like are most reasonable. With all the buffs/nerfs given to Gouken in the past, I feel like there are a couples things that they feel Gouken shouldn’t have/be
- Good wakeup
- An offensive can opener i.e. makoto/fei
But here’s my wishlist, along with the ones mentioned above.
Super kongo with AE damage, or AE kongo with Super damage.
Overhead divekick OR a much better overhead.
No spacing requirement for EX tatsu FADC ultra.
Demon flip parry recovery to be 4 instead of 6. Air time isn’t included in recovery and makes capitalizing on a successful parry harder. Still gets beaten by mashing crouching/standing jabs, reversals, stuff and such.
I feel like all my suggestions are fair enough. Inherent dmg nerf to normal palms is gladly acceptable. Most points I don’t tell out to change the moves because I don’t care as long as the points are addressed. My wishlist might be pushing it, but mostly only the kongo and the overheads one. Most if not all goukens universally share the same sentiments with the first list, minus the details. ie. they want tatsus to hit crouchers.
I also would like opinions, because Gouken gets less talk than any character these days. I would like to see where other people see where he stands.
I’m obviously biased since I only play Makoto, but I don’t think my suggestion is crazy:
Makoto Buffs/Nerfs:
-Nothing
She’s a perfect high risk/high reward character.
Please Capcom if you have any balance scouts viewing this site for changes, I implore that you do not make Yang suffer because of his brother. Yang is pretty good as is. I’m sick of stuggling with mains that get nerfed far to heavily for their own good. 'Nuff Said.
Please for the love of God… DO NOT NERF VIPER! If any character deserves to be top tier its one that takes a lot of skill and dedication imo.
My thoughts on rebalance
Fei
Restore HK ChickenWing invincible start up
Bison
Reduce hurt box on c.HP
Extend hitbox on Devil’s Reverse follow up
Reduce hurt boxes on EX-Skulldiver
Cody
Ultra 2 needs to connect full when the tip of the start up splash hits. I’m sick and tired of hitting people with the dust only for them to be able to block the rest of the attacks because the hit stun is short when it’s clipped from just the bare tip. So stupid.
T.Hawk
Tomahawk with some invincible frame startup besides EX version
LP Condor Spire -3 on block instead of -5
Oni
Make Shoryuken FADC’able on block.
Yun
Geneijin - reduce f-MK to 60 (down from 85), palm to 90 (down from 100), upkicks to 100 (down from 120)
s.MP - the move is fine, perhaps reduce the distance that he moves forward on start up, this would just keep it from clipping a lot of mashers, but I really don’t want to see it nerfed at all–it doesn’t desrve it.
buff LK upkicks hit box to hit crouchers
Inb4 and after people request new moves off a free patch. lol
-I don’t really want to take anything from Yun but if I had to I’d make some of the active frames on palm changed into recovery frames (like 10 active frames and 10 recovery frames, instead of 15 active frames and 5 recovery frames) and reduce the damage on it a bit. Also nerf Yun’s cr. mp in some way to make it not as big a contributing factor to his overall damage output on simple BnBs. Not sure about changing anything else since the other moves are fightable imo. I’ll leave that up to capcom and the other people who have trouble fighting him and want things changed.
-Don’t touch Yang.
-For Dhalsim something to help him fight up close pressure/divekicks enough to get him back into his zoning game. Like make EX Yoga blast cover more range and knock the opponent back farther. Also something to allow him to punish Yun’s shoulder on block.
-Give Vega’s EX scarlet terror on startup. Make his cr. lp + 5 and far lp + 8 on hit.
-Make Ibuki’s Ultra 2 land more consistently after the first hit.
-Make Chun-Li’s ultra juggle not mess up on Rose so badly. Make it so her f + mk can be canceled into a good ranged kara throw. I don’t need a kara throw… but I want one as something new and fun to play with. Anything else (like re-buffing any of her nerfs) is a bonus for me.
-Not sure about Rose… but give her something not as ridiculous as ultra 2 from Super, but still something to help her deal with bad pressure up close.
-Akuma: Make it so cr. roundhouse can’t be cancelled into ultra. I never liked cr. rh being ultra cancellable as a Chun player because of how much oki it leads to even without ultra. I want to be able to fight back against it better when he has ultra because it’s already hard enough fighting him off if I get knocked down. That is all.
-Please don’t touch the game for a while after this rebalance. Let the game develop more (like 2+ years).
…I haven’t really gotten much of a chance to see how too many other matchups interact to pick out anything else that bothers me in this game so I’ll leave it at that.
Honda:
- Give back the “super” version hitbox of lp.HeadButt (to use as an anti-air)
- Give back the “super” version hitbox of j.mp (with “AE” version is not possible anymore to “enter” on sakura, guile, dhalsim, chun,…)
- Buff the Ultra 2 (now is totally useless)
- AE’s damage nerf is ok…
Dan - give him back his rolling taunt from Alpha.
Gen Buffs
- Buff his Crane stance options
so he can cancel some other normals instead of just S.Jab, and C.Strong into his Jyasen (Roll Move). Its would be nice if he could get some slightly longer links into Jyasen.
Simple links FE
Cr. Short, Cr. Jab, Cr. Jab, to Jyasen
and or
Cr.Short, Cr.Jab, Cr. Strong, to Jyasen would be even better.
- Buff his Stamina, or Stun At least to 950!
I know Gens not that bad of a character, and he’s OLD. However his Health and Stun (900) is so low you think he would have crazier more options vs all the Cast. “Like a dive kick, or a projectile, or a crazy 50/50 mixup game, or some Insane shit he could abuse easily thats Plus on block.”
Evil Ryu
- Slight Health Buff
- Make his :f:+:mk: a little more useful
Guile
- Someone put it perfectly on the front article. And I Quote “Give him his balls back”
Ryu
- Cr.mk back to normal
Viper
- Slight Damage Nerf
(Thought Capcom would’ve done this by AE. Just Slightly)
Dan
- Give him back his Hop Kicks Damage
(why was it nerfed in the first place)
Other then that Yun need a slight Nerf no shit. Yang is Fine. Fei need a slight nerf
i said it before and i’ll say it again, yun only needs two nerfs, ex command grab range reduction and ex palm being either 0 or -1 on block. everything is just trying to make him ass for ya’ll personal gain. and i may sound bias for this, but fuck it since some people agree. yang shouldn’t be nerfed at all besides palm meter gain. also, remove ryu trade ultra. that’s just lazy design.
Auto-correct is a misnomer. 99% of the time it’s intended. Guile and Boxer and a few others go the “wrong” way on wake up because of their wonky hitboxes.
My only request is that Capcom stop with the balance patches.