sim’s doesn’t actually
Ummm, frame advantage from point blank on hit?
Its like watching the thread slowly but surely slowly go retarded. I wonder how long before somebody makes the racist/homophobic remarks.
Anyone think Dee Jay might be Gay? He talks funny.
I request yuns U2 to be changed…U2 should re-fill yuns super meter
OR yun should be able to activate genei jin at 50% super meter
cmoooonnnn capcom
Oni request
LK Tatsu hit ground enemy has the same property when his LK Tatsu hit Air opponent (He can RSK after LK Tatsu)
HK Demon Slash put the opponent higher and can combo into LK Tatsu or LK Demon Slash (HK Demon Slash is very unsafe, so at least it should comboable, now everyone can block his EX Demon Slash because they see Oni turns to Yellow:()
His LP and MP Fireball should have better recovery or at least less unsafe on block (Just slightly), they have the same range with HP FB and fly slower, I cannot find any reason to use themo_O
Faster walkspeed or better backdash (Just one thing)
His Demon Plam should push opponent farther and hit two sides. When he hit th ground, we can see an earthquake from two side but only the earthquake in front of him is viable>:(
The end hit of his TC2 should hit the crouch opponent
Honestly I don’t think giving Dudley his 3s rose would make much difference, reversals are garbage in 3s.
I want Guile’s sunglasses to change the background music to Guile’s theme when he puts them on.
they seriously need to re-arranged akuma and gouken’s theme when we face them. I think they got error since vanilla
Dude I’m totaly fine with keeping Akuma’s multiplayer versus theme as his vs Ryu theme that’s probably the single best song in the entire game, which is damn impressive considering how good his other theme is and how good everyones themes are in this game, Capcom I feel did a great job on these remixes.
Amazingness
[details=Spoiler] [media=youtube]DnwZ4BO5PVU[/media]
HOW CAN YOU DENY THIS EPICNESS![/details]
I would like to see Gouken get his main theme for multiplayer though because as great as his theme vs Ryu is, his normal theme is still better than it in my opinion.
Edit: Derp, I just realized you meant the boss version confrontations, I think that Akuma’ can stay while they could move Gouken’s theme to multiplayer and give him his vs Ryu theme for his boss track, better yet they could give us the choice of changing tracks and turning certain ones on or off for those that do not like some of the characters themes.
Thanks for the info there, but I didnt say ALL others, I said other.
Second request - Sonic Hurricane to return to 8f startup just like claw’s ultra was reverted to super startup OR increase its damage.
Third Req - 15 meter gain on boom between the 10 it is now and the 20 it was in Super.
I recently decided that they should remove trade DPs. Especially Sagat. Why he gets a step kick after trading is beyond me. Reward for timing his DP badly? All this does is make it the defacto timing since the extra damage from the step kick will always end the trade in his favor.
No reason to reward slop play.
to be fair, you shouldnt be able to force a dp trade in the first place. it defeats the purpose of inv anti air and promotes sloppy play IMO
^^ this
So the answer is to make DPs even better?
What I am getting at is the idea that a reversal takes some measure of skill to do, or that they should. And that a reversal and it’s timing should be followed. If a player messes up on the timing, i.e. performs a poorly timed reversal - why should that player get something extra out of it?
I don’t think this is your position but it sounds like from what you wrote that reversal DPs shouldn’t need to be strictly timed. That idea is a little strange to me. Why not make the reversal fully invulnerable and 1 button in that case?
There should be an element of risk involved with just throwing it out there. And if it whiffs there is, and that is good. ( i think we can all agree to that)
Yet, if we agree to that (that a reversal DP that whiff should be punishable) isn’t the next step in the chain of reasoning that there should be a risk to just throwing it out? Without some kind of relatively strict timing - think goldilocks here, not too much, not too little - to make the DP connect or fail we end up with situations where the DP trades.
And this goes right back to the original question… Why should someone who failed to adhere to the DP reversal requirements get a reward that makes the trade turn into their favor? IF the DP is perform correctly they get the DP damage. If the DP is performed incorrectly they get a trade and in Sagat’s case he can add a step kick turning any trade back into his favor. It seems like a win-win for Sagat and rewards the sloppy DP so in the end the sagat player benefits either way.
I am not sure how this situation favors skill over what looks to be a flaw in the game design. Any good player will either hit the DP or get the trade, and in many cases opt for the trade since it gives even more damage. Yet, this is clearly not a universal game mechanic. I just think that Sagat shouldn’t be able to perform the trade and get extra damage off of it.
Depends I guess. The whole point of Sagat’s style is that your not supposed to jump. In fact the best way to counter a Sagat player is to walk them down. He really suffers under pressure without meter and without a good close special xx normal. So as hard as you have to work to get in, he has to work as hard to get out, mashers aside.
Jumping over a tiger shot will 80% of the time get you busted up. If focus wasn’t in the game I’d say the trade would be unfair, but with Sagat’s bad walk speed and average close game, he needs to deal damage and he needs to discourage jump ins. With the nature of the multiple jump arcs, the trade can just be pure fluke some times.
no, im just saying that as an AA they shouldnt be trading. its kinda silly in the grand scheme of SF fundamental play.
i understand why its like that for this game tho. if all the DPs had monster inv frames, along with shortcut motions, and the big input window, they would be too strong for how easy they are to do in sf4. so in that regard, you are correct.
as an anti air, they should generally stuff everything tho
This discussion got a lot of attention before Super came out. Basically it was agreed that trade dps were lame and the juggle property afforded after them should be disabled. They kinda did this by giving Ryu’s trade dp that weird flip/reset attribute but I felt they should just plain have trashed the juggle ability.
I also feel that FADC dp of any reversal should be -2 on block. You took a safe gamble and it didn’t pay off. At the very least you should be put at a defensive disadvantage as a result of your coin flip.
DPs R OP