Arturo was lying. There was 5 Fei players and 5 Yuns.
And wasn’t Sagat’s cancelable sLK a big source of his strength in Vanilla?
Arturo was lying. There was 5 Fei players and 5 Yuns.
And wasn’t Sagat’s cancelable sLK a big source of his strength in Vanilla?
as much as i hate seeing viper being nerfed, i have a feeling she will. she and fei are the last remaining characters in ae that still does vanilla sf4 damage.
i wish for capcom to just change her playstyle sorta like how they changed seths in ae.
-new hitboxes on burn kick. make it so it crosses up differently and maybe alter its trajectories?
-damage nerf on u1, but to make it up for the damage nerf, make it guaranteed after her typical setups.
-buff normals in exchange for stun and damage decrease. get rid of the c.mk dead zone. faster sweep, better focus attack
-diagonal j.hk into burn kick combos like the beta test.
Guile “rebalance” recommendations (not so much buffs as they are common sense tools/specs he should’ve had all along):
[LIST]
[]Credit to Gilley for this no-brainer fix to make flash kick work the way it should: -Fix the damn turning animation. *
http://www.youtube.com/watch?v=RA54bkIRvKc Desk discovered this wierd thing that happens if you record 1f on the training dummy. Notice what happens with Guile. He slides across the ground during this. That means his turning animation has translation in it. Ever wonder why Guile is the only character in the game that can’t autocorrect with his Flash Kick/AA special very well? This is why. If you’ve seen the hitxbox videos, you’ll notice these little nodes underneath the characters during any animation. These are the nodes that tell where the character is in space. At Sony for God of War, we call those zeroJoints. What I think is going on here is the animation has a tiny bit of motion in the zeroJoint. It’s probably a small oversight/overshoot from whoever animated it.
[]Shorten flash kick recovery time - lk. flash kick safe on block (except if it is at point blank range and not preceded by a blocked string), medium and hard flash kick unsafe on block. Basically, making it similar to the way Bison’s lk. scissors are safe on block.
[]NO COUNTER HIT PENALTY ON SONIC BOOM (or on DeeJay’s projectile) - Really, we already have to charge the damn thing to use it, and for all the people that complain about booms, it doesn’t win projectile wars, and every other character has ways around, over, under, or straight through projectiles now anyways.
[]Fix his meter gain on sonic boom - Dude has 2 specials, and he can’t rush people down viably. How else is he supposed to build meter? And without a legit GTFO/SRK mashable move, FADC’ing flash kick is one of the only legit ways to some times get out of trouble.
[]Better block stun for sonic boom and for lk cross up - Everyone complains about “turtling” Guiles. Give him these tools, and maybe we won’t be so apprehensive on offense.
[]Ultra 2 damage and startup fixed - 375 damage on U2, and either fix it’s startup, or give us flash kick to U2 without having to FADC into it (a la Balrog). Anyone that knows how hard it is to hit that combo wouldn’t complain.
[]Damage balance on flash kick - somewhere between super and AE since, again, we have to charge it to use it.
[*]Change some or all of his 1-frame links (particularly cr.lp>cr.mp)
[/LIST]
None of these would make him overpowered (keep in mind this is far from a complete list of reasonable changes). At the same time, folks complaining about how “boring” Guile is can be granted their wish of us being in their faces more often. Tack on the long wished for but never granted holy grail of a 3rd special (either a “traveling” special that moves Guile horizontally while attacking OR a command grab), and there you have it: a Guile that actually fits into modern SF4 gameplay that no one would have a reason to whine about. The shades were fun and all, but really, WTF were you thinking Capcom?
Whuuuuuuuuuuut?
No
God no.
Other suggestions are kind of on the right track, but I doubt they will fix the turn animation shift. Guile is supposed to be free to crossups. More blockstun on booms might be too good.
yes. being able to cancel that poke into TK strings or a land TK and start his rush down and chip you for free with no fear of reprisal was the coolest.
Haha… well, I figured that one would be a semi-shocking suggestion. Thing is, he wouldn’t have a follow up anyways if lk.fk were safe under the circumstances I listed. Bison can EX scissor right after, forcing a guessing game. All Guile would get out of it being safe would be a “live to fight a little longer” benefit. Maybe he could boom after, but he’d still risk eating a jump in from how I’m envisioning it. The horizontal range on mk and hk flash kick is a reasonable trade off for those being unsafe. Right now, Guile lands from fk’s like he’s got arthritis, with way too much recovery for a move that requires a charge to begin with.
It seems like a fair request given what other characters in the game are capable of, but I’m open to reasonable rebuttals to it (i.e. better explained than he’s “supposed to be free to crossups” (^_^)… j/k. No character with only 2 charge specials should be free to anything).
Increase Honda’s startup on U1 so at least people are afraid of jumping in on Honda without meter. I can live without lp headbutt if this was done.
Bring back super’s hitbox on j.mp.
U2 to be 1 frame. People jumping out after ultra flash is retarded, do the same to Boxer’s U2 as well. Decrease the damage and give it back a 720 motion if you have to, just give me a viable ultra that isnt just used for a punish on very unsafe moves or after FA crumple.
Thankyou please.
Seth: Please bring back the old stomps. They were in no way overpowered. Now they whiff randomly and need character specific timing to land, they’re also impossible to land on some characters after lightning legs in the corner.
If I had to select only one fix for AE Seth then this would be it - bring river dance back!
I think sf4 series need improvement in the game system or mechanic…something that give the player more options or make the game deeper…focus system isn’t enough…
also high number of roster make the balance harder,i perfect improving the character’s game play or give it new moves over increasing the roster…
my wish list.
gouken, …fix his demon flip k and jd+mk can cross up…and give back his old counter…
boxer
i hope that he could combo after hit an air opp in ( ch) after dash punch or upper
Seth: Oh, and also, make ultra 1 fully invincible again. I mean it get’s stuffed by jump-ins and random projectiles now!
I’m curious what everyone would think if they just chose the most powerful version of each character from Vanilla, Super and AE and included them in the next balance patch. If all characters were at their highest level version from these three games, do you think the result would be a much more balanced game overall?
So you can see no issues with a fast, invincible, armor breaking, meterless reversal that is safe on block? If Guile gets you in the corner, what are you supposed to do to avoid being chipped to death? That suggestion alone is game breaking.
Ken: faster walk movement and/or das.
Evil ryu: I dond even see any real good benefits from this character at all exept for his teleport and fireball upgrade and dash. Way to few health for such crappy moves. He stands no chance against akuma. But mabe thats just me. I have to admit i never saw even once a good evil ryu player yet.
Oni. some easier options to combo his second ultra in.
Cody: This guy seems way to overpowerd. I see this guy as main just as much as ryu…but he has even less more weaknesess then ryu himself. Sorry cant realy explain it well mabe somebody can back me up on this. I mean they tuned down the speed of ken’s light shoryuken but cody’s bingo is way to fast. Just just one thing but he has more stuf like this.
Guy: his jump moves should be way faster. something like akuma. I dond see much guy players lately its all ryu and cody.
And if you realy wanna improve ssfiv they should just bring in those parry counter thingys from third strike. That would solve some turtling in this game. Those players are just realy sad and ruin the game. just my oponion tho.
SAKURA
get rid of her current Ex Shouken. The loop d’loop is useless and still has a tendency to be blocked after the first loop hits. Make her EX Shou like HP shou with faster start up and a few more invincibility frames.** **
A bit ridiculous but make her otoshi have options. 1. regular 2. cancel 3. Dive kick:badboy:
That is all.**
**
this thread keeps getting worse.
i forget which person said it, but they asked for fei’s rekka bnb dmg to be toned down.
since he obviously didnt know, rekka combos arent very damaging at all. you get like 168 for a standard cr.lk, cr.lk, st.lp, cr.lpxxxrekka. low jabxxxrekka is like 180
its the flame kicks and chicken wing combos that do the damage
Hmm… I’d see things wrong with it if it were any different from being cornered by maybe Dudley, Guy, Bison, or a few other characters with way more tools at their disposal. (No sarcasm btw). I don’t want anything game breaking for anyone in the game; just not seeing how this would result in that against the general cast.
No character with _________ should be free to _________.
lol
So, yes Guile should be free to crossups because he controls the space above and in front of him brutally. His whole design is to pepper the other player with sonic booms and force them to contend with his many many options for keeping them out. Sonic booms. Lots of them. Travel backwards-sonic boom. In several matchups if he can just reverse the positions once he is cornered it is almost a sealed victory because he has no reason to ever get close and engage, unlike say…everyone except a shoto in a firefight (in Super it was pretty much just Sagat that could keep up with him). he is supposed to be a wall that opponents have to keep bashing their face against to get in, just to find another wall behind it.
If Guile gets knocked down it is the players fault for not spacing properly or for just plain letting someone in. The reward for those characters is that Guile has a weakness in crossups and close tick pressure (the risk of flash kick being the only way to mitigate). Without those weaknesses Guile would have no reason to zone, since there would be pretty much no range where anyone would have any advantage over his normals, projectiles or your suggested safe autocorrecting 4f flash kick.
I wonder that myself all the time. If everyone is given the “ultimate” version of their character with all the reasonable tools at their disposal within the context of their character, wouldn’t that be a best case scenario?
What Lightning Legs pressure are you referring to?
Anyway, I agree with you on that she should keep her charge moves, since in the case of Kikoken she has Hasanshu to deal with other shoto characters fireball speed. And I think Spinning Bird kick has always been a charge move? So so changing that would feel strange to me.
Yeah, that’s happened to me as well a few times, and you usually get punished very hard when it does. Not sure what to do about that though. I also like that target combo as a whiff punish, so I’d like to keep it.
In Super Street Fighter 4 I found it to be pretty useful in addition to her Ultra 2. It would beat a lot of things. I remember when I used it to beat my friend’s Viper’s Ultra 2. But in AE, the smaller hitbox and knockback on trade makes me not want to resort to it at all when I don’t have Ultra 2 charged. And even when I do, I’m hesitant to use it because it’s easier to mistime it now and get punished badly.
As for if it should be buffed back or not, I’m not sure. I can live without it, and I think there are other tweeks that I would prefer more. Mainly it would be to do something about her vulnerabilities to characters who have dive kicks and similar things.
Perhaps a bigger hitbox and better trades for her ex SBK would be nice.
Bigger hitbox for standing MK would be nice too to deal with dive kicks or certain jump in attacks that right now are very hard to hit with her standing MK.
Oh, and make it so that her Ultra 1 always works in the corner when you juggle it. I don’t see the point in it only working on some characters or at the right timing.
good lord, what is the point of changing viper? for the sake of changing?