Official SRK Ultra SF4 Rebalance Request Thread

I’ll reiterate my Yun changes, feel free to criticize:

EX Lunge -1 or even on block. +1 on that move is nonsense.
Slight range reduction on his command grab.
Slight stun reduction. His health is fine where it is, but he takes a bit too much punishment before he sees stars in my opinion.

And done. Nothing too character-destroying in there I don’t think.

This to the eleventh degree.

So basically that eliminates 90% of the posts in this thread.

Pretty much.

Fixed! :smiley:

This needs to be in the first post. In caps and bolded!

Ad hominem?

Cammy:
-Return her HK Spiral Arrow from super. As it is right now it’s harder to get the two hits, so that means no FADC if you screw it up or if you want to get in for pressure. She also has a much harder time hit confirming into her super because of this. Also the oki that you got off a HK Arrow in super is much better because in AE she goes way to close to the opponent after the two hits connect and you can’t even cross them up.
-Return super’s hitbox of the EX Cannon Strike.
-Kinda random, but buff her air throw to be up to par with the others. Not sure about right now but in super it was the slowest in the game.

And DONE. These changes would help solidify Cammy from the already viable character that she is currently.

And Viper:
-Nerf the bitch. I want her whacked with the nerf bat so hard that her own daughter feels it.

/joking aside keep her the same. At worst some slight (and I mean tiny) damage nerfs.

people make +1 seem like +76

Why do you want it to have more recovery? You can punish it just fine with Focus Absorb -> dash forward, BnB combo or Focus Attack lvl 2, BnB combo (she has to burn 2 meters if she wants to escape this and even that’s not 100% reliable for her). You can also whiff punish it because it has a good amount of recovery on whiff, or hit it before it reaches you with a jab or counter it with and invincible move/ultra on reaction.
It’s only safe on block because it’s easy to react to if a chun player is using it mindlessly and you have to go about punishing it in other ways. It is by no means an abusable move.

The main thing that bothers me about this rebalance and some of the suggestions, is that they’re based on nerfing/changing things that people haven’t really even exhausted all their options on dealing with them yet. I know there’s some problems with how some character’s weaknesses are getting exploited a little too well and it’s hard to avoid the situation to begin with, but some of these suggestions are straight up trying to kill the character(s) and the uniqueness of their playstyle.

That’s why I feel this announcement was too soon. There’s 39 characters to work with as opposed to the 8-16 characters from Street Fighter back then when it was being constantly pushed out. And when the definitive version of SF2 came out with double the matchups, the game was allowed to grow for about 15+ years and turned out to be a great game. There are more matchups in this than the earlier versions, so there should be more time allotted to figure shit out imo. Some people (including myself) even felt like a rebalance update to Super was too soon, but were down with the idea of an arcade release of the game (THAT was the initial request… not a rebalance). The majority of players barely even got to touch this game for 2 months before the announcement of another rebalance and I’m not sure if the arcade players got the benefit of a training mode, but that definitely helps in figuring out how to truly fight a character. That and running it back for hundreds to thousands of matches. From that the real issues that need to be addressed will remain (if there are any at all).

I feel like this announcement was less of an actual update to improve the game than it was a response to early complaints from people who haven’t figured anything out yet.
I just hope the actual changes are more geared toward allowing each character to play their game than nerfing them to being unplayable. Counter picks and bad matchups are always gonna be there no matter what happens. When the last version of SF4 gets released, the people who want to continue to play it competitively are pretty much stuck with it, so I hope they’re being thoughtful about what they’re changing and that people will be more thoughtful about what they suggest.

Yea a lot of the nerf requests stem from “My character has a bad matchup/hard time against X, this character must be nerfed”

Dan changes imo:

Normals
–Close mp: less startup, 5 frames instead of 6 so frame traps work better
–Far st lk: less recovery, 7 frames instead of 9 so doing 2 far lks in a row can’t be interrupted by 3-frame normals

Specials
–Mk danku: less recovery, 0 frame advantage on block
–HK danku: less recovery, 0 frame advantage on block
–Ex danku: less recovery, 0 frame advantage on block & more advantage on hit so Dan can pressure after knockdowns (currently can’t dash up after hit)

Ultras
–U1: breaks focus at all ranges, slightly faster movement speed, 9 frame startup instead of 10 for faster anti fireball and link off counterhit close hk
–u2: always does full 6 hits in combos

So really I only want a few buffs. The most important are buffs at midrange where Dan currently gets killed (st lk in footsies, pressure after ex danku, better u1 reactions). Slight buffs up close (frame trap, all dankus usable on grapplers, dp fadc u2 damage) and slight buff on defense (just dp fadc u2 damage). That’s all, nothing big! I don’t think he needs anything major.

Thought I’d make an actual post now. Won’t bother with anything other than Seth since I feel I cannot comprehend some aspects of other characters’ games.

Seth
+j.HP restored, damage lowered by 10, stun lowered by 100
Seth was originally a character designed to have extreme potential at a range and up close but be a high risk character. Without redoing his walk speed and footsies, I think he kind of needed this move. Lower stun and damage prevent tipping some matches into the stupid territory.

+Ultra 1 reverted to Super status
I have no idea why they changed this. It really did not make sense.

+cr.LP start up changed to 3f, frame advantage on block changed to 0
Gouki gets this and it’s +2 on block. Okay, so it’s not the greatest reasoning…

+cr.LK frame advantage on block changed to +3
It starts up in 5f and would help his defense a little bit.

+Ultra 2 recovery reduced (or) increase damage significantly (or) return invincibility
You cannot do mix ups after this connects. It does not do significant damage after scaling in combos. It doesn’t have the invincibility that made it a crazy chip tool. While some characters somehow have worse Ultra options, it kind of feels like this needs to have some sort of utility other than “oh, Seth can combo into this for +100 damage if he is doing a punish.” Oh, and sometimes it doesn’t connect fully. Get ready for pain if it doesn’t.

+Head stomp reverted to Super status
Again, I have no idea why they changed this. It fucks up some of Seth’s combos and makes them generally more difficult. No reason for this to be the way it is in AE.

+/-EX Hyakuretsukyaku is projectile invincible for it’s entire duration, no longer strike or throw invincible
I just think this is what this tool is particularly suited for, and should be made to function with it’s uses.

+/-Dive kick hit and block stun returned to Super status
I don’t know why they changed this. I see it as a buff compared to AE’s new dive kick personally, but it does remove some of Seth’s gimmicks on the other hand.

  • Slight meter gain nerf
    Seth gains meter incredibly fast. DP FADC is an incredible tool and I feel that Seth should not get access to it quite as fast as he can with successful mix ups.

  • Super invincibility reverted to Super status
    Going along with Ultra 2 changes, Seth should not have access to this as a chip out tool since it already functions as a fireball trap.

  • Ultra 1 retains AE recovery
    It was kind of dumb how you could just throw this out without much care against a lot of the cast.

  • EX Hyakuretsukyaku stun reverted to Super status
    Takes away some bullshit that Seth can do to characters with very low stun values.

  • Slight stun reduction overall
    Seth still stuns a little too fast sometimes. I don’t really have any decent ideas of what to change, though…so I’ll just go the Capcom way and say “overall.” I think his damage should be heightened a little bit in some areas, but an Ultra 2 damage buff could be sufficient to negate it and still warrant the stun reductions.

edit: Actually, maybe revert his Health back to 750 too. The stun buff was very nice for Seth; with any of these changes, it may be too much to have a health buff as well.

Wait, you want to buff Seth? You understand that OnlineTony and Poongko have been playing Seth forever and never won tournaments in Super, and yet in the month and a half since AE has been on console, OnlineTony has won two tournaments and Poongko has won a big major and gotten 3rd at Evo? Overall that extra life, damage output, control with normals & sonic booms, and mixup potential with teleport have made him a stronger character in AE. I don’t know that I’d nerf him per se, just bringing the nerfed part of the cast back up might do the trick. But, yeah I definitely don’t want to see Seth be a best-of Super+AE hybrid, that would be ridiculous. Putting his life down a tiny bit wouldn’t be enough to make that kind of character reasonable imo.

Give Cammy back TKCS.

For Bison and a lot of these are one or the other as far as options, don’t have to do all of it either, just a few things I would like to see:

-j.mp needs better priority than it has, that or actually give us a ground combo into ultra.

-Shave 4 frames off cr.hp’s startup or adjust st.hk so it trades less for AA purposes. They already made it do 80 dmg for aa attempts how about making it semi-reliable as a bit of compensation or they can make both hitboxes do 110 if they want to keep it trading all the time. Cr.hp is just too slow to be useful most of the time.

-being able to switch sides for skulldiver. He had this in other games as well as better tracking but I won’t even go there and all it would do is give him a small mixup off of them, it would still be risky and still very punishable.

-shave a chunk of startup off of U2, why this move has to be so inferior in comparison to other anti-fireball ultra’s I have no idea but reducing the startup would be a step in the right direction I wouldn’t mind U2 as a qcf motion again, doubt they’ll do it though.

-another option for AA is to completely replace standing far hp with the close version so that st.hp is forever the close version. Reason is who seriously uses the far version? The far version may do some nice damage but it has horrible startup, is not cancelable at all you can’t even FADC last I checked, and has pretty much the same range and hitbox as st.mp which is close to as useless but you can super cancel that one if you felt like it.

-st.mp special cancelable. It is only super cancelable at this time and is really another useless move considering st.mk does only 10 less damage and is better for poke purposes

-as stated before replace one of his taunts with the classic Bison throat cut. Only get to see that during a time out win atm.

I find standing strong to be a relatively good anti-air from mid range, and it’s also a good move to throw out every so often just to preemptively stop your opponent from jumping after a block-string. I’m not saying it’s a particularly good normal in it’s current state, but it has its situational uses.

In the ranges that its useful for AA I have been able to use st.mk to do much the same thing in most cases, or st.lk which causes a reset in the air. For preemptive jump stuffing st.mk again can do the same job very easily, st.hk can too.

But he isn’t a stronger character in AE. He is slightly better at rush down. Even that is debatable because of the new head stomps and dive kick hit stun. He is much worse at zoning. He still is incredibly bad at footsies (his pokes got a tiny bit better though.) Did you think Seth was too strong in Super?

And I honestly think you should give more credit to Tony and Poongko for stepping their game up. Seth is undoubtedly stronger than I believe him to be, but not a top tier contender.

(here’s a quick run down of what Seth has issues with, thanks to xlxlxl:
Heres a general list of Seth’s weaknesses:

**Bad normals. **(slow pokes, no 3-frame jab/short, 5-frame crouching short, lack of variety, no quick 2-hit move, no overhead, only jabs and close strong have significant frame-advantage on block, etc)
Terrible walk speed.
Long recovery on fireball and a 5-frame SRK.
Large hitbox.
Low range and damage on SPD (having 3 frames of startup instead of 2 doesn’t help either).
Lack of moves to safely close distance.
Being unable to continue mixups after hit-confirming Hyakuretsukyaku.
Lower damage output than most characters.
Lack of “safe” specials.
Nigh complete reliance on mixups.
Inability to apply meaningful pressure to most characters.

Also, you can punish all of his specials on block (except SPD obviously), including Sonicboom depending on spacing.
)

My problem with asking for my U2 back is that I believe that an ultra like that shouldn’t be in the game, but it’s one of those things that (almost) makes Rose a complete character.

But I don’t feel like dealing with whiners or complainers, so I mentioned things that would work out in her favor and make her a complete character regardless.

Well you’re right about there being other normals that do the same thing, I guess I just like to try and work under-utilized normals into my gameplan as much as possible. I use Vegas’ standing strong (very similar to Bisons, just with slightly further range) in much the same way, even though I have access to other normals that could often serve the same function.