Official SRK Ultra SF4 Rebalance Request Thread

  1. This buff would definitely make his footsies better, but he’ll still have problems against many of the better footsie characters because of his terrible walk-speed.
  2. I don’t want this move to be completely safe, just safer and not too easly punishable.
  3. Tomahawk buster does not have a good hitbox. Look at the hitbox data on it T.Hawk Hitbox (Post #32: Condor Dive) Tomahawk Buster trades way too often and it’s all because his head has this hurtbox that sticks out during almost all of his active frames on this move.
  4. This move is not only slow on startup, but if it isn’t spaced really precisely he is highly punishable on this.
  5. This is just a nice link if he could have it. Not really nescessary, but a nice idea.
  6. This move is an Anti-air Ultra, and any move that is an Anti-air is supposed to be used on reaction, and so the input should be changed to something that can be done relatively quick. Not only that but the way that the input is done for Raging Slash, sometimes it’ll register as an EX Condor Spire or EX Tomehawk buster instead, which is another big problem. IMO, the input should be changed to a 2X QCF motion.

Yeah, I’d be fine with making his SRK a bit worse in trade for being able to FADC on block. As it stands, it’s AWESOME against low-mid level players where you can “psychic DP” a lot. But once you get to good players it sucks because you often have to guess, and if you guess wrong you get raped. I wish this game didn’t work like that, but it does. I’d take a worse shoryu that’s FADC-able all day over a great one that gets raped on block. Like I say, I’m sure they did it to suit his character story, but for gameplay it’s awkward.

Yeah, fair enough. I don’t really care about the air ultra that much. Honestly, they could remove it and I mostly wouldn’t notice or care. Just wanted to mention that variation is kinda useless.

Back tracking:

I know Fei Long was top tier in Super, I was saying people were sleeping on him. Now in AE, with Fei ducking the nerf bat, he’s standing pretty far ahead. At least in Super, there was a lot of characters arguably up there with Fei.

Whatever though, this is Capcom. Fei and Yun gonna get the Guile treatment.

Just pointing out you’d still have the same problem with raging slash coming out as EX Tomahawk if you changed it to 2x QCF. Only real solution is practice your inputs like crazy (This is especially annoying because of input leniency which often ends up causing me to get DP moves when I thought I put in QCF)

I’ve always thought it was strange that Dan was ever getting buffed in the first place, from super to AE…so weird. I’ve kind of always seen him as a wasted slot. For instance, we could have had Rolento. But whatever. I think he is supposed to be the trash “D” tier character not only as a joke but as a challenge to a player that thinks they can handle that kind of handicap. But since he has “fans” I guess capcom wanted to give him tools. Waste of time if you ask me and defeats the whole purpose of him but whatever.

On a more serious note there is one thing I forgot to mention about Ibuki…what the fuck is up with her Target Combos (TC 4 specifically) missing crouching shotos and Blanka (among others) from time to time? Capcom needs to seriously fix that shit.

It’s alright, most of these posts are just whiffing past their eyes and ears.

Let’s just huddle in the corner and hope for the best in the coming months lol.

Oh well, there’s new games coming out too.

Good post, good experience.

Please buff Oni. Just do it

hahah internet dilemmas. So simple, so compelling.

Hakan has a parry. People still don’t know this. Decent players don’t know this.

Oh man don’t even. Gouken’s shit is not even projectile invincible at the start or the end, in fact he becomes hittable way before he even hits the person. The first hit does not guarantee the second one will hit leading tot he launch. Are you seriously asking for a crossup special move that juggles to be unrecognizable or unpunishable?

How about it doesn’t cross up, so that it has less active frames leading you to get to the opponent quicker and allowing you to punish fireballs. Then again that would make it better than Gouken’s. Hey so why not…

I’m already envious of the fact you can FADC your palms for more damage.

You want to start a list of things comparing these two? Let me know when I get an anti air like yours. Let me know when my fireball charge loses 20+ frames. Let me know when I get a hit confirm that will work off a neutral jump or cross up.

I concur. My list of Ibuki glitches that need to be fixed / changes that need to happen: Official SRK Ultra SF4 Rebalance Request Thread

Actually I think if these simple hitbox issues were to be fixed, her bad matchups like Bipson could get a lot easier because then she can deal damage a lot more consistently, especially with tsumuji loops.

I can live with my best combo starter being worthless on Blanka, since he’s kind of immune to everyone’s best combos, but when I have to watch spacing and look for crouching on the common shotos (and get dp punished if I whiffed the TC4, since it’s actually -3 on hit/whiff), something needs to happen.

Think some people should be listening to UltraDavid about Dan and Hakan. I doubt any more than 5% of people who post here is more in the know about street fighter in general.

He sees and plays TOP players all the time. Plus he is just gdlike in general.

A lot of people in the Cody forum seem to want EX Ruffian to be fully projectile invincible, including the start up. I want to get some other people’s opinions on this idea.

dont regular and ex bingos go thru fireballs as well?

i guess it wouldnt hurt. might be overkill on his anti fireball game tho

I’d rather there be less anti-fireball moves in this game to begin with. Zoning is already practically a non-issue in high-level AE play, unless your name is Sagat (and even then it’s not as effective as it should be IMO).

Pretty obvious that you know nothing about Oni as a character. He has easily some of the best most versatile normals in the game. What normals are exactly slow with him? F.FP and F.RH? Yeah obviously. St.fp on its own is very fast and hits crouchers and can combo off jabs. He can combo off max range low fireball fadc forward into back strong xx any special. Basically any fireball fadc forward can be combo’d off of. The only special that I see OCCASIONALLY whiff in combos is LK or MK slam and its easy to see. His fireball isnt THAT bad. no fadc dp sucks. No ones falling for meaty x-up slashes anymore but theres certainly situations where they can be used (ie off of normals, off certain knockdowns). FP airdash is pretty nice for baiting the other two suck although LP dash x tatsu can be made to beat reversals cleanly and consistently but the problem is making sure you get the correct motion for tatsu other wise you just float down slowly.

Its cool though, dan and hakan are secretly A-Tier. No one just wants to put in the time lol. Thats funny. Maybe in training mode they look nice but good luck getting to do any of the more advanced shit with hakan that supposedly makes him so much scarier (read: it doesnt). Dans gimmick off of dan kicks and some buffs to normals isnt enough to make him some unknown good character.

I was real interested in Oni and tried him out a lot for the first month, but… I went back to Dan. His normals don’t have nearly the hitboxes they appear to have and they’re slower on both startup and recovery than you’d think. I like some of his normals, but in general not the ones that lead to damage except from very close range. Let’s not pretend like cr mk xx fb fadc is such a go-to thing, this is a character that does not build meter easily (and whose crouching mk has 16 frames of recovery for some reason, -4). From that range he’s more often limited to like, st lk xx tatsu, normals, or normals canceled into non-combos. He has a form of Gouken disease: big-damage potential when you’re up close, but take 2-3 steps back and if you don’t have two bars, you’re not dealing more than a fraction of that potential and you’re not getting knockdowns unless it’s with sweep (which is -8, thanks for the free ex dan kick heh). He has some nice frame traps up close, although his terrible throw range makes those traps less effective. His regular fireballs have deceptively bad recovery (starting to feel like a broken record) and his electric fireballs just take forever. His defensive game is ass. Some characters have worse defensive games, but his is the worst among the dragon punch characters for sure.

I don’t think Oni is the worst character in the game (and I don’t think the worst character in AE is terrible anyway), but he’s unfinished and lower or low-mid tier. If you’ve heard Seth Killian talk about AE, you’ve probably heard him talk about how much he hates the version of Oni Capcom released. Imo he needs frame data buffs to like… almost everything. I dunno if I’d give him dp fadc on block cause I think that’s a cool twist, but definitely you’d have to buff his mid range and up close games to make up for that.

Btw I never said Dan and Hakan are secret A-tier, although I understand the rhetorical device, especially when defending such an obviously unfinished character in Oni (also I don’t really know when I got a rep for being a training mode monster?). But with some slight buffs and with proper nerfs to Team Hong Kong, I do think they could get there.

Yes! Reasonable people regarding Cody’s buffs here as well!

UD is like 100% right about Oni, and UD a Training mode monster? Just…Just no…

Oni’s major problem is the lack of any decent mix ups. That slash doesn’t cut it (no pun intended) because it seriously lacks the priority and ambiguity to make it viable. His normals aren’t the fastest, but they aren’t terrible either.