Rufus is another character that I feel doesn’t need any changes at all.
On a more realistic note, Ryu should get his cr.MK back. Coward copter can get the fuck outta here though. Who the fuck cares about ST? This is SFIV.
(quick edit: ST is still a decent game, just don’t see how it MATTERS here. And it’s true that cr.MK pretty much dominated the lower tier footsie game…maybe give it back the active frames, but keep the new hit box?)
Adon
- U1 being projectile invincible
- Close standing roundhouse being a command normal
- Normal health
- A feint of some sort
- make his overhead a little quicker
- un-nerf jaguar kicks
@ person asking for MORE makoto buffs
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… if anything I feel they went overboard with her… at least with the health buff. She did need help though.
For cammy, my true love:
Make Spiral Arrow armor break
Remove Dive Kick height restriction.
What was the point in buffing her normals when she has these awful normals anyway (close roundhouse rofl). Just return her to a rush down, you don’t have to buff the damage back I don’t care if it stays awful, but please let her have a place again instead of this weird mix of a character we have now, who has no great way to rushdown and no real way to play a poking game with characters that can do it so much better. It’s either one or the other Capcom, and she was obviously designed for rush down.
i think armor breaking on spiral arrow would help cammy.
I agree with this sentiment. Saying Ryu should get his ST fireball back is akin to saying Chun should be exactly like her 3rd Strike incarnation. First of all, it’s not going to happen, so to be honest it’s kind of a useless topic for discussion. Secondly, it would be pretty dumb if it *did *happen, IMO.
Ya, I always thought that her Drill should break armor. Spin Fist is suck a shit breaker.
I think they should let her dive kick lower to the ground but not quite an instant as it was in Super. It lead to too much damage for not enough risk on the Cammy players part. I agree that in AE they pretty much screwed her up thought. So maybe if they lower the height restriction and add more hitstun/blockstun to it it could still be viable and make her competitive again.
But, I think overall that dive kicks should not be as good as they are in AE (Rufus, Yun)
Yun:
Less range on command grab/smaller combo window after.
Ex lunge - on block obv.
Shoulder should stay the same. More pushback. Remove crossup hitbox.
Upkicks should have more recovery for the distance they travel. Lk having the least. Should be at least the same amount as as whiffed shoryuken on the m and h/ex.
Palm - smaller hitbox? Less damage? slightly less meter maybe.
Do not change his meter gain significantly only very little.
Akuma:
Keep him the same for the most part
u1 slightly more damage
slightly more damage on his combos.
Oni:
Needs significant buffs
fireball goes fullscreen
His normals are good but a lot of his shit is unsafe
Make srk fadcable on block
slash should have faster startup
stomps should have less recovery
make aa u1 less useless
u2 easier to hit?
Guy:
Needs a bit more buffs.
Faster startup on hozanto. Contrast with Yun’s shoulder.
Make regular spinkick a viable reversal (more invincibility)
more priority on izuna drop (Cannot be air thrown)
slightly faster jump?
more hitstun on bf elbow for comboing.
Does anybody have any evidence that these suggestions ever get heard? Like a popular requested change that was actually implemented in the game?
The point about Ryu is that he needs something to make him better. Capcom obviously hasn’t liked him since SF4.
Looking back at ST is a way to see what he used to be like and what he could be like if they wanted him to. Considering that FB characters are not that good in AE giving Ryu some buffs in that department would allow FD style characters to come back thus making the game LESS one dimensional.
This would happen by logical extension. All the best characters are rushdown style. Making FB style viable ADDS another playstyle to the game. I think it is a good thing and Ryu needs something after all the nerfs from game to game.
Making is FB’s a more potent threat not only makes him a better character it adds a new playstyle to the game.
edit: @ m16ghost – Ono and Seth have both stated, multiple times that they do pay attention to the threads. Not that the changes we want will make it in but they keep our thoughts in mind.
yeah actually I was about to ask I thought I read you could send suggestions to ONO or something. Am I imagining things? If not can someone be kind enough to link where you can send submissions please?
This game is an entire planet away from ST in almost every way.
Makoto is fine…but Karakusa is the worst command throw in the game. Every other command throw I’ve run into takes priority. Everything but blocking beats it. So…I mean…I dunno.
I also wouldn’t drop damage on Ultra 1. It’s nice that she can actually count on ending most rounds with it now. It really sucked in Super snagging a hard earned Ultra set up for the finish…and the opponent landing with a couple pixels left of life.
Fireballs were viable in Super, the only reason they are less viable now is due to the 3 top tier characters all having extremely effective moves meant to nullify the fireball game. So, they don’t need to go overboard and give Ryu some guile-like recover on his fireballs, just tweak Yun, Yang and Fei (especially Yun & Yang) so that they aren’t practically immune to zoning any more.
After watching EVO and SBO Quals I’m personally siding with Seth Killian on the idea that Makoto is overrated and while a good character has to work significantly harder than others to be effective. The biggest issue more than anything IMO is the pathetic range on Karakusa. Go look at 3S stats you’ll see that Karakusa was about double normal throw range and 50% longer range than Yun/Yangs flip throw. While in SF4 her range is BARELY above normal throw range and beaten by Yun/Yang/Fei’s command throw range by a fairly significant amount.
Hmm… interesting.
Honestly, Hakan doesn’t need changes. He’s fine as is, really. If you really wanna stress it, I couldn’t argue against giving his lights a bit more advantage on block. Even then, I do like the advantage he has currently (+2 for lk) for counterhits and such.
But yeah, I don’t wanna see either of the twins nerfed to hell, they really don’t deserve it. I mean, a lot of the complaints about Yun would cease if you nerfed his damage a bit (cause he really does get a lot of damage), but left everything else the same, or close to it. I’m fine with the fact that he has a good offense, and I’m also ok that he has a pretty hard time getting off his ass as well.
So yeah, lower the damage a bit and it’ll be golden.
I did play it. But I didn’t get REALLY interested as far as leveling my game up until 3rd strike. And Sagat in SF 4 isn’t nearly as broken as he was in ST.
Karakusa is one of the worst command throws when it comes to priority, but it’s one of the best when it lands, so I think it’s fine as-is. Yeah it loses to anything but blocking, but she has enough to make you scared of pushing buttons that it makes up for it.
If EX wasn’t so important I might agree, but as it stands meter management is part of the game … changing the way meter works would be a major fundamental shift in how the game is played.
Let’s stick to balance changes and not fundamental changes…
people should also try to list their reasoning behind the changes they want
my fei nerfs-
reduced damage on RH chicken wing.
close fierce from 100 to 90 dmg
lk flame kick to 100. mk to 110. hk to 120. damage split 60*60
currently fei does too much explosive damage from either punish combos(250/300 with 1 EX) or post command grab combos, or FADC flame kick combos(280 for raw fadc DP into heavy CW), and random CWs(366). he also gets close to 450 from raw 3 hit CW, close fiercexxxdp fadc hk cw