Official SRK Ultra SF4 Rebalance Request Thread

ok those are at least some valid reasons. (and actually two I didnt think off)
I mentioned the crouch tech originally tounge in cheek but got annoyed at the replys avoiding the question and instead bashing.

I m sure there is a thousand good reasons why crouch teching (not os crouch tech) are in the game, but noone untill now gave a solid reason other than I sucked and needed to learn to play herp derp.

:smiley:

hahaha!! ken would be so top if you had to stand to tech throws. please make this happen capcom. LOL!

Fei Long should take a slight damage hit all around, otherwise he’s fine. Maybe maybe play around with a few of his crouched normal frames. For example I don’t think his crouch short needs to be 3 frames.

:rofl: That was fucking godlike.

Yun protip: start buffering in st. RH during the neutral game in order to catch even the most evasive of backdashes.

@Wetwilly That is a HUGE hyperbole.

90% ore more of his normals =/= 4 normals
Dhalsim received a few damage reductions on his normal moves:
Jumping Hard Punch does 80, down from 85.
B + Hard Kick does 90, down from 110.
B + Hard Punch does 110, down from 120.
B + Light Kick does 30, down from 40.

Also if you go look at the change log for Super to AE you’ll see that while Yoga flame DID take a heavy damage nerf, it also received a buff in its startup time that is fairly noticeable from 17F in super to 14F in AE.

@RayK EX Flame also does 2X as much stun as normal flame (100*100) and as I just stated a 14F start up. Also it has a 0.001 range increase! (while this is true, I meant it sarcastically as that small of a change is basically nothing.)

i thought ono wants to make this game more aggressive.
easy to do that, just lose all the noob easy one button anti airs.
most of the characters has a special move anti air.
use it or lose it.

nerf the top half of the characters or buff the buttom characters.
i say go for the nerfs.

Not sure if troll or just stupid.

I want neutral jump stretchy arms with Seth back. Just neutral, not back jump. This will allow people to use it for offense as a poke, but not for defense, and it will also, as an added bonus, make Seth have one straight and one angled version of j.HP, like most other characters.

No pls.

Interesting idea. I kinda like it.
What about only having a jumping forward stretchy arms? >=)

Mediocre isnt even the word for it. With the stun nerf on Ex Tatsu and Sweep, it’s almost impossible for him to stun opponents now and have it be worth it

Most characters I jump in all day on can’t FADC out oftheit slow reversals. Chun,Rog, and Bison come to mind

Again only works on like two or three people. Whiffs even worse than close jab. Stop talking please. Akuma rarely uses any standing jab. It is almost exclusively crouching which is +2

Your character has to be good to be balanced with top tiers, afterall, top tiers are good. If the direction balancing is taking is to make everyone stronger, I’m not sure what the problem is. That’s not to say some of the stuff in this thread isn’t absolutely ridiculous, or that you’re statement doesn’t hold true for some people. It certainly doesn’t hold true for all though.

Lololol ā€œstop talking please.ā€

Did you take a little more time to research? How about checking out Gouken? His C.LP 4F startup 0 on guard compared to 3F startup +2 on guard. NONE of Goukens crouching normals are + on guard, the closest you get is C.LP with 0, EVERY other crouching normal is negative on guard. The only thing he has going for him is that his sweep is only -3 on guard.

Never said anything about Gouken. Just correcting crap being spoken about Akuma. Please stop talking.

no counter-hit state during active frames. only startup. just like tekken

food for thought: if the built-in input 4f input delay was removed, how much would it make fighting yun easier, if at all?

Really good stuff from everyone! Here’s some stuff right off the top of my head.

Things that could be fixed IMO.
1.Tatsu - **HK- **upper body invincibility on startup for AA’s. EX- fix the active frames so people don’t fall through it all the time.
2.St.far.fp hitbox- adjusted like st.lp was for AA’s.
3.Hozanto- take down adv.on block -1 for each punch or at least make lp even.
4.St.far.mp- bad on hit and block now (-1 and -4 respectively)… that’s his only normal that’s negative on hit and that’s the reason why lp.hozanto doesn’t link.
5.Target Combo- i’m fine with adv. on block… just fix the hitbox the way it was supposed to be fixed in the first place.
6.Run overhead- NORMAL VERSION - Hitbox adjusted to hit all character’s focus attacks… (i mean that’s why its two hits to begin with right?)… Make 2nd hit +3-on-hit against crouchers so its safe and hits those annoying ass cr.mk’s that are used specifically to make it whiff. . EX VERSION- Make it safer on block , more damage on hit ,+4 on 2nd hit to crouchers , and/or +3 on standing so the EX has a better purpose.
7.Air grab- can’t be beat by other grabs or normals if done before the them.

Wish list

1. Ultra 2- old Super inputs since 2 qcb’s seems highly unlikely… .9 - 1.1 grab range.
2. Ultra 1- Vacuum , 1st hit animation , and or scaling adjustment… Vacuum or 1st hit would allow FF fadc > U1 midscreen , which isn’t asking alot since the scaling is awful anyway.
3. Walk Speed- Everyone’s mentioned it … please make it happen or change his costume so he wears snow boots so his current walk speed is justified.
4. Linking run slide to the fierce punch of FF Chain.

That’s all i have…

plz remember these are all personal opinions that can be modified to be more reasonable… good job from everyone in the Guy forums with there opinions and input… one way or another we are gonna get some change! (hopefully)
Keep up the great work cause it is appreciated.

Everyone else’s damage was already brought down about 15-20% from SF4 to SSF4. Sim was the only one who didn’t get touched. So he was the last one to get the same treatment from SSF4 to AE. New characters in SSF4 were tuned around those same values that were nerfed on SF4 characters.

a) Fei Long is good as he is. He is strong, he’s not cheap. Why do people always cry for nerfs for any strong character? I rather have him than Vanilla Sagat, Super Rufus, Yun, etc… I think he is a balance of a strong character.

b) Heck no! This is blasphemy!

c) He already has the best kara throw in the game, give him that and you might has well give Super Skrull’s command throw.

e) This would fundamentally alter how the game is played.

f) This is SF4, not ST. However, I wouldn’t mind Capcom adding a mode that allowed us to tweak the rules like in SFA3, and TS.