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.
Fei Long should take a slight damage hit all around, otherwise heās fine. Maybe maybe play around with a few of his crouched normal frames. For example I donāt think his crouch short needs to be 3 frames.
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 youāll 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.
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.
Mediocre isnt even the word for it. With the stun nerf on Ex Tatsu and Sweep, itās almost impossible for him to stun opponents now and have it be worth it
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, Iām not sure what the problem is. Thatās not to say some of the stuff in this thread isnāt absolutely ridiculous, or that youāre statement doesnāt hold true for some people. It certainly doesnāt hold true for all though.
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.
Really good stuff from everyone! Hereās some stuff right off the top of my head.
Things that could be fixed IMO. 1.Tatsu - **HK- **upper body invincibility on startup for AAās. EX- fix the active frames so people donāt fall through it all the time. 2.St.far.fp hitbox- adjusted like st.lp was for AAās. 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)⦠thatās his only normal thatās negative on hit and thatās the reason why lp.hozanto doesnāt link. 5.Target Combo- iām 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 characterās focus attacks⦠(i mean thatās 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.mkās 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- canāt be beat by other grabs or normals if done before the them.
Wish list
1. Ultra 2- old Super inputs since 2 qcbās 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 isnāt asking alot since the scaling is awful anyway. 3. Walk Speed- Everyoneās 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.
Thatās all i haveā¦
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 elseās damage was already brought down about 15-20% from SF4 to SSF4. Sim was the only one who didnāt 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, heās 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 Skrullās command throw.
e) This would fundamentally alter how the game is played.
f) This is SF4, not ST. However, I wouldnāt mind Capcom adding a mode that allowed us to tweak the rules like in SFA3, and TS.