Official SRK Ultra SF4 Rebalance Request Thread

why not? more than likely everyone will get what they want with their respective characters. plus, the game will be more exciting.

I like a balanced game, that’s why. Or at least as near as possible to it.

Even the most ‘balanced games of all time’ end up with tiers and characters have bad match-ups. It comes down to how tools and movesets interact.
So, even if the match-ups remain bad, at leats make the tools for some characters decent. Super’s balance that everyone ‘likes’ was kinda crap if you look at results in real life and match-ups.
Going for a ‘every character facing anyone else has roughly the same chance’ approach does not mean it will lead to a better game.

As for my small request, either bring Guile’s U2 damage back or it’s start-up.
Just one of the two.
It will be useful again.

The game would also be more exciting if it was single elimination. One round, one chance.

Doesn’t sound very balanced but sure is “exciting.” Buffing everyone is not the way to go, niether is nerfing to death. It needs to be done in tandem to reach a middle ground.

Seth Killian recently quoted Daigo as saying that “Ryu wasn’t a top character; he made Ryu a top character”. In much the same way I’d like to see the kind of game where everyone makes their chosen character as good as it is. Does that happen if the matchup is skewed to begin with? I don’t think, for contrast, that Daigo is making Yun a top tier character. The character comes pre-leveled-up at high level play. He can only ever make/keep himself the top Yun.

I’d like to see a game where the tier list is all 5-5’s from top to bottom… but the clarvoiyant outcome of any two players will frequently be 8-2 or 9-1, because of what there is to know and learn in a character. In other words, it would be the players who skew the tier list, and with the game deep enough that skewing is frequent.

Uneven matchups add to the game–uneven player matchups. That is all that’s needed to have something to aim for. So long as there’s a better player of my character I have all I need for motivation.

I’ll admit the scenario of a perfectly balanced game is only theoretical, but you can still make advances toward that ideal without sacrificing the strengths and weaknesses certain characters have.

Some of the good changes from super to AE(for reference):
-I am so glad they nerfed Rose U2 in AE, it was so broken.
-Guile’s nerf, he was just too good and too easy to turtle and build meter…
-Honda’s damage nerf
-Boxer’s jab nerf
-Dictator’s U2 command change, fireball characters couldn’t do shit once he built up meter
-Rufus’s U2 nerf
-Most BUFF to the new Cast, especially Makoto & probably Sakura.

p.s. I think SUPER is not a better version than AE, there were so many ridiculous moves. Yeah… we have the twins now, but besides the twins, the game is more balance overall.

Well, Ryu was of the best characters in Vanilla and quite good in Super regardless. And how player skill and their own knowledge affects each match-up is still prominent in AE. I do understand what you are ‘hoping’ for, but with such a huge cast, going towards that ideal is just hard.

Fukiage need a nerf, why a rush down character like Makoto should have a so good AA

Nerf everything.

/close thread

:sleep:

Well Fukiage is slow as fuck and not invincible, but damn, she hurts more than some Ultras in the game if she properly AA’s you. First week of AE I spent learning to never crossup Makoto.

An anti-fireball ultra actually acting as a deterrant to chucking plasma? Who would have thought :stuck_out_tongue:

Now days though that ultra’s usefulness has died down to next to nothing. A 22 frame startup ultra that can only combo off a jumping normal that gets stuffed most of the time?

Well your entitled to your opinion but I disagree myself. There was some BS stuff in super but nowhere near as much as AE has.

Question:
Whats the best 2 character team to play in AE - in other words, what 2 cover each others bad matchups the best? We can exclude yun and fei since they are so solid alone.

Yeah, because Guile had a bunch of 7-3 matchups in Super and so many Guile players were winning tournaments. Sure.

If you can play Yun and Akuma at a high level in AE then you’re probably not going to have many matchup troubles.

Anyone/Sagat.

A full screen anti-projectile ultra w/o charging, that’s too much even with 22f startup. Don’t forget you can still adjust the distance to make it safe if failed… The reason it was op is that he already has several decent defensive tools, forcing fireballs characters to get in while turtling with U2 is ridiculous…

We would like to know what are those op/bs moves in AE besides the twins. You can go ahead and list them.

Really and yet most of the fireball chuckers had adapted to the ultra and knew how to bait it in super. Whiffing the ultra wasn’t always safe against some of the cast either, Cammy could pretty much U1 it everytime for example well just one example there are others. Even if your particular character couldn’t punish it, Bison just blew his ultra for nothing.

You can hardly start listing BS crap in AE and not mention the twins, nice way of trying to tilt the argument in your favor. The big difference I guess between the two games is that the BS got stuffed so much in two characters in AE and was more spread out in super. Anyways you have your opinion, I have mine.

can we stop responding to that scrub ayma? he’s the same dude who said ultras should be nerfed in inv frames because people use it on wake up. like what more do you need to know that this guy is an joke?

Didn’t know he posted something like that. Guess it’s a good thing I wasn’t going to bother any further anyways.

Desired Cammy changes:
[LIST]
[]Ex cannonspike juggle air-to-air off of any hit for follow-up damage and make the air-to-air damage equal grounded (150). Right now it works to juggle in the airborn frames, but this serves no purpose with doing a mere 95 damage, which is always beaten by a grounded normal cannonspike followup. It’s a redundant move, and I wonder if it may even have been a mistake by the developers.
[
]Change medium cannonspike so it has functional/situational use over light and heavy.
[]100 damage on light arrow.
[/LIST]
Things I don’t want to see:
[LIST]
[
]Losing hk arrow cross-under, or anything she gained in AE.
[*]Return of TKCS, though a lowered restriction wouldn’t hurt. I think they were just trying to send a strong message that she isn’t a dive-kick character when they made the restriction that high.
[/LIST]
Devs can probably do at least as well as this list. Fingers X’d.

Don’t jump brainlessly. Problem solved.