Official SRK Ultra SF4 Rebalance Request Thread

Actually, it’s definitely not too slow to punish boom on reaction, although one would require above average reactions. It’s already possible to do it very close to Guile. Dictator would have to watch for the start up on the boom. I suggest giving it a try in training mode to see. It would definitely help in this mu.

I’ve used it against guile players before so it does work. You just need to have your charge ready and react when the boom comes. It’s not even as hard as it sounds. The problem is, of course, that it’s invul only last during scissors immediate start up which makes spacing it difficult.

Let’s assume a realistic example not one that has Guile point blank holding downback in front of a Bison also in downback. First active frame of EX Scissor is on frame 13, if the Guile is walking back vs Bison holding a charge, EX Scissor is not hitting on the first frame.

Fix Vegas Ultra 1 so it wont whiff if the first part anti-airs, seriosly a 30 damage ultra is not cool

nope. hadnt heard or noticed. good call

i like this. it tones down yun bs but yet he’ll still be an good character. too bad people just wanna ruin him.

It works around 2 character distances away now. I suggested it was a realistic demonstration as to why the buff would work. Again, just try it. It really does work already, but not usefully. You have to react fast, and be fairly close. If you can’t do it, I can’t really help you but to say keep trying and improve your reactions. However, you can even try it farther away and still react to the boom, but you will get hit by the boom right in front of Guile’s face, while Guile is still very clearly in his recovery frames.

For one, meter filled quickly in ST for most characters. Some filled meter insanely fast just by doing things they are supposed to be doing (Boxer especially). For two, people still developed strats for staying back and building meter anyways.

Super meter in IV does not revolve around just being a set up for a comeback mechanic (your real culprit is Ultra, obviously…if that carried over, then things would be very retarded). You need that meter for EX and FADC…two incredibly important portions of the IV game. Landing super is your cake for earning that meter and holding onto it without utilizing EX or FADC.

In the Akuma vs. Guile scenario, a lot of things are going unsaid. Why should the Akuma player lose his earned meter because YOU didn’t stop him? If you’re at the point in round 1 where it is obvious you’re not pulling out, why aren’t YOU doing things to build meter or to stop HIM from building more than he’d earn finishing you off?

I realize this is shit that won’t wind up changed (thank God), but I think people not wanting meter to carry over have a larger problem with their own meter management. Especially the part of the game where you need to spot that you’re going to lose round 1 in the next ten seconds and weighing the need to build meter…and possibly push forward to stop the opponent from gaining more. I love it. It’s a small chunk of strategy that adds to every game.

I’ll take your word for it but you are aware how a change like that would mess with his other matches vs other fireball characters like Ryu and Dhalsim right?

For the Ryu debate I feel ryu should go back to his vanilla version; 1-hit shoryuken and also make U2 usable like maybe off of counter hit shoryukens he can fadc into U2 for full cinematics. Or we can go the fireball route and give him his ST version and control space better with FB’s lets be honest hink yhr (he’s a character thats easy to get in on) or stop the FB’s and give his low forward back.
For Dudley I think he should have some invincibility on his DP thats it.
The twins just need some recovery on their specials
Able needs to go back to his super version becase he needs to be a hard hitter for him to be effective and scary imo
Akuma is great and I think nerf his demon flip grab (how do taller characters get away from that idk lol)
Bison is fine I dont see the problem with any of the charge characters…
MY list is from what I notice and just some minor changes that can be made.

BTW RYU Damage is nerfed across the board his solar plex punch is 80 that either needs to have a faster start-up or more advantage frames on hits like 5 its 4 I believe and with the added frame it will allow more combo potential and make up for combo power. For fun give him fake fireball or his denjin mode like they will in Ultimate Marvel VS Capcom 3 lol

Here’s what Gouken really needs:

[LIST]
[]Tatsu Lock on all 4 versions of Gorasen, not just EX.
[
]Return overhead GF Divekick.
[]Shorten Strong Palm distance to vanilla/Super Jab Palm distance.
[
]Shorten recovery on Gouken Flip options or make one option recover nearly instantly.
[]If they added any extra frames to backthrow whiff recovery, pull them. The scaling nerf made this less appealing anyway.
[
]Give Gouken some way to get damage off Jabs. He’s got to be the only non-grappler to lack this kind of option.
[/LIST]
If I had one really pie-in-the-sky request for him, it would be to change Kongoshin to ignore the opponent’s move’s placement (in other words, have the same box as EX), but to instead activate based on how the move must be blocked. It makes no sense to have to counter overheads low and air attacks mid (and depending on just where the hell the twins place their divekicks, those might need Kongoed low).

If I can punish it with El Fuerte, then yes, it’s unsafe. try it in training mode. I believe it was posted in the Yun subforum, all of his shoulders are unsafe on block

My only hope is that they add some new mechanic. Guard meter, alpha counters, anything.

Well, Ryu is already beat by the current EX SK when throwing any fireball within EX SK’s current range. So there’s no change vs Ryu. Sim may have his fireball game hampered a little earlier than normal, but he doesn’t rely on fireballs vs Dictator, especially when Dictator has meter for psycho punisher, which comes very fast due to the focusing that is required in this match. Sim doesn’t have any reason to throw fireballs (outside of a block string) vs Dictator within Dic’s jump range either, because Sim can’t be jumped on by Dictator – Sim’s AA is too good. Throwing a fireball in EX SK range opens Sim to a jump in combo, which is a very bad move vs Dic; Sim has better options. Moreover, if Dictator is charging within EX SK range, Sim can easily push Dic out of EX SK range with his st. fierce. Plus, Dictator almost needs meter to get in (and stay in) on Sim as meter is often used to go through limbs. So I don’t think this influences the Sim match much at all; I really think the buff would primarily influence the Dictator vs Guile matchup.

Anything one changes is going to lead to some reverberations elsewhere, but I am in favor of buffing other characters to make up for minimalist and realistic buffs made elsewhere. Buffs, not nerfs, is how I think a rebalance should go (except for Yun, who actually needs to be nerfed). I am in favor of buffs that break as few things as possible (if anything), but help in bad matchups. These slight changes are always going to be difficult to find because each character has 35+ matchups to consider. It’s easier to nerf than buff, but no one likes seeing their characters nerfed. I can’t think of a way to nerf Guile in the vs Dictator mu without breaking Guile, either. Just leaving the match up the way it is makes Dictator a non-viable tournament character, because Guile is such a hard counter and fairly numerous.

As you wish HNIC:

El Fuerte:
**hitbox tweak on jHP to make crossup more reliable **
There’s some opponents who when they block correctly they walk and it whiffs. Also in comparison to how easy it is to crosssup with other characters.

Increased frame advantage for gordita sobat (forward run xx MK) and clMK
Slightly more advantage with Gordita Sobat would allow Fuerte the ability to actually pressure with it. clMK has low hit invincibility and makes grabs whiff, otherwise, Fuerte can’t do anything afterwards except for one crLP on a counterhit. correctly guessing a throw attempt with this should lead to more.

Decreased startup on Quesadilla Bomb
many moves cancel into it, but do not combo. exceptions being close fierce and crMK on Counterhit. A decreased startup gives it more uses especially since it already loses to low attacks and has horrid recovery (Level 1 Qbomb is unsafe on HIT)

Revert Propeller tortilla to vanilla damage.
Compensation for loss of invincibility on Propeller Tortilla, a nerf he recieved in AE. It’s now riskier to use so it should have more reward.

Decreased startup on clHK
Allow easier link from a jumpHP and for what is listed below

After a succesful clHK allow quesadilla Bomb, gordita sobat, and various normals to hit.
This will give him options, he could use Qbomb (techable knockdown) or Gordita (hard knockdown) to push into the corner, or various normals that reach for resets.

Correct guac trade
Guacamole Leg Throw is “2 hits” but the first hit does no damage, when a trade occurs the opponent immediatley teleports to the the ground, Fuerte is hit out, opponent takes no damage. Fuerte should either grab the opponent out of what the opponent does, or straight up lose.

correct back run deadzone
I can’t tell you how many times I’ve died on Fuerte not responding to me mashing LP to make him stop as he runs into a DP FADC Ultra.

correct clHPxx ex run xx slide teleport glitch
I should not miss a combo that I executed properly

fajita buster gets invincibility equal to tostada

The moves look the same. Why not.

Backdash goes farther
Can I get some more distance please? This damn thing goes nowhere.

General change:
The exaggerated reeling animations are stupid and hitboxes need to not represent them so much. Besides making RSF annoying for fuerte I’m positive it throws off other combos. The opponent is already gaining Ultra for getting hit, why should the opponent get rewarded for animations causing a dropped combo.

Bipson:
U2 goes back to QCFx2. Slower recovery. It’s usless now if you ask me.

Do something about the Guile matchup. He’s still free to Guile.

Guy:
Final Fight chain hits crouchers. Gives him more damage chance

Maybe a bit more advantage with Bushin flip / jumping elbow drop? I think it’s fair since his jump is so floaty.

Faster walk speed. This guy’s supposed to be a speed demon. His walk speed should be on par with Fuerte’s.

Vega
Modifiy Claw/Mask Toss
Make it faster. Strength of button determines if he tosses it infront behind or on where he is.

make Rolling crystal flash faster. it’s useless as is.

I would like to see Oni’s Light fireball recovery decreased. There are many times I have tried to zone with it and have been punished too often. It does not even travel full screen. I would understand if I fired a fully charged one, but I usually don’t charge them unless they are a full screen’s distance. I would also like to see the properties change for when you fully charge it. Having it go full screen and hit for pathetic damage should not be the payoff for holding it.

I would also like it if he got some range on his normals, or at least some useful links. His current links are not that great, and it is hard to get any hard hitting combos on.

Also his AA Ult1 could use an angle change, having it go straight up is pretty weird.

Minor thing, change the input for Ult 2. It could do with being reverse quarter circle x2 and three punches.

I’d like to see a buff to the startup/travel speed of U1 to make it a proper fireball punisher/anti-air. Its WAY too finicky in its current form, especially considering that you can’t juggle or FADC into it (you can technically juggle into it, but it’s so situational that it basically never happens) and that it doesn’t have full projectile invulnerability.

Honda is probably the only character in the game without a usable sweep. Since it’s unlikely that they’ll make standing roundhouse a sweep again, make crouching fierce a sweep like it was in SF2 (pre-ST). At minimum, something needs to be done about crouching roundhouse. The startup and hitbox is a joke.

Standing fierce should be given a proper anti-air hitbox, especially since jab headbutt no longer functions as anti-air. This was one of his signature moves in SF2 (pre-ST), A3 and CvS2.

Thanks for responding. You clearly have more match up knowledge on the Bison perspective than me so I’ll concede.

give the damage on rufus ex messiah kick back.

it makes no sense that sagats tiger uppercut does more damage than rufus ex move.

cody:
Give cody a better back dash e.g. make him go back a further distance with better recovery-Needs this to help with spacing against other characters

make bad spray have more hits- People focusing this things is really stupid

Makoto
Slightly decrease U1 damage-Does a bit too much damage for how easy it can be to land

Viper
Slightly decrease u1 damage- Does a bit too much damage for how easy it can be to land

rose
make ex spiral have more invincibility- This will help her defense, especially on wake up
give her an overhead- This will help her make her offence more varied
increase U1 start up slightly maybe decrease damage- its a bit to hard to use this against a lot characters in its current form
increase u2 damage slightly- since they don’t serve as much purpose defensively it should have an increase amount of damage to reward you for using it offensively.

Fei long
slightly Decrease chicken wing and flame kick damage- It does too much damage for what they are
return his cr.mp to how it was in super- It controls too much space and is incredibly fast
make rekkas do less push back- would make Fei long have to work a bit harder for it like most characters.
Make ex rekka not safe on block but instead maybe increase its damage.

Guy
Improve U1 start up- It is too slow right now to a point that it can even be used as a punish in some situations, they should also make sure that if it hits once you get the full animation.

Cammy
make ex spiral arrow armor breaking- Cammy need a consistent needs armor breaking move
increase animation speed on quick spin knuckle- its impossible to use this against a lot of characters with its current speed
lower the height for cannon strike slightly- people anti air cammys dive kicks a bit to easily now its almost useless unless it’s Ex
two hits on all spiral arrows except for the lk version- to make it possible for someone to not always focus cammy

Guile
increase U2 damage and increase flash kick damage- his damage out put on these moves is way to low now.

oni
more health, maybe 950- for the risky type of character he is he needs more health to help in some matches
Also make it easier to combo into U2 since it serves no purpose right now because it has very little combo ability.