Official SRK Ultra SF4 Rebalance Request Thread

He has much better anti projectile tools than the majority of the cast.

I feel bad now that I edited my comment that you commented for a laugh, but actually we have sumit in common. I hate all these terms, smurfing and bumming, it’s all gay. light, medium, strong isn’t good enough, we have to say short or roundhouse. Why Balrog doesn’t even have a kick so roundhouse is irelevant. plus sp now could mean short or strong punch. What makes it worse is that capcom ae buying into some of this and the community is dictating there work. All these fancy terms are not kool.
I think people have been getting addicted to all this gay terminaology as I have been accussed of trolling and I don’t even know what it is, the thing is I was being totaly genuine and honest and definetly polite, and I got an infraction.
Some of you need to get alife this is just a game, yeah I’m passionate about it too, but when it makes you into a dick I think you need to give it up as it’s becoming a bad habbit. Back in the day people used different terms but everyone understood what eachother meant. I looked up meaty attack and it’s actualy quite technical, I thought it meant a heavy attack, like if you just rushed in and dealt some damage.

Capcom should nerf the shit out of all my bad matchups. Fuck hard work.

You post something like that fairly often. We get it, you’re fairly happy with how things are in Arcade Edition. : )

Here I’ve consolidated all my previous suggested changes that were previously in scattered posts, made a few tweaks and added one or two more.

[edited on 22 Sept. 2011]

Specific changes about my main (Cammy)

These changes are intended to make Cammy more interested and rounded, rather than better or worse (since better or worse as much depends on the rest of the cast as it does on her). Some of them I think are needed, others are more fun-orientated…

1. With HK arrow: I’d like damage to be moved into the first hit (100 damage, like ex) so that FADC combos off of it are viable. Maybe have it also do full damage if it hits at the tip (i.e. a third late 120 dmg hitbox that doesn’t occur if any of the first two hitboxes connect). The comboing range I could live with if these changes are made.
Update: With the arrow range restored, isn’t the comboing off of far-fierce much less useful?

2. I’d enjoy having close roundhouse do a knockdown on people it hits in the air, instead of resetting as it does now.

3. Please make medium cannonspike have a purpose, alter its properties in some way that set it apart from light and heavy.
Update: Maybe have it recover more quickly than the others so that more links into ultra are possible (right now they can be character or corner specific).
In fact I’d like to see all versions have slightly different knock-back distances!

4. Please make it 100 damage on light arrow. Both light and medium should be knockdown/footsie/combo ender tools and the difference should be of spacing not of damage.

5. Maybe extend her juggle potential. The damage will scale anyway. Cammy has some good air-resets but with her nerfed damage the risk/reward isn’t very good…

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  2. I think an improvement for close medium kick is called for, it has no use. What the improvement would be I’m not sure.

8. Cammy’s juggle property on her ex-cannonspike is strange. It isn’t a major problem, it just seems redundant to have it there since it does less damage than juggling on the ground. Why does it have 95 damage? It also doesn’t juggle a third time like Ryu’s ex dp. Maybe that was what was intended for it? Either way juggling into ex cannonspike has no value right now as there’s always a better option.

9. I think it would be neat and useful if you could press mp+mk to get focus armour on hooligan, at the price of being commited to the slide. Have it on for only a few frames. You can choose either to throw/cancel or focus, but not both.

  1. Allow lower cannonstrikes on descent only.

That post really has nothing to do with how I feel about AE as a whole, lol.

Ahhh my mistake, but people are always going to whine, and make stupid suggestions. Better to leave them to it than whine about whining, I suppose. lol.

Here’s why these threads are terrible, after 30 pages of 1 line ‘nerf this, buff that, this char is too strong’, people finally start to discuss gameplay elements and why they have trouble with them, and you realise you’ve just been talking to people who don’t have the slightest idea what they are doing and are basing their opinions on this 1 time where they lost to this guy on xbox live because they didn’t know wtf to do, and they must be right because the Japs ‘agree’ with them.

Yun LP shoulder is -3 on block, but leaves him at a range where most of the cast can’t punish him. Which is fine, there’s nothing special about LP shoulder that would warrant it being an unsafe move, it’s slow with short range, normal damage and no special properties at all. After blocking a LP shoulder, you are at significant frame advantage, there is no reason at all that Yun should be able to continually pressure you with s.mp after a blocked shoulder, if you can’t deal with this then you’ve got some sort of problem with your fingers.

Assuming you’re Rose, since that’s your avatar, Rose isn’t even in range to be hit by another s.mp after a blocked LP shoulder, it will whiff, the Yun actually has to walk up to do another s.mp on you, even in the corner, this is while being at -3. In a situation where he actually is trying to hit you with a normal after a blocked shoulder, Rose’s c.mp will counter hit it, and you’ll get a combo. If the Yun is trying to bait a poke and follows the shoulder with neutral jump into divekick, you’ll still recover from the c.mp in time to block the divekick, so there is no reason he should be able to pressure you on the ground like this. To top that off, s.mp to LP shoulder isn’t even a block string, if you block the s.mp you can just EX soul spiral the shoulder before it connects. You can also neutral jump after the shoulder before he can poke you, or out of the corner you can simply walk backwards, and sweep the whiff.

S.mp after blocked LP shoulder isn’t pressure, it’s online scrubbery that’s only valid against people who have no idea what they’re doing. Complaining about this is the Yun equivalent of complaining about repeated Honda arsesplash, “He keeps doing it and i can never win, nerf arsesplash!”

This makes me think that you’re not even sure what a divekick is… Yang’s divekick is up to +5 on block, potentially more but it’s difficult to test, depending on where it connects against the body. It causes more blockstun than Yun’s dive in return for having a longer delay before it can be activated after a jump. It is significantly safer than Yun’s, has the same (terrible) hitbox, and travels through the air at the same speed. Not knowing this just makes it seem like you haven’t played with either character.

KAra throws should be removed, If it was origialy a glitch, then no character should be able to magicaly move forward, from some input which is not intuitive or logical. Stop all this unintuitive geek pro player exploitation, and take control back of the game that you own and produce, make it fun again, learning this new science of play sf is really not fun, before I could go away from the game and think of a combo in my head and try it out. Now I have to make sure the moon is at a certain height i the sky , and press a button, but not for that move becuase im gonna press another button, 2 millionths of a second later while eating my own sick, and we all no sick always has KARAts in it even if you didn’t eat them.

Everyone is saying you don’t know what your talking about, and that’s becuase none of you know what you are talking about anymore, it’s all gibberish, smurf yun billion for all I care.

^^^^@Teoh-yuns dive is faster. i can agree with the rest of your post

I guess it depends what we’re talking about with ‘faster’. I did say there’s a longer delay before yang can dive after jumping, but in terms of the speed of the move once the dive starts, i’m not seeing it. I tried frame stepping the video to spot any difference in frames during the startup of the dive before they move down, both look the same.

oh. ok i see what you mean. i just know when im fighting them, i can react to yang every time, and not so much with yun. the difference in restriction limits would make sense

Play old games then

yeah, somebody should tell that guy that low forwardxxxfireball was a glitch at first too

Also is it just me or the english in this thread like degrading as the pages go on.

Being a scrub isn’t about what you can and can’t do, it’s about your mindset.

You’re not a scrub.

wrong. I actually know what I’m talking about: Yun doesnt need to walk up and do another s.mp on rose if rose gets hit. The range is even shorter if rose blocked it while crouching. Rose’s cr.mp is 4 frames…I dont see how it can counter a -3 on block. with 14 frames of recovery and -3 on block I dont see how she will be able to recover in time for the dive kick…

yang is on frame advantage if he hits the opponent below the head on block or hit, other than this he’s 0. And my point still stands out: it comes out slow and can be countered when you see it. Travel’s through the air at the same speed ? lol.

they should make improve Evil Ryu because his options (when compared to Akuma) dont really outweigh his low health; therefore Capcom should either give him a health buff or improve his moveset-(better teleport, faster sweep, tatsu to sweep, damage etc).

Oh yh and PLEASE give Ryu a reliable midscreen setup to the full ultra 2 animation, ( im not talking lvl 3 focus into ultra) i mean like counter hit shoryuken FADC into Ultra 2 should give the full animation- like Kens.

This is why I love playing as Guy, you pretty much have to use every normal, every special and every mixup you have.

I agree, they should buff his health, or improve his “Akuma like moves” ie his teleport (range sucks!),