Official SRK Ultra SF4 Rebalance Request Thread

:lol: My bad, “Morpheus”.

I saw people talking about the announcer on the other page and I think they should nerf/buff this new announcer by having the ability to switch to the old one as well as adjust the volume/make him not talk so much (sometimes he just says the funniest shit at the right time though, so I wouldn’t turn him off).

I think this is way too much personally. Yeah, I put up a list, I think it was something like this:

–Close mp starts in 5 frames instead of 6 so frame traps work better
–Far lk recovers in 7 frames instead of 9 so 3-frame normals can’t interrupt far lk to far lk on block

–MK/HK danku is -1 on block instead of -2/-3
–Ex danku is -1 on block instead of -2/-3, gives Dan enough advantage on hit to dash up after (I don’t think hard knockdown is necessary, just get rid of the pose he does after it hits to allow him more time to get close)

–U1: always breaks focus, starts up in 9 frames instead of 10, runs faster after startup, can even reduce raw damage from 465 to like 400-425 or something
–U2: juggles for full 6 hits, can even reduce raw damage from 400 total to 350 or something

I don’t care if dp fadc neutral jump normals combo better, I never use that ever; I do dp fadc hk danku or just dp, I don’t think neutral jump mp/hp are useful enough to spend 2 meters for even in situations where they’d hit. I don’t care if his super is good. I never save super meter, ex danku and fadc combos are too good. I don’t care if his slow normals are sped up and I don’t want ex danku to go through fireballs. I feel like Dan is real good on up close offense, good on defense, and meh in the midrange, and I’m mostly ok with that balance. My buffs would improve him a bit up close and make him a little better in the midrange without doing too much like giving him a free way past projectiles without u1 or making him a real footsie character. And I just don’t think they’d make taunts do anything so I’m not even bothering with that. It would be super cool but I don’t see it happening.

I think the only one of your changes I like is lk danku hitting all crouchers. I wouldn’t want the hitbox to extend too low because I’d kinda worry about characters like Sim not being able to escape at all (w/ slide) and I’m fine with having the mixup of lk danku/throw/counterhit setup to beat people who try to do Sim slide or shoto cr mk under lk danku. But yeah it should always hit a Chun just crouching there not pressing any buttons imo, I like that.

Heh.

It’s cool that you made that video. I think it’s slightly misleading though. If you start the st.MP xx LP Shoulder from ~max st.MP distance, the shoulder will connect later in its active frames and be at better frames when it ends. The way you’re doing it, it connects early and leaves him in a worse state. I don’t really play Yun, and it may be that there’s no range that makes his second st.MP safe, but I think that video makes it look a little easier to punish than it often is in a real match.

If you required a prayer on wakeup against SUPER Cammy and you we’re playing anyone other than Cody, you REALLY need to step up your game son. No overhead + short throw range + a few frames of vulnerability + a realatively small hitbox on TKCS = YOU SUCK AT BLOCKING LOL!!!

Rufus and Yun must have foot so deep in your ass your tasting dried up week old gum. Damn it’s gotta hurt being that lame! Lemme guess you think fireball + you jumping wrong = DP is so cheap… NERF ALL SOTOS!!!

They could lower the block stun and I’d still take it TKCS combos were fun! And since we are all here “requesting” things, I’ll request you keep the negativity to yourself. We all hope our characters get better and since I haven’t asked for a nerf or called anyone else request unreasonable. Please troll someone else who shares your bad karma :rofl:

I don’t believe their internal testers really complain about it per se, but they likely (like many companies) do a fairly good job and then players use things one way or another creatively that they haven’t thought of or have gone through yet and it just kind of changes the impact of things. Cammy’s TKCS, Bison standing roundhouse. It’s stuff like… should this player spaz out and do so many specials while their opponent doesn’t effectively have a similar option? Should an average health character’s regular normal beat out and trade fairly against bigger characters or make smaller characters impossible to get in? Bison’s roundhouse effectively removes 12% to 17% (counter hits) of a character’s health on average in SF4. Per. Kick. As a Bison player I’ve pondered those things and questioned why they reduced damage and adjusted things; I understand it and accept it. It doesn’t alter the way I play my character and it certainly doesn’t mean that move is useless. So you can’t swat Juri out the air in 8 hits, you’ll do it in 11 hits now. That character now has a little more longevity in the Bison - Juri match up and that tiny adjustment has a pretty big ripple effect.

Then there’s people asking for a plethora of additional moves to their characters and fifty +frame on block and extended hit boxes. Why? These characters are pretty much quite complete and you’re just being a pretty selfish player.

Somethings are pretty stable and don’t really require nerfing IMO. Things like rekkas damage, pushback, or the safety of it. On SRK you’re really just reading about people complaining about it because they cannot beat Feilong in 15 seconds after the round starts. Nobody has really given conclusive evidence that it is “broken”, “overpowered” and then deserves nerf. I haven’t read more than maybe a handful of rational posters.

Capcom is trying to create the best competitive game as they have for the last 20 years amazingly. Most of the roster is pretty competitive in America and Japan. If you haven’t seen a good Hakan; Wildcat. Dan? I duno, Ultradavid and Stripfighter4. Sure they’e not on top 8 evo, but top 8 can only hold so many characters right? Look at all the people bitching about their mains not being “competitive”, so what are you doing on top of the PP/BP list? The PSN and XBL top 100 is diversified enough even though it’s online. Citing tournament results and popularity characters is pretty bullshit and undermining to a lot of people who play this game and use what they like.

There are clearly players that are taking their characters to the next level and that’s why we’re impressed with it. Those of you saying that they’re only succeeded because they’re good are half right; and you’re also very disrespectful and undermining them to a large degree–they’re good with that character. Not because they can magically just win because they’re Poongko or Latif. They’re just good with those characters.

This is like the generation of cry baby gamers. RPGs over 15 hours are too long, waaaaaah. I get hit by rekkas and scissor kicks and i can’t do anything about it, waaaaaaahhh. The Tetris game is too fastt, waaaaaaaaahhh.

</end rant>

as someone said previous"the fuck?" seriously what are you on about.

Sometimes when so many people start attacking what I’m saying I think maybe I’m mad and I’m not a genius, but then it all comes together and it’s the same old story, you guys are just frustrated and all think with your fancy terms and geeky nonsense that I’ll be scared off. I am talking about kara throws. Just becuase something has a simlarity doesn’t mean you should bring it up as an attack but with no actual purpose. A kara throw often has the character twitch forward, when a dash would be more intuitive if that feature is made on purpose, frame recovery and canceling has always been part of the game, so the properties are different. Throwing it in smuggly rather than explaing it and pointing out where they thought I was wrong or whatever is the way to go about it. We can list glitches all day long, so what. It’s not that I don’t understand he is pointing out a similarity, it’s that the similarity is being brought up as a pointless attack and has no weight or posative meaning.

Also a few fighting games do such a thing while loading, such as king of fighters. I also had a better idea a few pages back, but people like to ignore that, until they can have ago at something pointless, we aren’t all going to agree on the same things, deal with it.

make Gouken invincible on wake up:D

I don’t believe this game can get any more new player friendly than it already is. Any fighting game will need to fill out both spectrums of ease and difficulty.

I agree with your post. My original comment was poorly written.

I am wondering how much of this balance update will just be a removal of whatever it was they considered to cause some characters to be “purposely made strong”. Doing this would save them a significant amount of work and allow them to release this balance patch quickly. What I was trying to say is that they already have their own view of what is “wrong” with the game because they basically designed it to be that way. The update is like an undo operation.

“Arcade Edition, on the other hand, has some characters who were purposely made strong. The reason this was done is because Ono feels that having such a character helps to build community and competitive spirit.”

I don’t think this update will be as fueled by tears as some people think it could be.

I hope you’re not talking about my make all specials -50 on block post. I thought it was obvious that was a joke post…

Of course not. Give some credit man. :stuck_out_tongue:

Close Mp and far lk are the normals I really think should be faster as well. But if all of them were faster, especially add cr.mk to that, it would be better.

I think hard knockdown is necessary. And that pose is fine bro, I think Dan should be better while still being goofy and Dan-like.

U1 breaking focus is something I didnt think about (even though thats what lost me a match VS Marn, he cross countered and I did U1 lmao…)
I agree with U2. But also think the fireball shouldnt be able to be stuffed. No invincibility is fine tho…

DP FADC Nuetral jump Mp is my go to. HP in the corner. I love it personally, and think its good now but would love it to be even better. I never use his super either, but that doesnt mean it should be crap. Having Koryu xx Super for all hits anywhere would also make people use super, and it would make him more KOF like which is better for the character. EX Dankuu going thru fireballs would simply make him better but I suppose it isnt necessary because if U1 was actually viable as an anti fireball/as an anti air would be great too…

You have Dan’s strengths in line, but you over estimate him. Against those who have experience in the match up (everyone I play in San Diego/people I frequent online) he is much more linear. His offense is eventually figured out in a sense where it is much less effective. He needs better footsies, period. And his defense is fine as is.

Taunts would just make it worth Taunting, and it would make opponents want to go to him or let him get dat meter.

Lk Dankuu whiffing crouchers is just lazy design… Its the most realistic of my changes because it shoulda been in since Vanilla.
Sim having a more tough time getting out is good too…its not like were Yun and get in almost for free.

My buffs would make him much better. Which would make the game more fun for me as a Dan player. It wouldnt be breaking the game. Im tired of having to work so hard tbh. Ive mained Dan since Vanilla and im happy that hes stronger, yeah this is his strongest iteration, but with my buffs he would have a lot more 5-5 and not harsh ass 6-4s and 7-3s. Hes still got near unwinnables against good players( looking at you Honda, Guile) and hes still got stupid tough ones where you have to greatly outplay your opponent in every way (Gief, Yun, and pretty much anyone with great footsies and knows how to anti air Dan)

Im playing Dan no matter what, but i think he should be good. They have guys like Rufus and Deadpool who are joke characters and viable. Why not Dan?

I want Dan to be high/top tier…so I put sorta unrealistic changes, but they are nothing game breaking…

What is going to be weak about Dan if he receives what you guys suggested?

Every character is weak in some aspect. I mean, people in here are like, give them X & Y cuz they don’t have it. But why?

If they give Dan what I said, there wouldnt be much weak about him at all. But he would still have bad match ups.
If they follow what Ultra David said, he would still get outzoned and out footsied hard. Theyd just fix some things that they shoulda done a long time ago.

I think Dan is pretty good. I don’t think his up close offense gets figured out, I think he has a good enough danku/counterhit/throw game and corner contain that he can’t just get figured out (and please don’t think that I play against players who don’t know how to figure matchups out heh). I don’t think he really needs any buffs there, although I want a couple because I’d rather make him better by buffing his strengths than getting rid of his weaknesses.

Btw it’s cool with me if he keeps the pose, whatever. All I want is more advantage after he hits, whether by decreasing his recovery or making it launch the opponent higher or giving a hard knockdown (which would be pretty weird tbh but oh well).

I don’t think he’d get outzoned or outfootsied hard with my changes. With mk hk ex danku being safe except against 720s, ex danku giving frame advantage to press in after, and u1 being more useful for getting through fireballs and punishing laggy stuff I think he’d be as good as he needs to be there. He still wouldn’t be the best at midrange or even among the top 1/3-1/2 of characters there. But imo that’s fine.

Oh! You know what I forgot to mention, is that I want air lk danku to go back to pre-nerfed recovery on landing. It wasn’t so much better before, just a few frames, but those are potentially important frames in things like pressure and getting around fireballs.

Anyway with my changes plus air lk danku recovering faster on landing plus your lk danku hitting crouchers thing I feel like he’d be a real threat to win big tournaments. Even in Super Dan already almost won a major tournament with Justin vs Air.

Also I don’t think Guile and Honda are his worst matchups, let alone unwinnables. And imo Sim is at worst even for him. I feel like he’s already a pretty solid mid tier character, with some good matchups, some bad ones, and a lot of fairly even ones. Interesting, sounds like we have pretty different takes on the character.

Fix some character’s stupid ass wakeup stuff, like the Yang invincibility thing and how Rog will always push your character back when he gets up due to his hunched stance.

I get what you’re trying to say, but it doesn’t end up working like that. The s.mp moves your body forward very far during the active frames, so when you cancel it the shoulder comes out several steps forward of your starting position, and the LP shoulder travels a good distance before it hits. To the effect that it always ends up connecting on the first active frame and leaving you at the same range after it hits, regardless of where you started the s.mp.

I quickly did it in training just to be sure, but it’s trivial to set up and check.

Of course if you actually hit with the shoulder, instead of it being blocked, you’re left at a frame advantage and slightly closer. So if you connect, then you certainly can do another s.mp xx LP shoulder, and you will stuff any buttons that the other guy presses short of a backdash or invulnerable reversal. This is what people die to online and come complaining about, because they eat the elbow>shoulder, try to mash jab or something and so get counter hit and eat another elbow>shoulder, repeat untill stun. If you just block 1 shoulder, the pressure is over.

Why is Blankas Ultra 1 still doing so much damage? I’m serious.

Even on block its still chipping 150.

Im all for making Blanka more competitive, but after just going 10-4 against a (very good) blanka I realised 7 out of 10 fights came down to that ****ing Ultra.

oh well too bad you didnt see when I said when rose is hit and not on block.

My mistake if I thought the +0 applies to everyone. But my point concerning nerfing yang’s divekick stills stands: why nerf it ? its still not fast like yun because like you said, there’s a delay when he does the divekick, therefore its more easier to react to it then yun’s.

but yeah you should be the one testing things for us and bring them here. Just, be sure of what you are reading is right

because there arent very many practical ways for him to land it apart from one frame linking into it, or 50/50 from a UKD. and even with it doing good damage, it dosent win any matchups for him

most ultras that dont have much utility outside of punishes do good damage