Official SRK Ultra SF4 Rebalance Request Thread

I really just want overall damage output to be higher, and for the few characters that desperately need something to get what they need (Vega, Rose, El Fuerte, Gouken). And for characters that were unnecessarily nerfed to be returned to their former glory (Guile, E.Honda, Balrog).

Huge changes aren’t really necessary IMO.

Balrog? Balrog.

No.

There is one practical way to land it, and thats throw it out as a hail mary move hoping for a chip kill, or even better for the random crossup it rarely does.
Im not bitter about losing the matches…

wait I suppose I am just bitter about it :frowning:

Guess its my own stupid fault for letting it land so many times, just hard to swallow dominating a round then losing 50% health on a hail mary. (about 4 times)

That hoppy, throw lovin’, green electiric little bastard has it coming I tells ya >:(

Poke more. Hop has no hit invul.

I’m not saying he was nerfed into the ground, but I feel his nerfs were pretty unnecessary.

Funny thing is my Fei and Gen had a far easier time dealing with him, and I was putting that down to godly pokes. (My Fei and Gen havent used since Vanilla and are terrible)

For some reason my Guy seems horribly free to Blanka. Guy has the pokes needed (cr.MP, cr.Hp, far standing MK beat everything on paper that Blanka can do) but in a match… I just seem to fall apart.
oh well guess Ill have to pick my second when Blankas and Bisons appear untill I get the matchup to a point where I can actually put up a fight.

(sorry for going off topic)

Just because his worst matchups are 5-5 against Ryu and Sagat doesn’t mean he doesn’t have better and more anti-fireball tools than many of the cast.

Palm eats up a fireball (Almost no characters without a fireball of their own can do this.)
Dive kick has a low enough height restriction and has the ability to choose your angle making it easier to avoid fireballs without getting into anti air range.
MP Shoulder requires some finesse but is still safer than many characters options (Green Hand/Lariat/Buffalo Headbutt/TurnPunch/Zonk Knuckle/Spin Knuckle/EX Spiral Arrow… the list goes on and on)
His LK Upkicks require strict timing but can be a fairly safe way to avoid fireballs at full screen (any closer and you are liable to be punished.)
EX Shoulder is negative on block… yeah so is most characters projectile invincible moves. (and at only -6 it is better than most characters options.
Lunge punch can be used against Juri’s low fireballs (only character it is really usable for though and requires pretty strict spacing.)
And of course FADC since his dashes are really good and his focus is really good.

Does he have THE BEST anti projectile game? Hardly. And yes Yang’s IS better. But as I said, he has a better anti projectile game than MOST of the cast. Call me when you try out Makoto and find her only options are instant air Tsurgi (to perform a triangle jump like you can with a dive kick as Yun/Yang), FADC… and block.

You know what? Keeping in mind that Capcom can screw up balancing sometimes, this is my suggestion for making it as simple and un-screw-up-able as possible. Do as few untested or new things as you can, and if a character isn’t screaming for an untested change, don’t do it. Some of these characters kind of annoy me, but I’d rather face a characters I know is really good but not broken like Super Cammy or AE Seth than risk Capcom screwing things up heh.

–Return to exact Super incarnations (12 chars): Abel, Boxer, Cammy, Chun, Dhalsim, Guile, Honda, Fei, Dictator, Rose, Rufus, Ryu

–Keep exact AE incarnations (12 chars): Adon, Akuma, Cody, DeeJay, Ibuki, Juri, Ken, Makoto, Sagat, Sakura, Seth, Viper

–Combine obviously better parts of Vanilla, Super, & AE incarnations (5 chars): Blanka Super horizontal balls + AE everything else, Claw Super cosmic heel + AE everything else, Fuerte Vanilla RSF/tortilla/guacamole/u1 + Super u2 + AE normals, Gen Vanilla jumps + AE everything else, Zangief Super everything + AE spds/u2

That leaves only 10 characters needing slight changes: Dan, Dudley, Evil, Gouken, Guy, Hakan, Hawk, Oni, Yun, and Yang.

Only revision I selfishly want for Bison is vanilla standing roundhouse (120 damage, lol). Everything else in AE is good to go. All else on the roster can change, Bison doesn’t need to really change. Just needs some damage increase back to make people respect his zoning when he’s not the aggressor.

I think 120 damage would be perfectly fair. But I play Bison, so yeah I might be biased. Though 80 damage at the tip is just laughably bad. The move was never as OP as whiners claimed it was in Super, and now in AE it’s just meh. Still annoying for certain characters, but overall it’s just not what it needs to be. And it doesn’t help that it’s still hit-or-miss (Usually miss) as an AA.

I feel like it does if the player has played good Dan players before. Which most havent…And im not trying to say you play bad opponents. But idk it seems my scene (San Diego btw) most all the good players have ways around his corner game/dankuu frame traps/mixup pressure which isnt as scary once you weigh Dans options vs amount of damage you will take, risk/reward etc.

Your changes are very balanced, and if they happened I would be very happy. but I feel like he can also really use those extra pushes. Again, its nothing that would make him top 10 or anything.

I also think that Air LK Dankuu needs to go back to what it was before or be even safer.

Id love to see how you play my hardest match ups then, haha. I feel like Dan is a high low tier. Hes better than some characters and can win/go even some match ups but not too many. With buffs he can hang with the rest and win a lot more. I suppose we do see differently on this matter. But I do think Dan is decent and give him credit where many wont.

Also, no offense to Air, but I just think he doesnt know the match up well lol. Shit, even I beat Air online w/ Dan back in Super and my Dan is anything BUT good.

Why not meet in the middle and say 100 dmg?

I don’t even bother replying this ignorant individual. He doesn’t know what hes talking about… probably didn’t even read everything before reply. Unfortunately 90% people in this thread are just like him!
p.s. Yang’s dive kick can cross up(unblockable) .

Are you being sarcastic? Cross ups are not unblockable.

I wouldn’t because majority of his bnb’s are pretty low damage overall. A good chunk of his damage only comes in with counter poking and punishing. Safe scissor kicks is pretty overrated and not really a huge factor in intermediate to high level play. It’s still a charge move and it’s limited in opportunistic windows. If you look at more recent Bison tournament play, there’s a heavier reliance on normals than ever before judging from AndyOCR, Yipes and a few others.

If he had to be the aggressor and the other character was perfectly fine with defending and retaliating safely, Bison is fighting a downhill batter. It’s more like he has to be a lot more picky with when he can pressure with scissors, that’s why I personally feel the LK scissor pushback being extended is okay for Bison; he gets back into a better and more comfortable anti-airing and scissor chipping range. Less chance of people getting in their comfortable zone to jump at Bison and OS him / cross him up.

He was already a low-to-average damage character in vanilla, that’s why you have to endure watching Japanese players like TUC and Kim1234 time people out and chip them to death. It’s not easy to open up good players using Bison.

Still think Oni’s a bit of a sleeper. One wrong guess and you’re eating around 200-250 damage and you’re right back into the grinder. Can have a few problems getting in on the more didcated zoners though. Or at least my five-day old Oni does, lol. At any rate, I feel there’s a ton of untapped potential in the character. Capcom should be cautious about giving him too many buffs in my opinion.

I meant this situation:

I think he’s a sleeper too. FADC Shoryuken on block would be great though. The possibilities are quite sexy if you think about it.

Say they give him +2 or +3 on FADCing the 2nd hit or whatever (only because you can do that on hit), he can frame trap quite well and bait crouch tech OS, counter hit into whatever the hell he has. LK Slash FADC bnb xx Shoryuken or bnb xx HK slash/EX slash into Ultra 1? Madness.

I say, give him just the SRK FADC on block. We’re good. His damage is solid as fuck. The possibilities are endless with just this one thing.

You mean avoid certain matchups/players like bullcat? :\

and this, it was originally planed to be put in but wasn’t :frowning:

The problem with it wasn’t that it was too good, but that it was good enough that everything else in her toolset could easily be ignored. Hitconfirm tkcs, BIG DAMAGE. Forget everything else. Sure there was an art to using it, but it wasn’t the best way for Cammy to be. My frustration at TKCS being taken away originally was just because of how long it took me to get the motion down on a pad, but I always felt early on that I could live without TKCS if they did something to make her more rounded.