Official SRK Ultra SF4 Rebalance Request Thread

At the very least I think roll kick deserves a nerf. Why does this character need to punish fireballs from 2/3 screen (more like 3/4+ on ex) so easily, especially for no meter? IMO remove the fireball invincibility from non-ex (or slow them down), and reduce the travel distance on ex.

It doesn’t happen all that often though :P. Itd be different if you could just knockdown and exploit it all the time but to date I haven’t seen anybody do that.


http://www.capcom-unity.com/street_fighter/go/thread/view/7411/27932361/Balance_change_Request_to_CAPCOM_for_Gouken!?pg=1
These are changes I feel GOUKEN needs. Also if you a gouken player check out my thread on here and on capcomunity

1)"“Combine MP and HP kongo hitbox and make Mp and Hp High kongo. and LP low kongo so we will have Super kongo setup again”"" Kongo is a very hard move to use properly even when it was only 2 parts. Now we gouken players have to worry about 3 parts of our body and our damage was nerfed from 180 to 150. Jump ins become even harder to kongo because of this. EX kongo is an option but can simply be baited out just like regular Kongo. The risk is not worth the reward. Not to mention some moves like chun li’s head stomps avoid the kongo all tegether but that was never adressed.

  1. Let us hit confirm into lp palm using Crouchinglp and standing lp jab strings ON HIT! ** Once Gouken gets **** strings on hit going he can’t do anything but a lame combination of jabs and some shorts. Leting him hit confirm into Lp palm would help his options when in your face and the damage would not be that much seeing as lp palm only deals 90 damage. It would make him a more solid character. **

3)-Give us overhead dive kick back ** He had this in vanilla and it was taken away in super. I really dont understand the reason for this. He had a legit mixup from his demon flip but now people can simply crouch his demon flip making it less of a threat. Giving him this back would contribute to making gouken a more solid character with a more threat of a vortex. **

4)-Tastu hit ALL crouchers all version! ** Goukens tastu’s have a too much risk not much reward thing going on. This would greatly help his wake up game with ex tastu although you would have to burn three meter to stay safe. I feel if your going to keep the frame data 7/10/13/7 then tastu’s should atleast hit crouchers. At least make ex tastu hit crouchers for a more solid wakeup game. Once blocked they have MASSIVE recovery ontop of bad startup time. **

5)-Give us old LP palm back and place it where Mp palm is now and completly get rid of Hp palm Placing Mp palm in its place. **This is an interesting one. In vanilla and super we did many things with the old lp palm and now its simply gone. Many of the gouken players from srk including myself all agree that this setup would be better for gouken. HP palm is pretty much useless and not used much at all and its pretty unsafe on block. Using the setup above makes gouken feel more complete and reasonable and brings back our set ups from super and vanilla. **

6)-Air parry needs to recover in 4 frames instead of 6. Why NOT! Its an AIR parry! Also an EX version of AIR PARRY would be nice. ** The fact that it was 12 frames of recovery in super and vanilla was mind boggling! A move of this sort should have fast recovery to reward the player for a successful air parry which does not damage anyway. As a matter a fact YOU TAKE DAMAGE lol. Once pulled off you should recover fast to go for your counter attack on the ground. 6 frames is very nice but ive still been punished on landing at times. 4 frames of recopvery is more suitable for this move. **

7)-Far standing Mk’s Hitbox is horrible. They could make it better. ** This change to be honest is not really needed but would greatly help gouken in his footies department. Its good for footies now but all the player has to do is crouch and it wiffs all day. Most characters footies are with them crouching anyway. Its horrible for an anti air unless the person tried an empty jump to bait your kongo. The hitbox for this move is horrible in my opinion.**

  1. Improve his backdash. **We can all agree that goukens backdash is horrible and could use some work. His backdash also confuses me with him being a zone character why does he have a bad backdash and a good forward dash lol His forward dash is good but his options in the persons face is horrible. His baddash is bad yet hes potentially at his strongest area when backing up and zoning with projectiles. **

Ultra 2 buffs- ** I feel this ultra just needs a few changes and im shocked Capcom left this ultra un touched in AE. Faster charge time and faster travel time would greatly help this ultra. If not that then make it unblockable while dealing gray damage. To be honest most gouken players will still use ultra 1 for damage anyway. **

An interesting change to gouken posted by a player in my thread on srk: One thing I’ve always wanted with Gouken was the ability to stock fireball charge. Like charging it and hitting Kick button at the right time with cancel animation and store the charge. So that his next fireball with be two hit without charging. Posted by V4charlie on srk.com. (Would make gouken so much funner to play IMO)

Yeah lets let the idiots on shoryuken decide how this game should be balanced.

PLEASE BUFF MY MAIN!!

In that I’ve seen a lot of silly Cammy suggestions let me respectfully say again that the normal buffs she recieved in AE made her a very complete and fun character… until they took away her instant Canon Strike :frowning: This is an essential tool in her pressure and up close mix-up game which makes up for her lack of throw range. It’s a necessary tool against turtlers and since Ono went out of the way to show the attack in the first SFxTekken Cammy trailer I hope/beg that it returns to the AE rebalance !!! *** PLEASE BRING BACK THE TKCS/INSTANT DIVE KICK ***

I’m going to list all the Guy recommendations (so they aren’t scattered over the place) and comment on why he does or doesn’t need some of them and put in some suggestions of my own (of course, this is all my opinion):

-ex sbk should be invincible completely, its already very risky, you can’t fadc and its only 4 frames. This move is fine, if anything, make it so that it hits both sides like a hurricane kick is supposed to do.

  • Make run-hk always hit twice on impact or give it more frame advantage on hit to combo consistently. I kind of agree on this. It should hit twice more consistently, but idk about making it combo-able. It already does 170. Perhaps when it hits once (the second hit) at a distance it can be combo-able
    -Make bushin flip elbow hit overhead like the alpha games. No. There is a reason that the move is the way it is. If it were to hit overhead that means the opponent would have to stand up which means they would get grabbed. In this case, the opponent would ALWAYS get hit by something, and that’s just not fair.
    -Improve U1, make it combo mid screen and make it so if first hit connects then you get full ultra because a lot of times it pushes them back!! I agree mid-screen combo would be nice, but not everyone has to be like Rufus. Imo, if it combos mid-screen or can be fadc’d, then he should only get those first 4 (or 5 if you want to count the animation transition hit) and not the animation (drop)
    -Increase U2 range, and use the same input leniency as ssf4. This. I haven’t noticed any input differences (because I haven’t been using it recently), but this is sf4. If everyone has shortcut input of some kind, i dont know why Guy shouldn’t
    -Make ex izuna throw invincible to other throws. This. I didn’t even know that it lost to other throws.
    -Increase walk speed. THIS PLEASE. It doesn’t have to be Cammy/Akuma walk speed, but for the love of all that is good make him walk faster
    -Enable ex hozzanto connect after bushin chain flip combo. This isn’t necessary for the development team to go out of heir way to change. You already have the option of choosing where you want your opponent to go with the TC. If you flip them behind you mid-screen, you get free oki and a safe-jump setup. If you do it in the corner, then you can still tatsu, or even do a reset. The only thing you get from ending with the hit is a far push back. However, what they should fix about his TC back-throw is the range at which he grabs. You can’t hit confirm into TC back-throw because all the push from the hits will make the grab whiff and he can be punished for it. Increase the range of the grab so that he actually grabs every time.
    -Faster startup on hozanto. Contrast with Yun’s shoulder. I feel something should be done about this move. It’s -6 on block, somewhat slow startup, and he can be hit out of it (no invincibility AT ALL). Fix atleast 1, if not 2, of the 3 things and I’ll be content.
    -Make regular spinkick a viable reversal (more invincibility). This. Not much else to say about it. I don’t think this has any invincibility at all on startup. It doesn’t need to be reversal-viable though like a shoto dp, just a better anti-air
    -more priority on izuna drop (Cannot be air thrown). Already addressed above.
    -slightly faster jump? Eh. Although Gen has a fast and long jump arch, he doesn’t have nearly as much control where he wants to land as Guy does in the air. His jump is fine, imo
    -more hitstun on bf elbow for comboing. This move does not need to be combo-able. However, Guy does need faster recovery. If done at the wrong angle, it can be punished with focus and SPDs, so I would rather take more blockstun or just improve Guy’s recovery, but not to the point where he can combo off of it. The reason I say it shouldn’t be combo-able is because this isn’t move isn’t meant for damage, it’s meant so Guy can get in. If Guy lands this (hit or block), then he is in for free. Would you really want someone to jump at you full screen and combo you into ultra?
    -Improve U1 start up Umm, is it not fast enough? Seems fine to me
    -Final Fight chain hits crouchers. Gives him more damage chance No. Guy already does a lot of damage and already has the option to throw the opponent in the corner (which not many other characters can do) or get an untechable knockdown on everyone of his non-TC combos.
    -Maybe a bit more advantage with Bushin flip / jumping elbow drop? I think it’s fair since his jump is so floaty. Bush flip and jumping elbow drop are two different things and I don’t know which one is being referred to. His jumps are fine and I already talked about them earlier.
    -Faster walk speed. This guy’s supposed to be a speed demon. His walk speed should be on par with Fuerte’s. Already addressed above.

My own suggestions:
Make cr.rh (slide) safer at closer distances and/or knockdown at every distance. Unlike Rose/Ibuki/Sim, Guy can’t abuse his slide or use it to go under fireballs and jump-ins. However, the fact that this move gives him a knockdown, which the other characters don’t get, is a fair trade off, but there is only 1 distance where Guy can really use it without being punished (on block) and this just makes the move way too predictable. And when it does hit at the safe distance, it doesn’t even knockdown all the time. I’m not asking for it to be safe at point-blank range or anything, but make this a more useable tool for Guy.

st strong xx run stop is -3/-4 (or something like that). Make this -2 so that it isn’t easily punished by DP’s and throws, but Guy is still at a pretty bad disadvantage.

Give Yun an airgrab and a j.mk crossup!!! And moar health plz :(!!

If he dies with full super meter he should resurrect as Dark Yun.

My opinion counts just as much as yours.

You know Feilong only got a far jab to sweep and he lost invincibility on HK CW start up? I’ll gladly take that invincibility back.

In other news, majority of you don’t even know what you’re asking for, lmao.

I will post some of my thoughts after I collect the entire roster.

I hope capcom doesn’t take anything from the first post seriously…

Characters I like –

  • Make them better

Characters I don’t like –

  • Make them worse

No, just no. The corner is and should be a bad spot to be stuck in, and is largely is for everyone in the cast. Ryu and the other shotos should not be exempt from this just because he’s a shoto. That is the whole reason the coward copter escape was removed from them.

I hope capcom doesn’t take any posts in here seriously. But that means that Capcom wouldn’t take this post seriously…

Capcomception

I hear ya but in that mago match the fuerte RSFs and knocks down, then the player does tortilla again guile flashkicks and the same. so I guess it can be

Capcom will listen to some of the more reasonable demands and request, its dumb for them to say it will be a free patch and things we wanted wont be in the game

The first hit if Ken’s DP needs to knock down… there is no reason he should be able to get punished after a DP hit you. it’s like Ryu doing an ex tatsu and hitting twice leaving both players standing next to each other… no wait its worse Ken gets punished.

Boxer:

One more frame of advantage on hit for HP Dash straight

Uhh, maybe make EX headbutt like 120 damage

I respect Ono. Looking at this thread I can only imagine the stuff he has to deal with on twitter.

Rose

  • EX Spiral: from 11 invincibility frames -> 13 frames invincibility
  • Illusion Spark (U1): 12 frame start up -> 10 frames startup; +2 active frames.
  • Soul Satellite (U2): Don’t give back invincibility; but give us back our old hitboxes and 5f start up; still cannot be used as reversal.
  • HP Soul Throw - Give it the invincibility of EX Soul Throw; make it a true anti-air throw where it does not ever lose to air attacks.
  • EX Soul Throw - More damage (180), same properties, all the same frames.

And Rose’s everything else is not overwhelming and it’s fine the way it is. Those buffs will help her become a mid tier character.

Agree with all these changes. They nerfed U2 more than it needed to be, and they should have just removed the invincibility, that’s it. The Ultra is nearly useless now.

Not to be blunt, but a guard crush mechanic in the SFIV engine would be pretty retarded. It’s not necessary at all.