Official USF4 Rebalance Thread

https://twitter.com/ZakoLive/status/517768803963637760
Can I get an improvement for this, please? It currently sucks now and the move looks like the same like in AE2012 :frowning:

That’d be a pretty small buff unless your name is Akuma or Seth lol. I mean it’d be a buff, but some characters give less than half a bar.

Make Boxer’s cr.lk > cr.lp a 2 frame link and give Guile his health back.

Make W-Ultra a more viable option. I think instead of giving them half damage, they could just take a lot more (one and a half to twice as much?) revenge meter to use.

Yeah, well they definitely need something done to them to encourage use. Maybe even bump all the damage up by 10%

IMO I would like to see W-ultra changed to 80% damage for all characters, but at the cost of only being able to be used at 100% full Revenge meter and can only be used once a round no matter what. I think it would be a fair trade.

The damage reduction is there, because if it did 100% even with those costs there would be no reason to pick a single ultra.

Can we have a ā€˜search by continent’ option in addition to ā€˜same’ and ā€˜all’ pls? Not sure how much everyone else would benefit from it but it would be huge for Europe.

Scrap omega mode and just give us back championship mode and a rematch button.

also bring back post ko hits. Make the game so much better :confused:

Remove Sagat’s st. far mk. make it the same as his close version. I have no idea why they decided to give him his old kick alpha counter as a far standing mk when in every other game his close and far versions were the same.

Add an additional frame of invincibility to Ken’s jab dp. I think that’s fair. It’s not like I’m asking for Dp’s to be able to go through projectiles again.

nerf everyone’s health.

I’d prefer the 2nd option (the one with increased walkspeed). If they go that route, he needs either decreased recovery on Sonic Boom, decreased startup on SRK or both. An upwards angled roundhouse like Sagat or Dictator would help a ton as well. Since Seth can’t keep characters out of mid range reliably, he should have a better option to stop jumps on the way up.

If they don’t return Tanden Engine cancels, I’d like to see increased walkspeed, better frame data on crouch strong (5 startup +3 block, +6 hit like Cammy) and longer activation range on close fierce to give him a better pressure game up close and stronger combos in general. Additionally, SPDs should do more raw damage and stun to compensate for the removal of roundhouse crossup and DWU. +20-30 damage to each 200 stun like before would be nice.

I can’t imagine them giving him buffs centered predominantly on his offensive options, but I’m salivating at the thought of Vanilla Divekick, Teleports, and Stomps. Heck, those are probably a lot more reasonable without Tanden cancels, much less stun output, and the nerfed crossup.

Regardless of what they do, I’d like to see the EX tanden glitch fixed and the hitboxes on Sonic Boom (all fireballs in general actually) widened. It’s completely stupid that characters can land between EX Booms and block. Instead of doing anything interesting, though, I’d be happy if they just rolled a die and went back to previous version. 1-5 being Vanilla - AE 2012, 6 = roll again :confused:

IR_Baboon care to explain why you disagree with my statement? How is using sub-par online play a good indicator for what should be nerfed?

I’d like to see Akuma get a frame or two more of hit stun on his fireball. It would bring back s.rh combos without letting the loop come back with it. With s.rh not doing 110 damage anymore I think it would fair. He wouldn’t touch E.Ryu damage so it’s not like Akuma would make him obsolete with that buff. Also perhaps give him vanilla red fireballs back. I mostly suggest these be brought back because with the vortex not so prominent I think Akuma can be given some damage back without being OP.

Two things I do think that should definitely be addressed though are his s.fierce and tatsu hitbox. S. Fierce should be tweaked so it doesn’t whiff after a counter hit. Same for ex tatsu, it still is punishable on hit on some characters. Aside from that there isn’t much I would change. He’s pretty good/fun right now.

Ordered from Most Wanted to Least Important.

Cody:
Faster backwards walk speed
Faster badstone and fake badstone startup. LP 26F startup. Make MP combo from counterhit sHP, HP Badstone maybe able to combo without CH clsHP. Alternately, At the very least ONE of them should combo from CH cls/crHP. Increase damage to 60.
closeMK as a command normal. Slightly expand hitbox downward. (Reduce damage by 15). Increase recovery by 2F (-6F on block)
A low hit confirm of SOME sort.
Fix bugs
EX Ruffian projectile invincible a few frames sooner, doesn’t have to be right away. 7F would be fine.
Partial juggle on air hit U2 to prevent Cody being punishable on air hit.
Zonk Juggle combos (especially now that it can be FADCed) OR make Zonk move farther, startup faster, and still be upper body invincible once active. So he can use it to approach it’s pretty short range as it is. [Reduce damage by ~15-20dmg/30-40stun if needed]. OR make regular Zonk throw invincible so he can use it to beat stand throws. It still would lose to crouch techs. Any ONE of those 3 options would make Zonk viable outside of a few matchups (mostly just used vs Ryu)
HK Ruffian 2F faster startup (5F total) and 3F faster recovery (24F total) so that he can do HK Ruffian - EX CU as a combo on more characters in the corner without an FADC, also makes a better AA as it starts up faster. Currently the hitbox/hurtbox kind of sucks (it gets taller than normal standing during startup unlike DPs which get smaller), it loses to crossups, has no invincibility, can’t hit crouching, has a 7F startup, has more recovery than a LP SRK (Ryu LP SRK = 14F air 10F grounded 24F total), and does less stun damage than an early hitting LP SRK (only 100 vs SRKs 200), also because it doesn’t actually go off the ground and move upward at all many characters can just jump over the HK Ruffian entirely. Especially common with Seth/Juri/Ibuki.

Knife changes
Knife does 20-25% chip instead of 8-12%
A special cancelable mid and/or heavy attack with knife (Preferably sMP/crHP. Reduce damage on them by 10-15 if needed)
Knife kept with throwing/teching/focus charging
MUCH Faster knife throw startup (combo from heavy cancel, never a true block string.)
Allow cancel to any knife normal on knife pickup, make knife pickup cancel timing 2-4F faster so that sHP - knife pickup - crHP is possible. It’s a super situational combo. Having Cody fight near or keeping Cody away from the knife should be an important part of the matchup.

1F more invincibility on EX CU would be nice but not really needed. It’d make it trade less but I’d rather Cody have better offense at this point than fixing his abysmal defense. At least make him scarier on offense

far HP should be buffed downward too. Unless that is what you mean by s.fierce. I thought you meant the close one which I thought could sometimes whiff on CHs vs like crouching chun IIRC.

As for the farHK vs fireball stuff, I’d worry that on at least one character he’d get a loop. Besides, with EX FADC Akuma does quite good damage and fixing farHP would help that department. I’d like to see his farHK get a damage buff up to 100 though, like 65*35 and maybe tweak the hitbox to whiff on a few less characters crouch blocking. I know from my own testing it’d need to be a pretty huge buff to make it not whiff on ANYONE but at least a couple of characters could be fixed with a slight hitbox buff downward on the 2nd hit.

Akuma buffs I’d like to see:

farLK 1F more active frames 1F less recovery (3/2/8 -> 3/3/7)
FarHP hitbox buff downward
FarHK damage buffed from 5030 to 6535, 2nd hitbox buffed downward slightly
crHP 2F more active frames 2F less recoveryed (6/4/23 -> 6/6/21)
FJ MK 1F more active frames (for jump ins)
NJ HP 1F faster startup 2F more active frames (for air 2 airs)
F+MP 2F more hit/blockstun on 2nd hit (-3F on block +2F on hit) +20 damage on 2nd hit (make it 30*70) there are a lot of ranges where only the 2nd hit connects. Also at 70 damage it would do 88 damage (+18) on a counterhit, a small but noticeable 5 damage increase over the 63 (+13) damage is currently does. And the 2nd hit being +2 should mean +4 or +5F on counterhit allowing a combo to crMP or crMK overall making his overhead stronger.

That’s all I’d personally like to see. Since his vortex was weakened slightly I’d like his neutral game in footsies to be buffed to be a bit less reliant strictly on his mobility and air fireball but not through buffing his crMK and ground fireball as that’s already Ryu’s shtick.

Those are some solid changes. More ground damage and gives him a better option against divekicks.
For the fireball buff there would be no worry of a loop. That would only be possible if s.rh was 7 frames like in vanilla because s.jab is +7 on hit. Now that it’s 8 frames it’s no longer possible but it took away fireball fadc too. So alter the fireball hit advantage, currently neutral on hit, and you can get it back because right now for fireball fadc f.rh to work you need to manipulate the opponents hurtbox. Something that f.fierce does quite well, especially on crouching characters. Alter his fireball property slightly and it’s possible without fear of the loop.

Universal change to shoto DPs… All the hard ones should do 160 damage and have 5F full body invincibility.

They increased their risk with the -5 on FADC block stuff they can at least buff the reward significantly

If the opponent is guarding allow Akuma and Oni to Focus Cancel the second hit of their HP SRK (similar to Ken -7 on all that)… Do not give allow Akuma FADC on the third attack though

This would change these in the following ways

Ryu 1 additional frame of invincibility
Oni FADC on the second attack
Akuma FADC on the second attack, +10 damage
Ken +10 damage, 1 additional frame of invincibilty
E.Ryu 1 additional frame of invincibility

As much as I like the idea of confirming a dp again, what they should do is make mp DP juggle on the first hit. Even if they make it as you suggested there’s instances where only the first hit connects and akuma soars into the sky like Mary Poppins because of its limited range and how the first hit pushes the opponent out of range of the second hit.

Personal wishlist for Poison:

Have her EX LMT travel just as far as her HK LMT. Reason; currently her EX version just doesn’t travel far enough to be useful.
Less scaling on her EX REKKA. Reason; just watch her damage when you link into U1 afterwards.
Better hitbox on her cr.HP. Reason; to make it a more consistent anti-air.
Better hitbox on her SRK. Reason; to make it at least a decent anti-air.
Slightly better walkspeed or faster forward dash. Reason; there is a lot of stuff that Poison is just not able to punish well right now.

isn’t the whole point of poisons dp and cr.hp to be kind of meh so she doesn’t just 9-1 grapplers?

Wiki lacks exact frame data for aelus edge, but if she had better AA hitboxes it would feel like playing vs that 3DS version guile.