@marmalade_jones My opinion. I agree with a lot of your ideas, though I’d do some slight tweaks. Only stuff I vehemently disagree with are your changes to Sim’s B+HP and DB+HP
Can Evil Ryu’s LK axe kick just be -5 on block, pretty please? I’ve been asking for this for almost 3 years now. It would still be a unsafe string, still easy to blow up with a focus attack since it starts slow, still punishable on block. But it won’t be as easy so maybe us Evil Ryu players can get a little more mileage out of this move.
The other reason I ask for this is that unlike other moves like Rose’s soul spiral or Hawk’s spire, you can’t really space it out to make it safe. I can’t find a reliable way to space it out, it seems like you’ll always stay within a certain range when it gets blocked. It can be spaced out to avoid jabs, but not faster long range medium and heavy attacks. So I figure with all the ways it’s unsafe or punishable already. It’s fair to make it a little safer while still being a risk to throw out.
Nothing public yet. It’s a group project between myself and 3 other known modders (TheFreshPrince, CerberusFx, Razor5070. Each as qualified (or more) than me to helm this project on their own and we are working together). Once we are far enough into development to have hammered out some of the concepts for changes and decided what will stay and wont stay we’ll release some information.
Your right about my first post being all over the place. I explained my reasoning for the different ex.flame startups and differnt versions of d.hp in the first paragraph of my last post, but I don’t think you must’ve glossed over it. Its not too concise.
Lp.flame only combos on CH from st.lp. 14f is the sweetspot. Make mp.flame 16f then if it can combo from medium attacks. Great point about Hp.flame. I didn’t even know that. Its been a few times where I did a meaty hp.flame, messed up my input and got a far normal to come out and still got a CH.
The startup changes for d.mp and d.hp are to help him zone better. D.mp and d.hp avoids many counter pokes that would hit st.mk, st.mp and st.hp. But they leave Sim vulnerable longer than the other far normals, have the same or more recovery as st.hp and they both have less range.
You can just get reused to the timing with drills for avoiding fireballs. Drills are tricky. The startup change matches the twins, but their divekicks fall much faster. I’m not 100% sure about the hit/block stun, but Sim’s seem to cause as much or more. He just gets to the ground slower and its harder to hit the comboable sweet spot. Maybe a reduction in landing frames would help? Its currently at 6f. Or go full Rufus and remove the height restriction and grounded recovery.
I honestly don’t think his drills should be as good as the twins’ divekick. I feel increased startup will make them better at offense, but not too strong. If anything I think they need to make the hitbox quite a bit bigger. That thing is tiny. But still, Its crazy how much milage you can actually get out of them already (in some matchups). I saw your video a while back, btw. Its a great idea.
B.hp would be glorious with that change. Angry Ryu combos all day. I didn’t really think about advantage on hit/guard after lowering the recovery. Good eye. Something I should’ve clarified better is that b.hp air knockdown state works similar to yoga mummy and Ibukis b.mp. When they hit an airbourne opponent, they cause a juggle state. Idk about Ibukis b.mp, but after Mummy connects with an airbourne opponent, only specials or super can hit the opponent. With the b.hp change, I only wanted normals to be able to hit, just medium level normals or below. With 6 active frames and 17 recovery frames, Idk if a 9 or 5 frame normal will connect after a juggle state. St.lp could be given juggle state instead. It also trades or beats divekicks more reliably than b.mp or b.hk, but loses to regualr jumpins.
Generally these are to increase his BnB damage and add a little more damage to his midrange off FADC (cr.MK xx Hadoken FADC cr.MK xx HK Tatsu for example) . The EX DP change is to make EX SRK FADC a stronger tool because of it’s high cost
Changes:
cs.MP start up changed to 5f, hitbox increased, hit detection distance increased
Target Combo HP - Ken moves slightly forward. Damage increased 70 > 80. Recovery decreased 24f > 21f
HK Tatsumaki total damage unchanged but damage distribution adjusted from 6030x4 to 2040x4
EX Shoryuken total damage unchanged but damage distribution adjusted from 80303060 to 80603030
HP Shoryuken total damage unchanged but damage distribution adjusted from 705030 to 903030
What I would like to see is some of his Arcade buffs back… maybe not as strong as the arcade version but close
cr.MK Recovery decreased by 2 frames 4/2/14 +1, -2 — arcade was 4/2/13 +2 -1 or even add hitstun 4/2/15 +1 -3
cr.HK Recovery decreased by 1 frame 7/3/20 (-7) — arcade was 7/3/19 (-6)
Or some of the beta stuff
T+MK disadvantage on block decreased from -2 to -1 <-- with the FADC -5 nerf this isn’t as strong
Maybe this typo from the Brady game guide could be added
fs.MP damage increased to 80 from 70
I will leave the nerfs up to Capcom because I’m sure they are going to find something to nerf about Ken next patch… I could see him keeping the some of the unlisted changes but he will definitely lose Escape Tatsu, go back to being -4 on block for T+HK and have it changed to +0 on hit which would be a very big nerf
Actually after considering and testing I’ve revised Cody’s slightly. Added a few more nerfs. Removed the ability to keep knife when throwing/focus charging. Decided to add “Cody can pickup knife from F+HP on hit/block” to keep with others agreement on making overheads stronger. Gives Cody a situationally scary overhead.
Hakan:
-Give him a way to combo into a EX Red Focus attack.ST.HK seems to be suitable for it, so make it super and also special cancelable to increase the punish damage for him. Nerf the dmg to 110.
-Either make ST MP +6 on hit or change the start up for his CR MP to 5f, so that he gets st mp cr mp xx slide combos.
What else maybe?
-Maybe a slightly higher walkspeed and more travel distance for his unoiled backdash.
-Revert the nerf to his cr hp.
-Buff Willy.
-J MK should properly crossup.
Don´t hold back at the buff requests and be shameless.
Sakura:
Not much really but they could ‘fix’ EX Shouoken so you don’t hit with the first part and have the second part blocked. I think they may have tried to fix this? But instead only normal Shouokens got a hitbox buff or at least EX Shouoken still has this issue. Would make it more reliable and a legit fireball punish from close-medium range.
Oh and while i’m asking for things i’ll have escape tatsu back.
IMO.
Walk Speed: 0.0325 back and forward. Nothing extreme since he is pretty damn mobile as is with the dashes, F+MP, and slides but he could use a little more mobility when dry.
sMP should be +6F, doesn’t open up anything else. Even counterhit wouldn’t open up a new combo afaik.Totally fair. MAYBE reduce damage to 75 but even then I don’t think it needs it.
sHK and crHP should be Super cancelable. Also buff crHP to 6060 and 100100 stun. This also opens up some awesome EX FANC combos. sHK - FANC - sMP - sMP - crMP - HP Slide - Press = 402 damage!
I’ve felt for a LONG time that Capcom is missing out on a HUGE opportunity by not giving Hakan a high damage super cancelable only move. Sure, he can’t combo into super, but the FANC combos would be an awesome way to boost his damage and give him more reward for meter spent.
Increase F+MK damage from 80 to 90
Increase sMK damage from 60 to 80
jMK def should crossup better.
IMO Oiled Backdash should stay garbage tier. His backdash with oil is so insanely good, esp with Normal cancel.
Oil Dive charging should do something besides the very tiny range increase from Hakan moving forward (it doesn’t actually reach farther once released, just Hakan slides slowly forward during the charging. Either slightly more damage, more stun, less recovery on whiff or something.
Regular throws: Stun increased by 20
Neutral Jump MP: Damage increased to 70
Angle Jump MP: Damage reduced to 70 startup reduced to 6F. Active frames reduced to 4F. (Might as well just make both of them the same now that they both cause a knockdown on air hit.)
EX Press damage increased from 80 to 90. (Currently only does more stun, but not more damage than the regular press.)
EX Oil Shower Followup from Slide gives more oil time than regular dive oil shower followup. (Pretty sure it’s the exact same currently)
Firstly, I have to disagree with the general notion that buffing him to deal with characters that rape him will automatically give him huge advantages against characters he already beats. Certainly it could, but I doesn’t have to if approached reasonably.
He loses to:
dive kicks
focus attacks in general, though not all characters can truly exploit them on him
characters that easily bypass fireball zoning, either in general or post ultra
How do we address these issues?
Dive kicks:
Sim simply should be able to anti air them reliably. Sim can already–in general–knock most everyone out of the sky. Making, say back mp, an easy anti air against dive kicks doesn’t give him an advantage against characters that he can already anti air. Lk blast is fine too if you like. Making dive kick characters actually have to think about getting in on Sim will help address the risk vs reward issues Sim players cope with.
Focus attacks:
The 2-hit mk buff in the arcade version of Ultra was a nice idea, but is simply too dominating against large grapplers, whom he generally already beats. Making something like low mp a two hitter would be a lot more reasonable. It would address the issue, yet if sim is too predictable with it, it’s easy enough to jump over, giving sim a loss of position.
Anti-fireball stuff:
When you put stuff like Yun’s ex shoulder in the game? It simply cuts the balls off fireball zoning, part of the heart of the genre. I propose a universal buff to ex-fireballs to not allow these sort of projectile invincible moves go through them. This would help all zoners in general, but also gives fireball zoners a buff against sim as he can’t simply tower all fbs any longer.
Additionally, the general damage buffs and block string stuff suggested earlier makes sense as well.
I’m sure there are a lot of random, crappy characters that I’m not considering, but in general, I don’t think this would result in more lopsided wins than he already has. As usual, I’m happy to be proven wrong. Thoughts?
-EX rekka invincible
-LP rekka -2 on block first hit
-Allow for diagonal input to control pogo hop
-cr. mk increased range
Just like that, he’s mid-tier or upper-mid. Characters with good herp a derp can still rush him down unless he has meter (3 bars if we’re being realistic). He gets better hit-confirm options with cr. mk and rekka being safe on block for the first hit.
st.mp
-60,60 damage. Frame advantage changed from -3,-6 to +1, -5
St.HP
-Fix hitbox to make it hit all standing opponents dizzy/ crumple or not.
cr.lk
+4 or chain, but not both. (make it her only chainable normal if possible)
St.HK
-Give me back the 4th active frame on this or completely remove the hurtbox associated with it.
B+HK
-More hitstop for opponent, but same advantage on hit/block.
LK Scratch wheel
-Upper body invincibility frames 1-7. Damage distribution changed to 1 hit=100 damage instead of 60, 40. As compensation remove ability on juggle so that trade DPs aren’t OP/
-Remove useless ass throw invincibility from other scratch wheels give HK throw invincibility frame 1-5.
** EX Rhino horn**
-Let it hit crouching opponents. (can’t focus break a lot of characters reliably)
-Change damage distribution to 30,30, 90 from 50,50,50.
Mallet Smash
-HP mallet crushes lows frame 25-29
Multihit specials
-Fix either reeling in general or fix her special’s hitboxes to work with the reeling animations of this game. Just make them consistent.
In general
-Fix her hurtbox.
-Fix her input priority.
Make Lynx tail qcf+P so it doesn’t overlap with spin scythe and react to shortcuts for DPs.
Here are is my final changelist for my current main.
Rolento
Changes
Forward Walk
-Movement increased to 0.043 Backward Walk
-Movement increased to -0.035 Far MP
-Active frames increased to 5F Far HP
-2nd hitbox raised slightly to mitigate whiffing on certain characters
-Damage changed to 6060
-Stun changed to 100100 Crouch HP
-Startup reduced to 9F
-Damage reduced to 90
-If necessary, slightly increase the hurtbox Far MK
-Startup reduced to 6F
-Recovery increased to 13F
-Hit/Blockstun increased by 2F
-Damage reduced to 60 Crouch MK
-Hitbox increased to end of foot Crouch HK
-Startup reduced to 8F
-Active increased to 10F
-Recovery increased to 25F Spike Rod
-Hitstun increased by 6F EX Patriot Circle
-Forward movement begins 3F sooner
-Stun increased to 100 EX Air Raid
-Damage increased to 110
-Stun increased to 150
-Hitstun reduced by 4F
-Blockstun reduced by 1F Delta Escape
-Moves higher and faster during initial jump to the wall
-All versions gain a different form of movement control
-LK version gains a high degree of backwards movement control with a small amount of forwards movement control
-MK version has an amount that is between LK and HK versions
-HK version gains a high degree of forwards movement control with a small amount of backwards movement control
-EX version gains the amount of control present that both the LK and HK versions specialize in Delta Attack
-Recovery on block reduced by 2F
-Backwards movement on block drastically reduced Patriot Sweeper
-Extra Pushbox added to head
-Hitbox slightly increased in width
-Damage reduced to 380 Take No Prisoners
-Damage reduced to 450
Explanations
The goal here was to make him a much more solid and well rounded character, while making him less “annoying” and “gimmicky”. He also had incredibly high rewards with little difficulty, and often went unpunished on most things.
The changes to his normals and walkspeed were to help him greatly in footsies, in return he still stays without a true reversal other than Ultra. I focused on making his normals quicker to come out in order to challenge other characters dominating buttons in neutral; however, they also received either lower damage, increased recovery, or slightly worse hitboxes in order to prevent him from becoming as dominating as a charge character is with their normals.
The reduced damage on his ultras were simply because they are already good enough as is, I even chose to request a buff to his U1 to make it a better anti air.