Official USF4 Rebalance Thread

F+MK hitbox increase isn’t a “Fix” it’s not broken, it’s not buggy, it works as intended. Maybe not as good as it should be, but that’s not a "fix"
Oni doesn’t have far or close normals. I’m not against that change to sMP though I do think it’s one of Oni’s more underrated buttons.
You just gave Oni the best shakunetsu type fireball, fastest startup, fastest recovery, most metergain, most damage, and the most stun… Not opposed to buffing it, but did you really fully consider it and compare it to others of it’s type?
What is wrong with Oni’s air tatsu? It’s got the same exact hitbox size as Ryu’s.
Ugh@EX Air Dash. Just ugh, last thing I personally want to see is more air dash/super jump/divekick bullshit.

jMP does pass hurtbox after the first hit.

F+ MK noted i thought it was unintentional.
Agree St.Mp is decent just wanted to make it stand out a bit more instead of cr.mk like other shotos.
Oni shakunetsu is indeed intentional i want him to have the best shakunestu in the game * Not completely true akuma Ex fireball has the fastest startup* instead buffing his regular fireball, help him a bit more certain ranges also combo potentials and frame traps.
Ex Air dash miss copy paste on my notes that i was testing it out in PC Mods thought it was too strong and forgot to erase it, thanks for spotting it out.

Ryu
J MP Didn’t know about this, i saw hitbox data that hurtbox passed his hitbox. Any Pic that u could show me how it is?

Ryu - change focus breaker to hadoken

System wide changes:
-remove delayed wakeup
-remove unblockables for real

Decapre:
-Make it so that no character can DP out of hands mid string
-Remove whatever it is that makes U1 make the game chug. It could be a purple wireframe there instead, I’d still be happier than what it is currently.
-Give her a greater throw range, short throw range makes sense for a true divekick character like Cammy, but Decapre is a defensive character. In truth, what I would actually prefer is most characters had their throw ranges nerfed, but since Capcom will not do that, I would like my character’s throw range at least more normalized.
-Follow through on promise to fix her DP and U2.
-Buff cl.mp so that it always does 70 damage, not sometimes 60. People complain about AAs in USF4, centering on boxes, invincibility, etc, but the biggest collective weakness of AAs in the game is how crap for damage most of them are. Really I think 70 is too little for an AA, but that’s her close AA and it’s not reasonable for the move to go over 70.

Instead of doing that, you could just change it so that when a throw and a strike become active on the same frame, the throw loses. As it is now, the throw overrides the strike entirely. The change would have the same effect you are describing of giving frame traps an extra frame of leeway vs throws, but would not screw up anything else about throws as they are right now. The only exception to this is that command grabs should not lose to strikes in a trade, they are command grabs, they should dominate.

The thing is that the only advantage Akuma’s EX has over Oni’s EX IS startup and JP, however both can be comboed into without counterhit and check out the damage differences.

Akuma: 47x3 (141)dmg 70x2+100stun (240). Juggle Potential 2(first 2 hits)/3(last hit)
Oni: 50x3 (150)dmg 100x2+50 (250) JP 1(first 2 hits) 2(last hit)

They are pretty close, I’d say Akumas is a little bit better but Oni’s LP/MP/HP are MILES ahead of anyone elses with your change, especially MP/HP.

Akuma HP Shaku: 33x3 (99)dmg 35x3 (105)stun. 25F startup 38F recovery -1F on block builds 10/16x3 meter (58total)
Evil Ryu HP Shaku 33x3 (99)dmg 35x3 (105stun). 25F startup 44F recovery -7F on block builds 10/16x3 meter (58 total)
Oni HP Gorai: 50x2*20 (120) damage. 100x2+50 (250stun). 25F startup, 36F recovery +12F on block, builds 10/20x3 meter (70)

Oni’s does about 25% more damage, 240% more stun (MORE than double), is faster to recovery and the MASSIVELY advantageous on block, and builds 20% more meter. That’s a HUGE difference.

I used to have a Ryu hitbox video from the leaked super stuff ages ago I can’t find it anymore. It doesn’t stick out alot. However it doesn’t NEED to stick out. Sometimes a move can be incredibly good while having it’s hurtbox entirely inside of the hitbox. Look at Fei’s crMP or another example is Cody’s crMK is a really good button that is ONLY a button but the hitbox is pretty much completely inside the hurtbox. Ryu’s jMP imo could use 1 thing: 1-2F faster startup. ATM even though Ryu’s was the original it starts up in 7F while Gouken’s is 4F and Seth’s is 4F. Ryu’s should be 5F or 6F IMO. Just a slight tweak, it already got a pretty big buff going underutilized with the air tatsu change.

Gen (because who the fuck else is going to do this).

U2 Mantis: Back to 600 stun just like in the arcade release.
Loops can now be performed on everyone just like in vanilla except only from MEDIUM hands. (not many know this but it is possible now, just character specific).
H. Gekiro works on everyone (oh c’mon it does like 10 more damage, with dwu this one of the few things that let’s you make some sort of a new setup because of mashable kick followups and because of that controllable height).
Would be nice for them to actualy fix hands, to make them atleast not get blocked when cr. mp hits. I guess making them unpunishable on block AT all is just wishful thinking so i’m going to exclude that.
Another buff from arcade I liked was juggle potential on mantis super, that would be nice since the damage is lower on super anyway.

Yeah i guess that’s enough for me. The return of the loops might look like a big deal but, the super does less damage and that way he could have a bit more damage in combos. Not sure about this but I think in vanilla it also built more meter. Right now it gets confusing whether to save for super or go for fadc, with more stun on ultra and more damage gen would be able to either save for super for a lot of options or go for a kill with stun/increased damage.

Ur thoughts guys. I dont think im too good at this I want to see what others of you would do, maybe you think my stuff is too much.

Juri needs throw invincibility through cl.mk’s first active frame back. I’d like to have sekku comboable outside of FSE as well, now that so many characters can combo off their overheads. It seems like Poison does everything Juri does and most of it better AND she doesn’t have to hold lk, locking her out of throwing and teching, to do it. I’m sure I’m forgetting something, but that’s what I want the most.

Oh yeah… change her FSE normals that got changed in Ultra to match the non FSE versions. How the hell does Capcom forget to change her FSE normals every damn patch?

All versions of oicho seems a bit too much and would make Honda an absolute beast against many characters once he has them on the corner.
I’d be fine however if mp (bad range) or ex oicho (good range for meter) just didn’t cross up so we have a bit of variety.

This. A lower hitbox on her far.hk would be nice too. Really often when you use the far.hk to go over great low (Gouki sweep, E.ryu 2mk etc) it whiffs and you get punished for using the good move and the right time.
I disagree with the rest of your post tho, except the FSE hitbox issue.

I’ll maybe post something about Chun li later, but she’s really great in ultra, I have to think about it.
Right now, the only thing I can think of is the knock down on her MK.sbk OR a better hitbox on her LK.SBK to actually combo.

What’s wrong with Honda being a beast in the corner? If he put you in the corner, he should be rewarded. He needs tools to do his job.

Ryu
Cr.MK damage increase 60 -> 70 hit stun increase by 1f. Horizontal hurtbox decrease to match hitbox
Solar Plexus strike damage increase 100 -> 110
EX Shoryuken damage increase to 160 100*60
Fireball chip damage increase to 18
LP Shoryuken damage increase to 110
Backward walkspeed increase to .033

Juri’s normals > poison’s normals by a mile. Poison is good, juri is better.

Juri’s fireballs are way faster if she has them stocked, she is the only character who doesn’t have a fireball restriction (she doesn’t have to wait for one fireball to disappear to throw another.) Her normals are better. Her damage is higher in most situations, and her mixups are better. Especially once she has FSE. Juri builds more meter too to top it off.

Poison’s fireball game is legit. Juri’s is much better for pressure and her fuhajin store + fireball release is better for fireball wars. Poison’s is better at zoning because it causes a free juggle and they don’t require prepping. However I think Juri is overall a better zoner because her normals are better.

I’d have to see it in action. I definitely want at least one oicho to keep the opponent in the corner, meterless being preferred, because I think it’ll hugely help Honda’s bad matchups while not really imbalancing his other matches.
How strong of a buff that is depends on how the rest of the cast changes, so it’s hard to judge.

Turn Poison, Guy and Honda’s U2 frame data from 0+1 / 0+2 to 4+0. It is nice to count with a legit but occasional command throw on non-grapplers. Poison probably wouldn’t mind a lot, especially if the range doesn’t get buffed, but Guy and Honda deserve an additonal tool for pressure.

Cody:
-Improve backwards walkspeed, significant increase.
-U2 not punishable when hitting airborne opponent
-U2 ALWAYS full animation when the dust connects(They say the range was buffed, a pixel or 2, compensation nerf was damage lost…)
-EX Ruffian faster projectile invincibility, it is only usefull as a read and can only be used from almost max distance as a reaction…at which the chance is big that it actually whiffs. It doesnt do what it is supposed to do.
-A low hitconfirm, make close.lk hit low, or cr.lk chain into cr.lp(don’t think this would be too good at all, more like a necessity against people from simple holding back and backdashing during his pressure and getting out for free)
-Badstone and badstone feint faster startup. (badstone is just too damn slow to be usefull except fullscreen, cannot be used in blockstrings at all. few frames faster. The badstone feint isdefinately more important imo, if that is fast then it doesn’t matter if the normal badstone is slow)
-Normal zonk fadc allows for juggles(what is the use for zonk fadc if you cannot juggle after it and you are still negative after dash forward, make f.mp, f.hk, U1, mk ruffian etc juggle, anything, useless USFIV “buff”)
-EX Criminal 1 extra frame of invincibility(you can grab him out of it, slow startup, can be neutral jumped(crossup even better), less pushback than before. it now trades…usually not in favour of cody, Capcom being pussies and giving half assed buffs)

-Get rid of the knife, it’s not good, never will be good.(jk)

Yun
-Don’t change anything, character is really good while still being fair. Definately not in a “tier of his own” bullshit.

Guy
-Give him back his cr.mp anti-air

I’ll say : revert the +1 ex bullshit and I’m fine with yun. That’s freakin’ stupid no matter how you think about it.

You’re right forgot about that, no need for him to have this

I would agree with this,as long as either:

A) Damage gets reduced to around 300-350

or

B) Strike invincibility on startup is removed.

If the changes went through without either of these nerfs, Guy would be the most annoying character ever once U2 was stocked. I would much rather option B happen, as 350 damage is still nothing to scoff at with the kind of pressure he has.

I disagree on that. You need to adapt to that change, crMP was never supposed to be an anti air. They give Guy very good anti air with stHK and stLK.

This is the only thing I don’t agree with, as Cody doesn’t need a better way around projectiles with the kind of pressure he would have with the rest of these buffs. If anything should be buffed about EX Ruffian, it should be able to be made safe by spacing it like you can do with LK Ruffian.

I would remove his +1 on EX Lunge, and change his Tenshin range back to 2012 levels. In return, give him TC5 from far jab, and 10 or 20 more damage on mk upkicks.

This and have cl.hk be able to hit crouching characters, and maybe make HK Senpu able to hit standing.