Official USF4 Rebalance Thread

True. This is one of those things I didn’t realize until I tried to do it offline.

Here is the thing though: unlike other characters you can react to the startup animation of Cody’s fireball pretty easily. You can’t react to the startup of a hadoken, it’s too fast. You can kind of react to the startup of Gouken’s fireball but it’s on the edge. What you react to is a twitch reaction to what you expect to occur. Example with Guile if you EVER want to jump punish a fireball on him you have to actually jump BEFORE he throws the sonic boom. It’s mathematically impossible to jump and punish once the fireball startup begins unless you have an IA dive kick because nobody has a 30F jump (esp when you count in prejump frames, most are 40+). Hell,to jump punish Gouken’s fireball you still have to jump before he even starts the fireball in most situations. It’s 41F total. Most characters will likely need at least 33-35F for their jump+prejump before they are in a position they can hit him with a jump in before landing. That means you need to jump within just a few frames of the move starting or before hand.

A crouch - stand jab feint serves just as good of a function in most situations where people are actually trying to twitch react or preemptively counter a fireball.

Fun fact btw: Cody’s badstone and fake badstone animations are NOT infact identical. Not that the difference is one people could notice in time to matter, look carefully and you’ll see he smiles when picks up a badstone and does not when he does a fake. I didn’t know this until I was looking at his files and then double checked in game :stuck_out_tongue:

Edit: I found out about this a month or so ago, just now decided to make a video of it

Now Eternal’s reading character’s pokerfaces.

Personally, I tend to use audio queues when predicting fireballs or other specifics as they tend to start well before projectiles become active and have different sounds than whiffing a jab. I assume a new feint on any projectile character would include this like Fake Stone does but since this is only speculation that point is moot and it could be left out in order to balance it. No reason to argue over it since I think buffing Gouken’s fireball game is not what he needs if he needs anything at all right now.

Unless you mean audio cues for buttons, many characters you can’t do that on. Deejay and Juri for example don’t even START to play any sound files until 2F-3F before the move becomes active (Specifically Juri’s release, not talking about the fireball store). Gouken it’s 6F before active before he says anything, though there are some other very quiet audio cues you can use. MOST characters you can use audio rather than visual but it’s still going to be after the move is active before you actually react to the sound.

Armor break/2 hits on Decapre’s Ex Spiral Arrow

Another one that has to be undone is the 60 % damage scaling on UCW on some characters and make them all 75 % or even 80 % given the low use of UCW. That has to be the most obvious and lame “fuck grapplers” move by Capcom, with some other unrelated characters thrown there in order to pretend it wasn’t aimed at grapplers.

They could make the damage scaling 70-75% if it was 80% then the amount gained should be reduced to around 60% of the normal amount of meter usually earned.

Capcom confirms intentions for a further balance patch in 2015

God, I’ve never asked you for anything except that time I wanted you to give my 5th grade teacher cancer, but if Capcom really does release a 2015 balance patch, please don’t let there be any nerfs.

And, last I checked, Ms. Troyer’s leukemia went into remission. Step it up, Lord.

edit: wordz is hard

What? So are you asking for a patch, or not?

I want an anti air bonus that grants +50 damage. I want the words “ANTI AIR” to be featured as a bonus psychological reward placed in the same spot as “Reversal” “First Attack” and “Counter Hit”, notice that “ANTI AIR” is the only bonus that’s in all caps. Then a follow up message on the opponents side that says “You Suck” followed by a hype repeat of it by the announcer.

That move is already safe on block, really no need to make it armor break, especially since it does 160dmg lol.

Speaking of which, Poison’s love me tender should have increased startup OR remove the armor break.

lmao love me tender starts up in 27 frames! how much slower do you need it to be? and the armor break is on it like any other move that hits into an animation, just like ibuki’s raida/neckbreaker, decapres ex scramble slide, seths legs, dans ex dan kick, etc.

Doesn’t seem that slow lol, but to be fair I’ve only played against Poison online. That move is incredibly good though… can be abused to shit against anyone but grapplers

Never use your matchup inexperience/intermediate level online play as a basis to form an argument about whether something should be nerfed. This is the reason why characters suck now.

LMT is fine.

they should just go to monochrome, remove all outfits all stages ,have a white and black rooms for dojos only, empty…

then…IMPROVE THE NETCODE!!! and get it fully sanctioned per FGC gods…and lets get down…like right now

Lmao ok sorry next time I will refrain from discussing in a discussion thread

IMO W-Ultra combos should not give ANY Super meter to the opponent at all. People are rarely using these and it sucks because I would like to see it used more.