Rebalancing ST Remix

It is a factor in the Sim match, make no doubts about that. But, nothing that dramaticly alters the match.

It is morre of a factor against, Blanka, Honda, and Cammy then anyone else in my opion.

Whatever. Play Honda vs. anyone playing Ryu that knows the fake fireball exists. Also the fact that you can deal with it isn’t a good measure of how balanced the move is. It seems your humility knows no bounds.

I do agree that it makes a difference in Ryu vs. Honda (as I’ve played with Ryu many times in that fight) as well as versus Blanka and Cammy like fatboy said.

Also, if I can deal with it, others can too. Don’t get me wrong, I’m not questioning the skill of people who fall for it constantly, I just don’t understand the big deal. I’ll play Honda in ranked one day and see what happens.

Just go straight to DGV. And invite me to the room, I want to record what you do to deal with the fake fireball.

While I think Hawk and Claw are the least affected, these are also characters that do not necessarily need to jump at you since they have alternate methods of travel so yes, the effect of the fake will not be as effective against them as well.

While the fake was supposedly put in the game to help Ryu combat Dhalsim, IMO it’s most effective against the characters that Ryu already dominates.

Exactly. It’s compounded for Honda in that he also needs a (down or back) charge to avoid a fireball if he doesn’t jump.

Megaman, I suck balls with Honda. Even a Ryu a few notches below DGV would kill me.

Sure. Sufficient conditions are such that if they are true, the consequence is guaranteed to be true. Else, nothing can be said. They are inherently conservative, that is, consider too strong hypotheses or lead to conclusions which could be improved by considering other issues.

All in all, it means “if a SF game does not have sweep into hadouken, it sucks,” which is based on my idea that all games which do not have it (SF3 and Alpha 3) are flawed or broken, but some worse games - at least when compared to untouchable classics like CPS-1 SF2 and ST - such as Alpha 1 and EX, do have such cancels but still added things which have ruined them.

how about we give honda a “fake” jump?

i win.

So are you solid with another character the fake fireball really hurts? Unless you are you have no arguement.

I wouldn’t say solid, but I play a pretty decent Blanka. Fake FB has caught me a few times in that fight trying to escape an FB trap, but I’m not really afraid of it that much in that fight. I’m more concerned about winding up on the other side of the screen.

I play an unspectacular Ryu and I get good players to fall for the fake all the time.

So then what would you do to make her better against turtles? I can definitely see what you suggested working if they just sit and block, but I don’t see how any of what you suggested works against someone who steadily anti-airs and pokes you back out of range when you get close.

Sorry if you end up repeating yourself, but you’ve humored me more than this, so I know you don’t mind. :stuck_out_tongue: :slight_smile:

Which is precisely why I hate the fake FB. Because this is how it goes down.

Honda has made it around the zone and is playing footsies with Ryu. At this point it’s an anticipation/reaction fight, and the options are very limited for Honda.

Ryu throws a fireball, Honda neutral jumps, oh shit, it wasn’t a fireball. Ryu recovers and throws a fierce FB and Honda lands on it. Now he’s pushed away and knocked down. Ryu resets his spacing and starts throwing fireballs again – which obviously give fatass a hard time.

Add different speeds for Ryu’s Fireball and you have a recipe for disater! :wow:

It’s interesting too because some characters that recieved buffs had something taken away from them (Blanka taking more damage from ball) to compensate for the buff. Ryu recieved a buff with nothing taken away.

maybe sirlin is/was biased when buffing/nerfing certain characters

In case you needed an example…

[media=youtube]SrBfZKlHwnU[/media]

The only time I had a shot was when John got too close when throwing a meaty FB.

Sure, at full screen you can do that. But just outside of footsie range however, only the CPU can do that.

The fake fireball is really good in this game. In addition to baiting people into jumping, it’s also good for a lot shenanigans. You can cancel into it for offensive mixups(ex. cr.mk xx fake fb, then walk in throw, srk, cr.rh xx hurricane, etc). You can throw it out just outside of footsie range and immediately follow it up with a real attack for footsie mixups(ex. fake fb -> srk, fake fb -> super, fake fb -> rush punch -> throw/srk, etc).

Most people don’t use this stuff enough.

Gives up too much space. A move with no hitting frames shouldn’t force me to guard across the screen.

The old trick of using strong or jab as a feint, pretending you want to use a hadouken, also keeps the enemy locked. I do not think it is an issue, specially because most characters actually want to get close to Ryu, not the other way around.