I love threads like this, just for the “theory fighter” arguments that pop up.I doubt that we’ll see a rebalancing patch for this game, just purely for financial reasons from capcom, and i already think that HDR is the purest form of street fighter i’ve seen to date, so even if it’s never re-rebalanced it’s still my all time fave SF game, but here are my 2 cents on some of the more irksome things that could do with a change or 3.
I’m trying to stay away from the “buff my favourite character and nerf everyone else” bullshit here and think of the overall game balance.
Honda: Take away the stored ochio.Along with the lack of a whiff animation it’s a major advantage that he doesn’t need up close. In return give him back his stored super, and make the startup invulnerable to fireballs, not just the mid air part.The rationale for this is that it can be soooooo hard for honda to get into mid distance against the likes of turtling deejay that he needs an option from full screen.Also make the firece HHS even easier to mash out.I don’t think that how fast you can mash should be an obstacle to whether you can get a special move or not, it should be available whenever you need it.Make the HHS do less chip damage across the board to compensate, and give the fierce one more pushback on block to push honda farther away.Leave the super as punishable on block, and make the fierce torpedo less safe on block so it’s not as spammable.
Jab torpedo should also be able to go through akuma’s 3 hit red fireball, instead of getting hit by hits 2/3.This is just lame and adds to akuma’s bullshit keep out tactics where he’s already got a big advantage in that match.
Ryu: Nothing except a few wierd random niggles like some combos not working even if you time them perfectly.I think they got it more or less right with him.Love the fake fireball’s effect on his mind games.
Ken: Some way to nerf the spam Jab dragon punch tactic that’s so abused online because of lag.This is a tricky one, because the techniqie only works onlne, and is quite punishable offline, but the miniscule window to punish that’s so random online just results in a spammable move that ken can do way too much with little risk.Spam should be punishable, not nearly risk free.Also slightly nerf the horizontal range of his fierce DP.Seems silly that i can jump back to evade it, and still get hit by it at the very apex, way late in it’s trajectory.
Deejay.Make it even easier to mash out all 4 hits on the MGU.It’s a pretty worthless move as it is, except for in combos, it shouldn’t whiff and leave you vulnerable after 1 or 2 hits.Sirlin fixed the same kind of issue by making ken’s firece dragon punch juggle for 3 hits instead of sometimes whiff after the first one.If you get in and hit with an MGU you should get all 4 hits, to make it useful, not eat a reversal cause of the variable hit timings depending on how fast you mash.Also a tiny nerf on the startup of the max out projectile, because it’s stoopid fast.
Blanka: Completely buff his super.It’s shit, and nobody falls for the “hold the button to delay it” trick.So many characters can just spam crouching jab on reaction once they see it start up, and will beat it clean.Take away the slow startup and make it come out instantly and travel around the same speed as dictator or honda’s super instead but be somewhat vulnerable on block.
Guile: Fix the “can’t combo into super with the new motion” bug.Also make the mid air backbreaker move a more deliberate choice, instead of something that gomes out by accident when a guile who’s in mid air and has started charging down back hits HK to kick you, and gets a backbreaker back throw by accident instead for twice the damage.Either nerf the damage by 50% to make it the same amount as a HK, or make the move a forward air throw only so he has to lose charge to go for it.Everything else is fine.Love the new overhead, and the speed feels just right.
Boxer: Fix the TAP negative edging glitch, and less invincible startup on buffalo headbutt.Nothing else.
Dictator: Give standing jab even more priority as an anti air.It would strengthen bison’s corner game, but not by too much, a big damage anti air would give him too much advantage combined with his offense.The idea that somebody posted of giving him a teleport to escape corner traps is ludicrous.It would make him seriously overpowered.
Akuma:Shit where do i start.It’s all been said before, but key ones are a recovery on landing from air fireball, inability to do hi/low mixup with air fireball/crMK, no inescapable demon glitch, and all the usual broken bullshit.
There are also loads of annoying things about the game design.There are other threads about these so i won’t go into detail, but an option to kill the rubbish music all over the menu screens would be good, as well as both players having to hit OK to start the game in the lobby so you’re not sucked into another match when you wanted to leave.An option to leave a spectator match would be good too, and generally making lobbies easier to get out of without disconnecting (aside from while actually fighting of course) would be good to have.
Killing the menu screens to study the hitboxes in training mode, and a record mode to set up training on specific situations would also be priceless.An option for a 2 player training mode via xbox live would be cool for teaching people combos etc.