Rebalancing ST Remix

Not really.

QED in this scenario means that I have proven what i set out to prove.

IE Guile players will complain about CE Guile :d::mk:

Therefore the rest of your post is irrelevant.

Once again let it drop and let people actually discuss something worthwhile instead.

And he still really sucks.

Blanka needs something to deal with Ryu/DJ/Rog. His worst matchups and he still loses those matches about just as bad as in ST.

not really???

in this scenario???!!!

lol @ ur circular argument

GTFO with that shit

you onviously dont pay attention to what you type since you were the one that brought it up.

(The original post was a joke you seem too slow to get that.)

Since you don’t want to drop it i guess i will simply stop responding to you.

Have fun.

Well actually to the point, old guile cr.mk was kind of stupid. That’s not to say current rog/claw aren’t stupid either, because they are.

Just stop complaining about a move that was lost in the transition to ST not in the transition to HDR. That’s where you don’t have merit.

The tiers maybe slightly compressed, but I don’t feel its that drastic. So boxer can’t do low rush, headbutt. He still has one of the fastest walk speeds/pokes/throw loop (IIRC is the most damaging of them all on the first hit)/best or 2nd best super, so its not like he’s really worse than he was.

He didn’t have gameplan changing stuff done to him, like hawk, fei and cammy somewhat. EDIT: and chun li

ohhh…its was a joke huh, a perfect ‘end’ to ur circular argument, lets see if ur smart enough to get that. You also have fun.

Thats my point exactly, to combat rog/vega blatant over powerments in that matchup, guile would need his old low forward, but that in turn would affect the balance of guiles other matchups. Secondly, whole thing with shari earlier was just demonstrate that he would probably feel the same if vega was nerfed of a move that is central to his game and keeps him the top tier.

what would u do if you couldn’t spam slides and pokes agaimst guile? or any other character that vega can presently out pioritise???

Also continuing what I was saying about Sagat. O.Sagat had a flat start-up and recovery rate of all tiger shots across the board. 11 frame start-up and 37 frames of recovery. N.Sagat had the 11 frame start-up on high shots and 13 frame start-up on low shots. His recovery on all shots was 37/39/41 for jab/short, forward/strong and fierce/roundhouse respectively. He said the difference in recovery times was 12 frames between both versions of Sagat.

Does ANYONE see a 12 frame difference here? I sure don’t.

I got the data from T.Akiba’s frame data website. Here is the link. http://nki.combovideos.com/flame.html

Well, the only spot that it mentions all flame kicks juggling is “Version 3”. “Version 4” - ostensibly what the game has - further down the page doesn’t have that.

Give Boxer a recoverless headbutt, VST throw range, Dirty Bull like 360, and then change his name from Balrog/M. Bison to 1hitparry.

Take away Fei Long’s kneebash, srk, and fireball and change his name from Fei Long to Coth.

Edit: Oh yeah, change Fei Long’s super from Shoryu Reppa to him shouting a bunch of math equations and make it like Storms Hail Storm.

LOL. Ditto Fei Long.

Also change Guile’s c.MK to CE priority and make it extend like Dhalsim’s limbs so it can hit opponents full screen away.

Fei’s design space got played with rather well in HDR, a few questionable nerfs aside. Just imagining him with the ability to juggle lk flame kick…haha wow, gross. His juggling ability off chicken wings and better rekkas/super really were great ideas though, just what he needed.

Plenty more evidence of good extension of the game’s design space. Ken’s SRKs, Blanka’s horizontal roll distances, Guile’s roundhouse flash kick…all of these changes really differentiated these moves and made the lesser-used ones much more viable. So a good question here is, what existing design space could still be expanded in a similar manner? Two immediate examples are Chun Li’s new ground SBKs and Zangief’s banishing hands (GHs).

It’s ironic that Chun Li had one of her least effective moves changed, but that the ranges and strengths are now so similar for all three kick buttons. Short is the most effective at juggling, and the safest on block. Couple this with the fact that the other two versions of the move do roughly the same damage and travel in the same arc, and the short version becomes the only one worth using. What could be done with the other versions of the move?

Her short version SBK isn’t bad, though with its slightly better startup over her old one it lost some invincibility frames that would be nice to have back. Possibly having her old short SBK back with those invulnerable startup frames to at least give her a chance to trade out of a corner better than she does now (since she may well now be the worst character to have cornered now that Dic can escape better with Devil Reverse) for starters. That particular move could also be fairly improved by giving it better recovery; since she’s so exposed underneath for the entire duration, and the fact that it’s not overly fast in the least, making it nearly neutral on block would certainly help her. Fireballs and any crouching opponent would still punish her, she couldn’t combo out of it or anything ridiculous, and grapplers could still level her after it with good timing. (Compare this to Ryu’s and Ken’s tatsus, which are and still would be superior.)

Another version could have nearly no startup invincibility, but get going very quickly at a farther but less shallow arc than her current one in HDR. Have it have decent (not instant) recovery and land from the far side of the screen to a spot a little out of shoto sweep range. This way, if you can predict a fireball, you can get to a place where you can start footsies and such with her if they try to sweep. If you’re too late or predictable yourself, you still get punished, but it would get in a bit further and faster than her current one (but not overly so; nothing should be automatic here). Here’s the real kicker though; instead of making it juggle, make it a one-hit knockdown. Anyone under her can still rip her apart, and it would really help with some of her issues with Claw. Anyone already on top of her could still splash her as before (though with the other change, it would be less of auto-pilot move once you get her cornered, not a bad thing).

Zangief’s GH is even worse. As Big O pointed out, the jab version has an invulnerable head hitbox briefly in the move that strong and fierce don’t, as well as better recovery and the same damage as the other versions of the move! Still worse, the strong and fierce versions actually seem identical. Clearly there’s room to do something here.

The jab version is pretty reasonable and effective as-is, so it’s a good base to gauge from. Like DeeJay’s sweep immunity that now affects all three versions of his dread kicks, or Cammy’s SBF to pass through fireballs, Gief should have that missing head hitbox on all three versions of the move. Increasing range or hitboxes (at least horizontally toward the opponent) much at all could severely reduce the reasons you’d ever want to lariat against anyone who isn’t jumping in on you. Big O listed some ideas about increasing startup and the hit time while decreasing the recovery; couple this with stronger versions actually dealing more damage and a bit of playtesting, and you could really give Gief some more effective tools he could use fairly. He did get a really nice treatment overall in HDR, very cool for that. This is really the one area that stands out clearly as something that could be directly addressed with him, considering. (I’d also trim his blue hitboxes back on his standing non-close punches and very slightly increase the damage of his running grab, but those are definitely more debatable than this.)

What do you think? What would you do with this or similar design space? Are these ideas sensible?

Not to continue beating the dead horse, but wasn’t Guile a high tier/top tier character in Hyper Fighting without his CE cr. mk? Or did he still have it?

Nevermind, it does say that in the actual summary article.

BTW, 1hit, I thought it had pretty much been understood that I don’t use ken as a main anymore.

Although currently I’m playing WOW now. :slight_smile:

HELP!

My bad. I fixed it. Also, WoW? Boooo. I’m a big D&D fan, which kind of has a rivalry with WoW, even though the two really aren’t mutually exclusive. That said, happy questing.

now thats what I’mtalking about.

now thats what I’m talking about.

i need moar! :smiley:

here are some things i think need to be balanced or fixed in general,

throw ranges - have a standardized throw range for all characters throws excluding command throws. this distance should be point blank or pretty damn close.

grabs - make the grabber be thrown far enough so that they can not repeat the situation. throw loops are tough on charge characters, especially boxers throw loop since he can change sides to poke you on and then repeat.

hit stun/dizzy - imo the game is way way way too inconstant with how it deals dizzys, when akuma lose 3/4 of his life with in 5 seconds he should be dizzied… end of story

other things that i feel affect game play, these things may not be unique to hd remix and/or could also be caused by lag or internet play

slow down during hit stun - never should i be punished because the game has slowed down enough for the opponent to actually think and counter my attack. like wise i should never be punished when i hit an opponent with a sonic boom and then go for the back hand only to have it come our a few frames and be countered by the opponent.

now here’s where i start talking out of my ass because i don’t really know the character like i do my guile, but after playing numerous matches up i think some of these things need to be changed.

dictator - put more recovery time on his scissors kicks, also put more recovery time on his super.

honda - make headbutt less safe, it has too much push back for honda, removal of stored ochio throw

blanka - make horizontal ball less safe, same problem as Honda

chun li - head stomp seems too random, its hard to tell where to block