actually i didnt say crouch moves shouldn’t have AA properties, somebody else mentioned that.
Yes, perhaps some characters should be able to dodge SOME moves with crouches, provided the hitboxes work. But some characters do NOT need that ability. Bison has virtually NO aa, and I don’t see him ducking shit with slides or cLK. The best he has is the ability to slide under high tiger shots. I don’t see Rufus being able to cmk or cLK to COMPLETELY avoid a DR or Skulldriver from Bison.
There is no reason why Ryu’s cMK needs to be able to avoid a vast amount of air attacks, when it already has great reach and linking properties. We’re talking about Ryu, NOT chun li. Whatever her crouch attacks do, fine. She isn’t somebody that other characters need balancing to be able to handle. Ryu is.
I figure it will get dealt with by Capcom anyways. Maybe they won’t change Ryu’s cMK, but I can see a large amount of the rest of the cast getting fixes to some of their air attacks hitboxes, to deal with factors like that and SRK’s (which has already been stated that they will be doing something along these lines, by the developers)
As for the comments about 1 bar vs 2 bar for some ex moves, I posted in the balancing thread about that yesterday. I even mentioned the fact that Seth’s tandem engine was set at 2 bars to prevent overuse.
I truly believe more special moves should be 2 bars, rather than 1 bar, due to how powerful they are. I also think some characters could be given 1 bar FADC’s and not become overpowerful. Setting it at one bar for any ex move and 2 for any character to fadc just seems…wrong (especially with the balancing issues)
Okay, enough bitching about Ryu having what “character X” doesn’t. Let’s start bitching about Ryu not having what other characters do. Apparently any character that has something that your character doesn’t, is disgustingly broken.
I WANT A GODDAMN TELEPORT AND A LARIAT!!! There is no logical reason why any character should have these when I don’t. how did Capcom overlook this terrible travesty?
Have you seen the EX Tandem Engine combos? The normal Tandem Engine is pretty bad, but the EX doesn’t put Seth at a disadvantage in combos.
Sakura’s an amateur Ansatsuken user in this game, yea… but she’s not really a Shoto. The Shouoken rarely trades in the first place, never really trades to her advantage, and she can already juggle off her LP Shouoken for free.
Standing HK. Great poke, great AA. Space it right. His aerials have high priority, so going air to air is good for Bison. Head Stomp beats out a lot of air normals on the way up.
No, he’s not. 5-5 and 6-4 matchups aren’t things that other characters need anything to handle. c.MK going low to the ground isn’t the biggest of deals. A lot of things Ryu has are nice, but he doesn’t have anything game breaking.
If anything, make Head Stomp hit lower to the ground, and Devil’s Reverse track a little better.
[quote=“SoVi3t, post:1221, topic:81244”]
I figure it will get dealt with by Capcom anyways. Maybe they won’t change Ryu’s cMK, but I can see a large amount of the rest of the cast getting fixes to some of their air attacks hitboxes, to deal with factors like that and SRK’s (which has already been stated that they will be doing something along these lines, by the developers)
[/Quote]
There you go. That’s more like it.
1 bar FADCs would be quite broke. Cancel any move on block for 25% meter? No character needs that.
Great post. Yea a one bar FADC for say, charge characters probably wouldn’t be overpowered, they can’t take advantage of it like sagat and ryu can, and alot of people don’t want those kinds of setups anyways
since when is it a rule that i have to reply to everything you post? nowhere in your post does it even mention the distances ex joudan kick will combo into ultra from. there is a reason only one person agrees with you… and that is the same person that thinks some ex moves should cost 2 bars and fadc should cost one…
and talking about sf4 while referencing to things in 3s is plain stupid, as these games are not anywhere near each other
he is ok the way he is…his sweep could use a lil less recovery time…but overall he is a damn good character as is…and he is one or two moves away from being broken…and we dont want that…the game is already pretty well balanced…but everyone should be on a realtive level playing field…hopefully ssf4 will fix any problems…like sagat foward HK juggle…and make sure that the game comes down to skill instead of hey… i play the best character and i win…CODY FOR LIFE KID!!!
I’d actually be fine with EX Joudan Kick (the crescent kick’s actual name I take it?) so long as it -couldn’t- combo into ultra (giving it a longer recovery on hit than it has on block, much like Gen’s gekiro) but put them into a float state.
If they tweak Ryu’s speed down, I’d actually say Joudan Kick is deserved, if they push Ryu more towards zoning then the Joudan Kick is a nice “Get back to the other side of the screen you whore…” move. The EX version shouldn’t put them high enough to combo into ultra though, an ex fireball, a normal to reset them, an srk, fine…but not ultra.
And if you had read the thread a little instead of jumping off at the mouth, that post wasn’t the first time I had suggested the move or how it worked, and mid-full screen combos off wall bounce was mentioned already. :rolleyes:
You were talking about MY concept of the kick in the first place. As you can see. Obviously you were doing so without understanding what it was you were talking about. Dumbass.
Fail. RaveMachine agreed with me. SoVi3t suggested FADCs be 25% for certain characters.
The whole thread’s right in front of you. Is reading really that difficult for you? :looney:
Considering you can’t seem to make an intelligent counter point, I guess you’d know all about stupid.
The kick is a move from SFIII, so of course I reference SFIII when talking about it. You know, basic logic and all. Or do you want the TvC version which wall bounces meterless? :rolleyes:
You said Capcom’s not dumb enough to allow rejuggle states. I proved you wrong. Get over it.
LMAO, you’re joking, right? You complain about things like the horizontal range of a LP SRK, and Ryu’s cr.MK, but Guile should be able to FADC Somersault on block for 25% meter? Bison can scissor kick pressure, and chain scissor kick combos for 25% a chain? Laughable.
anywho, I dunno about charge characters getting 1 bar FADC’s, but I am pretty sure some characters COULD use it. I can’t see Vega getting overpowered by it. The way I see it now, FADCing is one of the reasons some characters are overpowered. Hell, somebody mentioned Bison being OP’d cuz of it, but I seriously doubt that would happen (not to mention most of his bar is used for exPC).
I think the whole Ex/FADC needs to be rethought. It’s a great idea, and I love it to death, but some characters need to have some of there moves cost 2 bars for ex versions (Rufus’ Snake Strike comes to mind), and some characters need FADC to cost 1 bar, or even 3 bars. I truly think Ryu could easily handle a 3 bar FADC and it would alleviate some of the bitching about his FADC > ultra
of course there would have to be limits put on (ie-first FADC costs 1 bar, 2nd FADC in the same combo would cost 2, etc) to avoid abuse.
Capcom saw that Tandem Engine needed to cost 2 bars to avoid being godly, so I can’t understand why Capcom doesn’t realize that other moves Ex versions are way too fucking powerful.
Man, how come this is getting so much discussion here, but when I suggested it in the balancing thread, it got avoided like transvestite hookers?
Because variable meter costs for a set meter system just doesn’t seem like it would work, and is not required to rebalance a fairly well balanced game.
I disagree with it entirely. The only EX moves that need 50% costs are ones that chain into themselves for massive damage. That would only be EX Tandem, and this conceptual EX Joudan if it worked the way I drew it up. EX Snake Strike just needs a damage reduction.
A 3 bar FADC would suck. A 1 bar FADC wouldn’t help Vega much without other fixes, and with those fixes, it’d be broken. Fix Scarlet Terror, Scarlet Terror FADC all day. FADC to EX FBA all day. it would only cost 50% meter total. The different EX costs worked well in SFIII, because of the variable SA gauge lengths and stocks. It doesn’t work so well in a game where the Super bar is a set amount and divided into 4.
It was also a big reason the SFIII games ended up so unbalanced in the first place.
Global system features like FADC having variable costs per character is just a dumb idea IMO. Why should one character have to pay more to do something everyone can do, and another less? Besides, the FADC system works well as is, why completely unbalance the system just to try to close the gaps in an already close tier list? Keep it simple.
LOL @ using most of Bison’s bar for EX Psycho Crusher. What Bison do you play with?