Increase priority on standing MK and standing HK (the limbs), like they were in ST. As anti-airs, these moves only seem to work if the jumper didn’t stick out an attack yet. Also, they don’t really occupy enough space on the screen, hehe.
What kind of strategy does mashing add to the game? You mash for extra damage, so the other guy counters by mashing harder? I’m glad they mostly removed it from this game.
ex-blast has invincibility frames but it would be nice if it had a few more.
I would like more super cancel frames added to the flames and also the lk.slide
if not full screen teleportation, maybe make sims teleport able to 1 frame link into another so there can be some kind of hard earned escape
make hk.blast useful. I honestly cannot think of any time that hk.blast is a smart thing to use. Maybe make it’s stun crazy big like giefs headbutt so there is the risk reward thing.
do something with the teleport/ultra inputs. There is nothing more frustrating when you want to ultra and you teleport into certain death. At least reverse it so you do a backwards teleport instead on a missed ultra. Especially with sim, 1 missed button press can easily cost you the game.
It’s true, if execution is on point then no need to worry about the overlapping teleport/ultra motions… but what if, across the board, super is set to 2x QCF + P and ultra is 2x QCF +K… at worse if you stuff up the motion all you get is a random kick and not terribly close and vulnerable to opponent.
This would help with a lot of other characters. Off the top of my head Seth and Dictator would also benefit from this.
Yeah one of my main criticisms of SFIV is having Ultras require the PPP or KKK input… It seems unnecessary especially when characters only have one super. Just do the other move with kick. Or have the motion be QCB+X Good suggestion.
Anyway, an EX teleport that got you out of corner would be so sweet. Even if it were to cost two EX bars it would be worth it. Seth has a move that costs two EX bars right?
Also I agree that the flames could use more frames where it’s possible to cancel into super. I don’t have too much trouble doing it anymore, but it took me a couple months of practice just to do that cancel and that seems excessive.
ALSO, I want to play as a bright green Dhalsim. Think green Oro. Yeah.
I feel an instant “out of corner” move would make Sim TOO powerful. Sim plays the best keep away but suffers up close. If you don’t give the opponent a chance to get close then Sim basically auto-wins. Meter isn’t too hard to build and it wouldn’t take long to have that option (even if it costs 2 meters).
I also think ST drills would make Sim way too good. In my opinion, Sim only needs a slight buff.
I’d rather have a non disappearing LP/EX fireball and safer RH slide.
this is something id like but im not sure how theyd implement it what with the simplified commands etc.
id really like a half screen teleport to be honest im sure i had a reason for it when i first thought of it but now my brain isnt working, im totally streetfightered out for today ive seen my play deteriorate throughout the day and now my head is just mush.
I’m not talking about drastic amounts here. Maybe endurance to like 925-950. And +5-10 on most moves.
Fix the thing where I teleport when I try to ultra. I dunno how the game just disregards 3 directional inputs, but shit’s annoying.
Limbs being hit shouldn’t count as knockdowns regardless of the move they hit the limb with nor should they lead to super/ultra animations from a full fucking screen away… i.e. Ken ultra. Shit’s stupid.
Flame/Blast are useless. Drill is too. Mummy takes 2 days to start-up.
Overhead is trash.
1 Combo/ No blockstring.
They really did too much to Dhalsim. They overbalanced him so badly. EVERYBODY else in the game has something that’s just WAY too good. But not Sim. No exploits, no crazy stats…
FYI, you get teleport instead of ultra when you don’t complete the second QCF:
d-df-f, d-df + PPP (missing forward on the last QCF)
Funny with all the shortcuts in this game, they couldn’t give us this one like they did in some of the other games (CvS2 for example). Technically it’s our bad execution to blame, but that shortcut seems more natural anyway, especially when you are doing the motion fast.
Maybe something like EX slide, with some sort of reasonable but not too powerful combination of frame data, but punishable on block. If it hits, you get sent just on the other side of the knocked down opponent and can escape as a reward for working to land the slide (imagine how much more careful balrog would have to be), if blocked you stay cornered. Mainly used as a hail mary for corner situations, requires quick thinking to land, but big risk factor if fails. I’d rather throw out a gutsy move like this on say a Rufus, than attempt to port out to live and eat another combo for absolute **free ** when everyone who plays street fighter and their grandmother knows it never works.
Also in great SF4 Dhalsim tradition, if you used it and it hits when YOU had an opponent cornered on accident, woops you cornered yourself. :cybot: At least it’d give him an EX option other than fireball and blast which have their uses, but aren’t exactly anything to write home about.
It would be cool if EX Yoga Blast started in front of Dhalsim (i.e. Yoga Flame) and went up quickly for it to act like an uppercut. This would make his wake-up game a lot better and better his mindgames which he has to depend on a lot for a victory. And EX Yoga Flame could do just the opposite, second hit or both hits functioning as an overhead maybe? What do you guys think? Would that make him too powerful? We know he can do this, remember his MVC2 Yoga Inferno