Dr.Grammer on IRC suggested that Dawgtanian should make a thread on SRK for feedback.
So I’ll just make one and we can post feedback on various things, sensible changes for characters, system changes, objections or w/e to current changes etc and we can tweet it to him or w/e.
I would like to request that they don’t give any characters additional nerfs or renege on buffs listed in the patch notes.
In general, I feel that most of the SF side has been treated quite harshly compared to the Tekken cast. I felt that the two sides were quite balanced with each other in 2012, but the Tekken characters will end up dominating in 2013.
Since Ryu has had his normals toned down, I think it would be fair to let his HK Joudan Sokutogeri be safe on block again (doesn’t have to be frame advantage like it was originally). This gives him a useful offensive option that several other characters can do better anyway.
Hugo was a character who had very few things that were good about him. If nothing else, I think he should be allowed to keep his crouching LK hitbox, as that was quite important to his gameplay.
Rolento being at 930 vitality is kind of strange. Can he have at least 950 if not his original 1000?
Vega’s crouching LP shouldn’t have its frames increased because it makes important combos for the character unreasonably hard. It’s fine as it is in 2012.
Please change Hwoarang’s default voice setting to Japanese.
So I’m going to be extremely lazy (and honestly I have to be , can’t write too much at the moment lol) and copypasta my quote from EH and from the GD here:
No fireball nerfs for Akuma, Raven, or Alisa.
Keep-away is NOT the reason why time-outs were frequent. That was due to recoverable health. I think its fair balance to make fireballs as they were but keep the meter nerfs. This way characters that fireball won’t build much meter, and will be punished HARD if they screw up. Give me some incentive to play characters like Guile, please.
Rolento Patriot Circle +0 on block
His launcher abilities have already been nerfed badly. How else is he supposed to pressure his opponent AT ALL??? You can just hold down-back against him.
Mishima j. RH nerf
Heihachi, Kazuya, and Jin need a hitbox nerf on that jumping roundhouse.
Zangief walk speed buff
He already walks slow, his speed doesn’t need to be slower.
Indeed. They seem to be improving some, but just an overall walk speed buff across the board - even if it’s like just barely - would be good (excluding Cammy since she already jogs everywhere as is lol). Paul still needs a better walkspeed for sure. Not saying give him Cammy’s walkspeed or anything, but something faster than a turtle would be nice.
I really appreciate the nerfs to invincible reversals > tag cancel. That’s one thing from SF4 that I’ve always “put up with”, and I’m glad they’re finally making reversal > tag is an offensive tool, not a defensive tool. No more get out of jail cards.
Also, if rolls have to be punishable, then please consider narrowing the roll punishment window, Maybe even as low as 1-frame. And/or make the roller be in an airborn state, so that their punishment won’t be quite as severe.
Just tone chain combos, those are the real menace to the game. No character should be able to be able to abc and not get punished. I know a few characters can special cancel and that’s fine but keep the nerfs as is.
Don’t nerf the sf as hard. Some of the nerfs are just downright unfair and kill the character. There are only 4-5 viable sf characters. That’s down from the 25+ that you could use.
Also don’t force the players to play tekken side, i think the buffs to them will attract them already. Nerfing the sf cast so they run over to the tekken side is kinda counter productive imo.
Kill the quick combos please? If we can’t turn it off then you’re stopping tech from growing.
Un nerf Lili’s df+hk, it’s a dumb nerf. So is the c.hp j.hp damage nerf to Juri. No characters should be punished for tools they have and things they earn. If a player jumps in a whines then that’s tough crap for them. But there is a bright as day reason they got hurt, they jumped into their opponent playing risky. Don’t punish us for things we’re suppose to do. How is a damage nerf gonna help reduce time outs? I thought damage leads to KO that will reduce less time outs.
rolls are annoying but I’ve already created tech that blows it up or puts me back into pressure. The roll nerf is promoting vortex play similar to sf4. I already know lili will turn into a vortex character and opponents such as jack-x can’t get away from lili and it will make the match up utterly unfair for that player.
Those are the things that are on my mind atm. I hope you reconsider a lot of the changes. I enjoy the current build of sfxt. I wish you would give the players more time to keep working on the current game. I hope you don’t consider what those who barely know the game and those that do.
Speed increase on walking in general for slow moving characters, Bob and Paul changes are good but what about some of the others that move a bit sluggish as well?
Universal buff on launcher damage. It’s currently 100 initial and 50 mid combo. A buff to make it a bit higher would be wonderful for the risk/reward. Perhaps even 110/110? 100/100? 110/90? Anything higher than what it is right now.
Tone down ALL the neon colors. Capcom just added a new neon color pack based on Namco banner colors. Its disgusting looking because it’s way too bright and saturated.
Timer pause on cinematic Super Art, Cross Art, Throws.
Nerf grey health amount on chains. Grey health restoration speed nerf is a great start. Chains leaving the most grey health.
System Changes
-Tag cancels remove 10% of existing damage scaling (ex. if you are at 60% scaling and tag cancel then scaling is rolled back to 70% for the next hit)
-Launcher does full damage (before scaling) when manually canceled into from any move that isn’t part of a boost chain Reasoning: Gives people incentive to stop derping around with LLMHH beyond the existing changes to block pushback.
-Timer freeze during cutscene animations Reasoning: part of the issue with timeouts is in relation to cutscene animations eating so much time out of the match. It would also bring a bit of “hype” to the game for those that are concerned with such things (clutch supers connecting at 1 second left etc).
Vega
-return cr.lp > cr.lp to a 2f link Reasoning: no one should have to do 1f links as a confirm. Nerf the hitbox instead if it’s a concern.
Asuka
buff health to 1000
Herron Dance startup reduced by 3 (9f startup > 6f startup), first hit hits low
Far lk hits low during tekken chains (currently doesn’t)
Hyakujitsuko -1 on block
leg cutter 2nd hit -1 on block Reasoning: While the current buffs are awesome, they do nothing to address Asuka’s TERRIBLE neutral game. This girl struggles more than certain grapplers to get in, and once she does a simple alpha-counter tosses her right back out and resets the situation. The Hyakujitsuko and leg cutter blockstun changes nerf her only two semi-reliable ways to CADC in on an opponent (and even then you can lose to mashing). The b+mp distance buff may help, but it doesn’t change the fact that that move is STILL slow to start and easily beaten by pushing jab.
Juri
buff super damage to 330, it’s currently a waste of meter.
un-nerf cr.hp and j.hp damage
reduce cr.hp pushback on hit and block outside of boost chains
fuhajin store +1 on block
Shikusen first hit increased to 70 damage (nerf the followups if you want to keep the same overall damage) Reasoning: In a game where most characters pull 350+ combos, Juri is a feather-weight. Her only real damage comes from A) Anti-air combos off cr.hp (requires your opponent to do something dumb) and B) Corner combos (which were made more executionally prohibitive due to senpusha frame changes a few patches back). The proposed changes would see Juri keep her current damage, gain some actual pressure tools (you can mash through just about everything she does atm) and give a reason for her to actually use jump cancel into dive kick (even with the j.hp damage nerf it’s still the better option).
In the future, try to only nerf what is truly broken and not just considered good or top tier. Bad players will always complain about everything they can’t handle so they aren’t exactly a good source of feedback for that. You should ask the more knowledgeable players for feedback regarding the nerfs and buffs that are truly needed.
I’m still not sure how I feel about rolls being punishable. This is the kind of thing that I’ll need to experience first to really make up my mind about it. As long as the 7 frame window where the hurtbox appears doesn’t allow some characters to get a free punish vs roll after attempting a safe jump vs normal recovery I’m ok with it. Otherwise, reduce the vulnerable window to like 3-4 frames instead.
I disagree with this. In fact, a lot of the tekken characters will likely still struggle despite all the buffs they got. I think people are being a little alarmist about some of the changes. And even if the tekken characters ended up dominating the SF characters, it would kinda be a good thing short term. And not a major issue since it would be quite easy to tone the OP characters down in the future (or buff the weaker SF characters).
I agree that Hugo and Vega were probably hit a little too hard. Hugo wasn’t that good to begin with and he will struggle immensely with the new system changes + his nerfs. Vega is a good character but no character should have unplinkable 1 frame links. If his c.lp really turns out to be a problem in the new build, just make it +0 or -1 on block instead of +2 but leave it a 2 frame link.
Option to disable the quick combos please. These are completely useless for a majority of serious players and they only end up being in the way.
Any way to make the gem selection faster during tournaments would be a good thing. e.g. first choose a color of boost gem (power,defense,speed, meter etc), then have a very quick way of selecting the most popular ones for that category and/or an alternate way to choose the number of the gem (like inputting 12 on a virtual numerical pad or making the scroll similar to youtube time scroll). Not sure if I’m being clear lol. Anyway, I’m sure you guys can think of something to speed this up.
Pandora:
Buff Duration: Its useless right now, outside of something on Dawg’s own website concerning a pandora activation and super during the freeze.
Consider: Chip damage increase on special. Chip damage normals.
Gems
Remove assist gems from existence. We need no crutches in this game.
I doubt they’ll make the hassle to translate any of these. let’s be honest, they simply don’t care about non-japanese people since they can’t understand them.
for the sake of discussion, I’ll still post my desired changes:
Feedback does get submitted from all their communities, it isn’t full Japanese feedback. The issue is that 99% of the people on this board (myself included) wouldn’t know how to truly balance stuff and only make pleas and requests for their own characters. I take it they would weed out some of the more reasonable stuff to consider in the overall picture. For that reason I think taking a closer look at passive and systematic changes is better to analyze to improve the game’s overall quality.
Timers definitely need to be paused during long cinematics. I would still love it if throws didn’t go into cinematics for sure.
To be honest, I liked the camera zoom on launchers, too.
I know fighting games are “serious business”, but sometimes looking cool is important to one’s enjoyment, too. The distant SF4 camera got kind of boring. SFxT’s camera is much more dynamic and interesting.
I’d argue that if a seasoned player for EACH character would balance their own character, it could be a somewhat great result as a start. granted, we speak about objective people (even when regarding their own characters).
and the timer is fine now.
pandora got a 3 sec increase btw. the only thing I’d change on top is that you don’t lose when you kill the opponent with a super that has been activated before the timer ran out.
Yeah it’s possible character specialists could provide really good feedback to tune their characters. I guess on Capcom’s part they have way more things to consider too. I mean even in AE2012 right now it’s like there’s so many characters that don’t have widely known explored match ups. I enjoyed all the Gen blow ups over the CanadaCup weekend.
For this game being as unpopular in it’s position I find it really hard to see how people can provide as much helpful feedback when there’s extra things to consider such as tag partners and such in the games. Things are quite balanced out for the most part in a game such as Tekken Tag 2 for some reason. Everyone’s health is the same, there’s tons of ways for people to open each other up, there’s never a dull moment due to how the flow of matches are. In here I think trimming certain things on and off would help the gameplay a lot.
I’d rather opt for making supers/cross-assault deal their full damage before ending a round by time out. (instead of pausing the time during cinematics)