SRK Feedback for Capcom for SFxT 2013

Dhalsim:
[LIST]
[]Un-nerf the blockstun on yoga flames (These were only used offensively which is something you are trying to promote with 2013)
[/LIST]
[LIST]
[
]Because of nerf to lk start up, Dhalsim’s overhead is also nerfed and has no real use. Make his overhead deal 1 more frame of hit stun.
[/LIST]
[LIST]
[]Give Dhalsim a 2 frame link from one of his 4 frame normals. His 4 frame normals won’t be great now, and he can’t hit confirm with chain anymore, so at least give lk 1 more frame of hit stun or don’t nerf c.lp from +6 to +3 on hit, but rather from +6 to +5.
[/LIST]
[LIST]
[
]Why are slide hitbox nerfed? This should also not be touched IMO, but if you have a good argument for the nerf, I would like to hear it
[/LIST]
[LIST]
[*]Alpha counter change is a nerf to Dhalsim’s alpha counter game, since it was useful as a good way to juggle after. To make up for this, please make it harder for Dhalsim to push himself under the opponent when alpha countering a jump in. As it is now, Dhalsim easily crosses himself up because of the forward movement of his alpha counter, and ends up doing the second part of the alpha counter the wrong way.
[/LIST]

these 3 but instead make it so you can filter opponents color options. Either you see the opponent with default p1 and p2 colors with default outfit or you can turn it on and see anything. I like the neon colors but i dont think everyone should be forced to see them… also still waiting on metallic gold and solver that i was teased with 6 months ago

pandora timer should also freeze on the same cinimatics

i’m def all for this:

Capcom should invite 1 character specialist from every character (i’d even venture to pull from some of the SF4 and T6/TTT2 Vets for some of the not played often characters. Veserius for blanka comes to mind) and have everyone argue their points. Capcom Japan and Europe should do the same and all 3 recommendations should go to the the director to hash out what works and what doesnt (since they can make builds and test things out). That should be the starting point. Minor revisions should be all that’s needed after that.
[/quote]

Here’s a video showing off Sakura’s original potential before she was officially released as part of the 12 DLC characters.
[media=youtube]bNrDZwkTxKg[/media]

I will just comment on my thoughts for Sakura:

[LIST=1]
[]A ton of characters had their throw damages adjusted so that they’re around either 130 - 150 in the 2013 patch. Sakura deserves the same attention, because both of her throws do a measly 100 damage each. ABSOLUTELY NO OTHER CHARACTER HAS 100 DAMAGE THROWS, if there are I stand corrected though. It’s not like she does that much damage by herself, even using an EX meter she barely gets over 430 damage off of a perfect punish.
[
]Please change LK back to 3 frame startup. There’s no need to make her combos any harder, again she doesn’t even do a lot of damage.
[]The meter gain nerf on HITTING her special moves is ridiculous. For example, it currently it takes her 3 raw Hard Shunpukyakus to build 1 meter. Nerfing this to make her gain 1/4 of that means that she can’t even build meter efficiently, one of the few things she’s good at in SFxT.
[
]Her Shunpukyaku compared to the SF4 version does 1/2 the damage, takes longer to startup, and is -3 on block for the non-ex versions. So not only is cancelling into her Shunpukyaku not a true block string most of the time, she’s not even at +/- 0 frames. I can kind of understand not giving her the SF4 damage, because of how simple her combos tend to be, but can she please get a safer advantage, or at least startup as quick as the SF4 version?
[]The Sakura Otoshi (jump smash attack) is very similar to her Vanilla SF4 version where only landing all 3 hits causes a hard knockdown. It would be very beneficial to her gameplay if they changed this move to match Super SF4 through AE 2012, where landing the 1st or 2nd hit causes a hard knockdown allowing for better pressure or even a safe raw tag.
[
]Before the DLC characters were officially released, it was shown that Sakura’s c. HP had a similar horizontal hitbox to her SF4 counterpart. It was possible to do s. HP x light Shunpu, s. HP x light Shunpu, c. HP x light Shunpu, s. LK x whatever. It would be fantastic if she could have an enlarged hitbox for her c. HP because it would not only give her better combo potential, it would also make anti-airing less of a heart attack. If tons of other characters are getting anti air buffs, why can’t Sakura have one so that she can compete?
[]One other thing changed from the disc version before the DLC was officially released, was that her light Shouken didn’t knock opponents very far away on hit; she had way cooler combos involving multiple Shoukens. I don’t really care about this one in particular, but it would be nice to do extended combos with her, justifying the intense meter gain nerfs she’s currently set to receive.
[
]And seriously, nerfing her Hadoken? It’s easily one of the worst hadokens in both SFxT and SF4, and Capcom still wants to make sure that Sakura and Blanka take Dan’s place as the trolls of the game. Either leave her Hadoken alone or buff it, stop nerfing the mediocre tools she has to work with.
[/LIST]

I second this notion. Should be noted that IIRC, this is still a problem in SF4 and I hated it then too. :rofl:

Also agree that the camera zooms on throws are fine. I can do without the launcher zoom on boost combos, but it would be nice to still have it when hit by a raw launcher.

I find it curious to see someone that has been around awhile feel this way on the issue. I understand your point, but I’m of the polar opposite. Cinematics in fighters (particularly long ones, such as Ultras and Supers in SFxT) sap the fun for me because they draw me out of the experience in a sharp way. It’s nothing about “Serious business” and is in fact, quite the contrary. My psychology, truly, seems to instantly switch to something of a passive sort as though I were actually watching a film I couldn’t have the least bit of interest in. The only time this doesn’t happen is during matches where the gravity of the circumstances are enough to keep me focused, i.e. tournament play, or money matches. It’s part of the reason why SF4 and SFxT often feel slower paced than they actually are.

It’s on the same level of not having a “Quick Rematch” option after finishing a match. It hurts the fast-paced, interactive, stimulation that gives a well-made fighting game that addictive “One more match” quality.

Smaller stages

A universal walk speed buff

Make all standing light punches crouchable.

I’m an animator, so appealing animation has always been a point of interest for me in fighting games.

I guess I’ll repost here then.

This is what I think should be changed from the patch at the very least:

Things that need to be nerfed that didn’t get nerfed.

1.Kuma needs that hurtbox fixed! His hurtbox glitch where it moves so far back upon hit needs to be deleted. His hitboxes should not be so far ahead of his hurtboxes especially now since most of the cast has had hitbox/hurtbox nerfs. His head should have a hurtbox in hunting stance.

2.Heihachi standing crushes need to be deleted.

3.Heihachi non EX counters should not be comboable.

4.Jin Mental alertness strike invincibility needs to be deleted.

5.Jin should not be +4 or +5 on any of his moves such as during his overhead TC. Also his cr MP having the same startup, but more range than Ryu and being +5 on block is absurd.

6.Kazuya backdash nerf. It should be 22 frames the fastest and have at least some ground frames.

7.Hwoarang should not be +0 after special dash canceling any normals on block. He should be at least -2 or -3.

8.Raven’s teleport should have more total frames just like everyone else’s teleport.

9.Dudley machine gun blow (all versions including EX) needs to be significantly more negative. At least -6 or -7 on block.

10.Hwoarang’s broken Flamingo OS tech if that’s not already deleted.

Things that should NOT have been nerfed that did.
1.Ibuki’s st jab.

2.Ibuki’s st lk.

3.Ryu’s cr mp

4.Raven Air Ninja Stars- Cannot perform after back jump. Nerfing the hitbox is one thing but he should still be able to throw it out after jumping backwards.

5.Akuma- Jump back Air fireball extra landing frames

6.Alisa HP nerf.

7.Balrog Far LP - No longer connects on crouching opponents

8.Blanka Damage nerf on HP roll

9.Cody- Cr. LK – increased frames by 3. The startup nerf and hitbox nerf were plenty enough.

10.All Sakura nerfs

System Changes
1.Quick combos need to have an option allowing them to be turned off.

2.Roll nerf should not have happened.

As a side note:
I would really appreciate it if Ibuki was rebalanced altogether. Not being able to do anything against most of the characters projectile’s is ridiculous. For a character that has 900 health, no reversal or counters, nothing to combat projectiles with, or strong mixups, there should be some changes.

If anything besides not nerfing her st lp and st lk she she should have tools to combat projectiles such as maybe making sazan projectile invincible when it is active. Hien should not miss at point blank and the alpha counter being her only means of escaping pressure should have a massive hitbox buff so it does not fail at ranges other than from point blank. If her chain combo into st hp or cl hp still miss from certain ranges, then that should be addressed as well.

In my opinion: The tsumuji buff was unwanted and not necessary: Instead her footsie strength should be more pronounced by having faster walking speed (at least as much as Raven or Xiaoyu) and making spin kick (even with the understandable range nerf) have 4 more frames of hit stun thus allowing mk tsumiji to combo on hit with spin kick.

Furthermore for having the poorest defense in the game (she has no reversal) she should have a really strong offense to make up for it. Any 1 buff to any of her moves would be fair. Such as maybe having hammer kick be +0 on block or making Bonsho kick crumple on standing/crouching counter hit or making her Target combo overhead fast enough to connect on hit.

Slightly off topic, are you Dhim, the guy responsible for nuts vs guts videos?

** No camera zoom during normal throws.**
During air throws it is so annoying.

Does the color change in gray health also affect the pandora health? The gray health color in normal mode is okay in the current version. It is the pandora health which is difficult to see.

I also like to retain the camera zoom during throws as well as launchers as it is more immersive. They are worth frapsing.

Hugo suggestions I posted earlier:

[details=Spoiler]- Undo the hitbox nerf on his cr. LK: one of his only footsie tools/pokes, yet want to nerf it? As if Hugo had great normal moves already
[LEFT]- Undo or reconsider the armor nerf + undo/reconsider the amount of block stun increase on his Monster Lariat: why?[/LEFT]
[LEFT] [/LEFT]
[LEFT]A) This move is very unsafe on block already (using it at random is not a good idea already)[/LEFT]
[LEFT]B) People chain through the armor on reaction or throw Hugo out of the animation on wake-up, the move is known/figured out by most players at this moment[/LEFT]
[LEFT]C) People complain that the armor absorbs 1 hitting moves/jump-ins, yet they are not willing to step back from the idea that jumping in/throwing out 1 hitting normals at random on Hugo isn’t a good idea due to the presence of his Lariat (it’s even worse when Hugo has meter to EX Backbreaker/Lariat)[/LEFT]
[LEFT] [/LEFT]
[LEFT]In other words, people need to know/learn the match-up more instead of asking for the Lariat to get nerfed. Higher skilled players know this already by now and have ways to deal with it. There isn’t much to complain about Monster Lariat.[/LEFT]
[LEFT] [/LEFT]
[LEFT]- Moonsault Press: less damage is maybe ok, but still at the same range that the move has as of now? Small range increase combined with the damage nerf would make more sense instead of a damage nerf only[/LEFT]
[LEFT]- Undo/reconsider the damage nerfs on most of his moves (cr LP / cr MP / Giant Palm Breaker,…)[/LEFT]
[LEFT]- Consider a small range increase on his Ultra Throw: setups with this work out pretty well at very close range, but the risk of whiffing is pretty big (it doesn’t hit hard damage wise anyway, it’s the follow up after the UT that counts)[/LEFT]
[LEFT] [/LEFT]
[LEFT]What is good for him with the upcoming patch?[/LEFT]
[LEFT] [/LEFT]
[LEFT]- Changes on his Body Press: it is hard to deal with at times (although the move is fairly easy to anti air) so it’s understandable in a way[/LEFT]
[LEFT]- EX Meat Squasher damage buff (yet very situational move to use in a match)[/LEFT]
[LEFT]- More meter gain on all of his special moves is pretty good (knowing that most of them are pretty unsafe to do)[/LEFT]
[LEFT]- Hammer Hook wallbounce (situational again, yet have to see/work out a use for it)[/LEFT]
[LEFT]- Hard knockdown on AA HP: could work for setups but again depends when to commit doing HP considering how the move works[/LEFT]
[LEFT] [/LEFT]
[LEFT]Hugo didn’t really deserve an overall nerf. Reconsideration on his current changes is necessary![/details][/LEFT]
[LEFT]System changes:[/LEFT]
[LEFT]- Allow zoom in on raw launcher when crushing a low + display a notification when it occurs (just as for for example: Reversal, Technical,…)[/LEFT]
[LEFT]- Disable quick combo’s: give the option to turn them off[/LEFT]
[LEFT]- Option to force regular color scheme on characters / default colors only / “nerf” neon colors[/LEFT]
[LEFT]- Reconsider the roll nerf[/LEFT]
[LEFT]- Netcode tweaks[/LEFT]
[LEFT]- Give option to rematch players online (ranked, endless,…)[/LEFT]
[LEFT]- Give the option to “always” start a tag team in Endless lobbies instead of having to skip a match in order to get the option[/LEFT]
[LEFT]- Give the option to change the order of tag team members (if player 2 wants to be on point and vice versa)[/LEFT]

  • Give players a “Skip Turn” option in Endless lobbies
    [LEFT]- Revision on the gem selector at character select screen: make it a bit more user friendly[/LEFT]

[LEFT]Other:[/LEFT]
[LEFT]- Add a few more stages[/LEFT]

All that makes me mad is that I KNOW i’m better than this IDIOT in ranked that jumps like a dopefiend that needs to shoot up. And i AA him , it comes out he gets hit. But then some marrty mcfly bullshit and its like it never happened. I get counter hit and take lots o’ damage. Its a little rather Rage inducing

Or maybe it’s just me.

How about something that indicates who has the current life lead?

On the other hand, it’s kinda stressful to not always know for sure which can be good haha. I’d like to know what you guys think about that one. Should they make it so it’s always super clear who has the current life lead?

Sorry about that I posted it in a hurry that I no longer bothered to check my words. What I mean is it is difficult to see the health of the player who is in Pandora Mode.

Nerf camera zoom ins. Nerf most of the visual effects in this game. Almost every special effect seems tailor made to give people either seizures or migraines.

i’m not sayin we should go back to having this kinda Hugo

… but a few more juggle points wouldnt hurt either

For the most part, why are some of the Tekken changes, for the most part, OVERWHELMINGLY GOOD, while SF changes are as if they get only marginal pay for a job well done… on overtime… when the Tekken cast gets an all-paid for trip to Vegas when all they did was fart in a room since they didn’t do much in the game. WHO PAID YOU OFF, SFXT developers!!! NAMCO???

OT: Fully reconsider the changes made to the SF cast. For some of them are getting frame nerfs, besides the one needed like Ryu’s Cr.lk 3f to 4f just to avoid abusing it to hell for us to use boost combos, ALONG with damage nerfs. NOW, were this Street Fighter IV and this were to happen from vanilla to super, where the game only got toned down in damage just to balance it out and this change to the frames happened, we would go berserk, undeniably so because this HAS HAPPENED WITH AE!!! WHERE WE HAD SEEN THIS DONE BEFORE WITH THE WHOLE CAST NERFED BUT A SELECT FEW!!! CAPCOM!!! WE HAVE GONE THROUGH THIS!!! JESUS, WHEN WILL WE LEARN???

But seriously, tone back a bit the nerfs we are getting with the SF guys. Not too much where we can go ape shit with them and the same thing will happen like with EVO this year where the Double Rs (Ryu/Rolento) dominated. Just a bit in a sensible way, so that balance is just right. But knowing you guys, this might take a few tries but it’s ok, some of us are willing to wait for that.

System changes:

  • stop time during cinematics
  • give throws a bit more range (hate it when my grabs animation goes “through” someone’s character but I don’t actually throw them, then I’d be ok with 7 frame grabs)
  • nerf the mishima j.hk, you nerfed the splashes of Hugo and Gief. Why not their j.hk’s?
  • Alpha counter should only cost 3/4 meter now there’s no follow-ups anymore

Blanka:

buffs:

  • a faster EX-hori roll tp punish fireballs (just make it even more unsafe on block as a trade)
  • bigger elec. hitbox so you can defend against cross-ups or a more auto-correct on his upball
  • bigger range on his sweep (the entire leg please)
  • faster start-up or some invincibility on his lk-upball (blanka has NO anti-airs without meter, and they wanted to buff anti airs in this update)
  • a slight hitbox increase (a bit higher) on his cr.mk to make his hits after a ground bounce less of a chore with online lag

Kudos on the Jack buffs and nerfs

Guile should at least have 950 health

And I’m still afraid that Jin is going to be OP, but I can only know that when v.2013 is here.

I’m not sure if everyone realizes but the camera angle change doesn’t actually increase the duration of the throw’s animation. It’s just an angle change…