SRK Feedback for Capcom for SFxT 2013

It’s easier to look at positioning for oki/wakeup if it didn’t zoom in.

Poison:

Elbow Drop: Go back to 17f startup. It already has a horrible hurtbox, giving it better hit/blockstun won’t make a difference if people get 4 more frames to mash crouching jabs. Either that or make it go over lows, because as of now I don’t see how it’ll be a good move.

EX Whip of Love: Make it do the full rekka on a single move, like Elena’s EX Spin Scythe. The reason for this is that Poison’s damage is horrible, even when spending meter due to how her prime combo ender/extender scales withtin itself, making any followups to EX Whip of Love do almost no damage. Having EX Whip of Love be a single special instead of a 4-hit rekka chain would fix two of Poison’s major problems: Damage and tag cancelling, as she would have stronger solo combos with meter and the ability to actually do a decent tag cancel. Decrease the damage of the move by half and make it -9000 on block at the first hit to make up for it, I don’t care.

Nerfs to Ryu’s normals are way too harsh and not inline with changes to the other characters, please reconsider.

Please give me a way to disable seeing my opponent’s custom colours, this really is such a big deal for me. I HATE the way this game looks now.

Close normals shouldn’t whiff at a range where their far alternative would connect. Eg. Cody LP>MP>HP, the close HP could whiff but a little further back and the far HP would come out and connect.

Fix moves crossing up but landing on the wrong side.

Rematch option when no other players are waiting in the lobby.

I also don’t like how you can score big damage off an air-to-air move.

I’m generally happy with most of the changes. The few character specific changes I would ask is

-Give Hugo better hit boxes and make his armor start at 3 frames as opposed to 6 or return damage to him, at least.
Reason: Hugo has such a hard time getting in on his own. I know this is to promote using a partner, but if the damage makes it not worth it, then whats the point of playing him?

-Vega cr.LP to 2 frame hit confirm
Reason: I and most other Vega players, hate that our general jab is a 1 frame link in SF4. Let us at least have an easier hit confirm.

I wouldn’t mind this, actually.

I also suggest to shorten the frame window for recovery on rolls. 7f seems pretty excessive.

And I understand the nerf to Cody’s cr. lk, but it being -4 on block seems oddly unnecessary.

Just in case Hwoarang’s Flamingo OS tech is not deleted, then it needs to be.

Who do you use? There’s a lot of pent up anger.

Pent up anger? Things that are broken need to be deleted. Flamingo OS tech is broken, therefore it needs to be deleted. Things that shouldn’t be nerfed, shouldn’t be. Characters who deserve to be buffed should be. That’s it.

I play Vega/Ibuki and I have no problem at all with Vega’s nerfs as of now. Ibuki was unjustifiably nerfed when she should have been buffed appropriately much like Asuka was. History has shown that Capcom hasn’t made the best of decisions, although lately I see an attempt at fixing that. Most of the changes for the 2013 patch were fair except for a few things. I posted about most of them that I thought would be obvious to most players. That is all.

Alex is such an angry person… watch him go apeshit on stream next time some stream monster talks shit about ibuki

His Ibuki/Vega is no joke. O_O

i told you he’s a very angry person

Alex seems like a pretty humble guy to me. I like chatting with him :slight_smile:

dont be fooled…

here’s Alex playing the impossible game

here’s Alex walking in the park

All good points that I didn’t originally consider. But, correct me if I’m wrong, they’re also reducing the range of the hitbox. Maybe it won’t be a drastic change, but if it doesn’t have the range anymore, wouldn’t that make it easier to punish?

Actually, never mind what I said there. I thought they were only nerfing it to be -4 on block but now I see they’re also making it 5 start up + reducing the hitbox LOL.

[media=youtube]bNrDZwkTxKg[/media]

Really need to make sure people see this.

Sakura was torn apart in her transition from being on the disc to actual release once the DLC launched. She needs to get some tools back that she lost in this transition because as it stands she is an extremely weak character, and 2013 is only going to make her weaker.

Overall I think Capcom did a good job re-balancing the Tekken characters, but I think some of the Street Fighter characters are being nerfed a bit too harshly.

System Changes
-Remove closeup animation on normal throws, just like closeup was removed for boost combos.
-Stop timer during cross art animations, keep during super art animations.
-Add Mega Man and Pacman to Xbox 360? They’re already on the disc so it’s worth a shot.
-Maybe once ver.2013 has launched release updated frame data for entire roster?

Street Fighter Cast Changes
Akuma
-Airborne Tatsumaki Zankukyaku hurtbox has already been enlarged as of latest patch, reconsider further adjustments to hurtbox as stated in latest change list, same with Ryu and Ken.

Cody
-Reconsider adjustments for various nerfs listed in the latest change list. Some nerfs are needed but try to avoid taking away too much from the character to limit his effectiveness.
-Of note avoid frame data changes that make basic tools like normal attacks too unsafe, such as the case with his crouching LK, boost combo adjustments are fine.
-EX Zonk Knuckle damage changed from 160 -> 100, instead change to 160 -> 120 to be less severe.

Dudley
-Reconsider some damage adjustments listed in the latest change list.
-HK damage decreased from 90 -> 75, instead change to 90 -> 80.
-Diagonal jump HK damage decreased from 100 -> 80 instead change to 100 -> 90.
-H Jet Upper damage decreased from 160 -> 120, instead change to 160 -> 130.

Ken
-H. Shoryuken damage decreased from 150 -> 130, instead change to 150 -> 140, reconsider increasing air combo juggle counter, keep current value. Retain full body invulnerability for frames 1-4.
-Air Tatsumaki Senpu Kyaku hurtbox has already been enlarged as of latest patch, reconsider further adjustments listed in latest change list, same with Ryu and Akuma.

Rolento
-Jump MK hitbox reduced, retain cross up potential.
-Patriot Circle frames increased by 4 on first hit, (on hit -1, on block -5), change to on hit +1, on block -2.

Rufus
-Falcon Kick frame advantage on hit reduced by 7 frames, the properties have already been adjusted on this move prior to 2013 patch, reconsider adding additional nerfs as listed in most in latest change list.

Ryu
-Air Tatsumaki Senpu Kyaku hurtbox has already been enlarged as of latest patch, reconsider further adjustments, same with Akuma and Ken.

Sakura
-Really for Sakura just look at that combo video and see what tools she had and then everything that was taken away. She doesn’t need to be that powerful, but she is in need of several key improvements.
-Reconsider hadoken frame changes in latest change list, keep original values.
-L Shunpukyaku frames adjusted to be -1f on block. Increase damage from 30 -> 40. Decrease start up frames as well.
-Adjust damage on other special moves to improve damage output.
-L Shouoken on hit adjusted to allow for combo follow up midscreen, decrease opponent knock back on hit. (see video for proof of concept)

Sony Character Changes
-Just because they are exclusive to Sony platforms doesn’t mean they should be weak characters.

Cole
-Increase stamina from 750 -> 950.
-Other improvements to frame advantage on normal attacks.
-HP start up frames adjusted from 13f -> 10f.
-HK start up frames adjusted from 15f -> 13f.
-Crouching HP start up frames adjusted from 10f -> 7f.
-Crouching HK start up frames adjusted from 10f -> 8f.

Mega Man
-Increase stamina from 800 -> 900.
-Other improvements to frame advantage on normal attacks.
-LP start up frames adjusted from 5f -> 4f. Currently +6f on hit, consider changing to +7f on hit.
-MP start up frames adjusted from 7f -> 6f.
-LK start up frames adjusted from 7f -> 5f.
-HK start up frames adjusted from 11f -> 10f.
-Crouching LP start up frames adjusted from 6f -> 5f.
-Crouching HP start up frames adjusted from 8f -> 7f, allow cancel property.
-Crouching MK start up frames adjusted from 8f -> 6f.
-Crouching HK reduce recovery when connecting with later attack frames.
-Thunder Beam recovery could be reduced when landing on the ground. Meter gain on hit changed from 40 -> 20, instead change to 40 -> 30.
-Mega Uppercut could be adjusted to float higher on hit, or reconsider damage adjustment from 120 -> 85, instead change to 120 -> 100.
-Mega Buster damage adjusted from 80 -> 65, instead change to 80 -> 70. Meter gain on whiff changed from 15 -> 0, instead change to 15 -> 5.
-Ice Slasher currently has frame advantage of +5f on hit, reconsider adjustment that nerfs to +4f on hit.

Pac-Man
-Increase stamina from 800 -> 950.
-Other improvements to frame advantage on normal attacks.
-L and M Flip Kick damage decreased from 120 -> 70, instead change to 120 -> 100.
-EX Pac-Dot Attack damage decreased from 60+60(120) -> 40x2(80), instead change to 60+60(120) -> 60+40(100).

Toro
-Increase stamina from 600 -> 750.
-Other improvements to attack hitboxes and normal attack damage.

Kuro
-Increase stamina from 750 -> 800.
-Other improvements to attack hitboxes and normal attack damage.

For those curious about where I got the Sony character frame data it can be found here:
Cole: http://www.mediafire.com/?y8uo5lutsfu8iit
Mega Man: http://www.mediafire.com/?w1ix2xjw2wddaok
Pac-Man: http://www.mediafire.com/?b9ntf9zbl4pzwtv

Raven
-Increase the hitbox on his s.lk. I was standing close to Ryu in training mode and watched as it connected with his body and yet did nothing whatsoever
-Shurikens after jump back shouldn’t be nerfed
The rest I see as buffs. Nice to know cr.hp and cr.mp won’t whiff as much from mid range and hk alter ego is useful during combos now

Nina
-Enlarged all of her normal’s hurtboxes? Please leave s.mk out of that equation
-J.HK should still be able to crossup, thanks for the j.mk crossing up now though
-ex geyser cannon block stun should remain the same, it’s already punishable in it’s current state if the opponent can see it coming on wakeup

Balrog

-Make inputs operate the same as in AE(Seeing as that’s what it looks like where this game is headed). I mained Rog in Super and played him a bit in AE and his charge inputs just feel…different. Doesn’t make too much sense but it just doesn’t. That’s probably a reason for a lack of Rog players online. Speaking of Balrog…I looked through the changelogs and where the hell is he? Maybe I’m overlooking him.

I don’t think that people know that Elena has a 3 frame short that has the same exact range as Cody’s 3 frame cr lk. It obviously isn’t a low attack, and it can’t link into anything but it can special cancel. I was a little surprised that Capcom didn’t nerf it when they nerfed alot of moves like it.

Here’s a list of suggestions and explanations I’ve come up with. I’m actually glad to see some of the changes being done in SFxT 2013. However, I feel Bryan is probably one of the characters that I feel needs reevaluating.

System Changes
• Normal Throws: In addition to making throws 5F, slightly the increase the overall throw range.

  • The throw range in this game is abysmal. It’s really bad when you see two character’s legs crossing, and neither one of them are able to grab the other.

Bryan
• Far HK - In addition to the planned changes, sit-down stun on crouching counter hit.

  • This is probably too much to ask for, but it is something worth testing. Something against crouch teching.
    • cr.MK - Slightly increase the range.
  • Bryan’s low options are incredibly weak. Which makes his overall gameplan extremely linear, considering he also has no crossup.
    • Chopping Elbow (f.MP) - ±0/-1 on block, at most.
  • There’s no reason to make this move -5 on block, while Heihachi has a high crushing overhead that’s -1. It’s a seeable overhead.
    • Double Back Knuckle (HP>LP) - The second hit should probably be -2.
  • There is around a 5 frame hole in between the first and second hit of this string, so you can easily backdash the second hit or do an invincible move through it. The first hit is around -9, the second being around -4. This means that, in addition to being easily escapable, it’s also punishable on block.