SSFIV General Theory Fighter Thread. Lets actually talk about the fighting!

It’s the non-SRK characters that need help, though. Saying the system is fine because SRKs can beat it is just going to cripple the non-reversal characters even more. What we need is a system that BEATS SRK characters, not helps them. :wink:

While a guard bar may have worked well in other games, I don’t think it would work well at all in SF4. Many characters have literally no other option than to block a bunch of stuff for a fairly long time.

Plus, as ranix said, with the FADC mechanic, you can basically artificially create incredibly long block strings. Right now it’s not a useful tactic, but if guard break was in the game (and you got raw, unscaled ultra out of it), it would be pretty easy for a number of characters to guard crush for one FADC worth of meter starting with a low short.

In a game that’s supposed to be more aggressive (ie, an opponent will force someone else to block a lot), guard crush seems like it would end up heavily influencing a few characters and shafting a ton of others.

Ok. I found an answer.

If you get hit by an SRK, then you fully recover nearby while the character is still on his way down from his SRK in time to get punished hard.

Problem: Solved. :party: :party:

i see what you mean, but the way i see it since jabs would do literally no gaurd bar damage, so most block strings wouldn’t actually do anything from characters like sagat. Then you have characters like vega and blanka who are poke heavy, and could chip away with mp/hp zoning. Obviously abel, ryu akuma etc would rape but if they put in a GB then GB values would have to be chosen manually for each characters moves.

it could work but requires way too much effort to impliment well.

throw in some “alpha counters” and maybe you could have GB but even then some characters would be tooooo good. Rufus, ryu , Balrog or bison get you in the corner your ass is toast

short, short, short, scissor kick, fadc repeat etc etc…

stuff like that would be too broken without some type of meter burning escape

Let the record show that, while I like the concept of guard bar, I’m not sure how it would work in SFIV’s system. Especially since I think they should increase blockstun across the board. You would also need to include Alpha Counters in such a system as well. It’s not something that could be tacked on easily.

That said, I want to address this:

I wouldn’t necessarily say they would be broken. They might just be “really good”. Guard damage would (or should) scale for block strings. They would just have to test things accordingly. But yeah, they would need Alpha COunters to help balance off such a system (they could do that anyway, but have ACs take Ultra meter instead of super meter). I think it’s too much work for this game, but maybe for SFV…

and could FADC into a 500 damage Ultra

you know the concept of adding a guard bar is all a spiral out of control result of fucking up the natural balance of the game’s rock paper scissors and making throws suck

the problem you all see is blocking is too good, then why not just improve the natural counter to blocking, the throw

The guard damage SHOULD scale for guard damage but this is a Capcom game we are talking about

no amount of scaling will stop the godlike carnage the El Fuerte loop would do to a blocking opponent.

And at high level gameplay you will start using raw supers and raw ultras to get that guard crush on an opponent. that would make the game too broken imho

you are kicking the crap out of Rog and he of course gets his full ultra, he gets you in a block string with standing jab that can link into ultra!!! you can do this now for chip kills as is. with guard break added shit would be broken…then he gets more super meter for punishing you after the guard crush. I’d never play Javits again lol

Lets take Daigo for instance…that robot hardly ever uses meter the first round. round two starts and he starts poking you with c.mp, or c.mp X2 or if your Gief you better kiss your ass goodbye cuz c.mp x3 does link on his huge hitbox. throw in a super or an ex fireball after c.mp X3 link and we’ll see what the guard meter’s got lol

give me meter for blocking normals, and meter for whiffing normals a la third strike
Then throw in an alpha counter or maybe a N.Groove roll escape and guard break could work

i think…:xeye:

I wish Capcom saw Alpha counters as an option.

Just have that shit spend 2 bars and you’re straight. But don’t add any bullshit like “alpha counter, FADC, ULTRA” or some shit.

shiver

They need alpha counters back. Capcom was the first to do it and if arc sys thought it was good enough to steal I think it’s certainly good enough to make a return.

Alpha counters would only widen the gap between the lower and higher tiers. The higher ups have generally no problem with meter and keeping the damage off of them selves already, so when poor Vega finally gets in on a good Sagat he’s just going to get knocked the F back all over again.

Yeah it kind of does.

Maybe give low tiers a crumple AC that can lead to Ultra or a combo. That would be pretty interesting I think.

And I don’t think it would widen the gap. Sagat for example does not fear rushdown so for him AC is just another option. But for claw it could be a life saver and would serve to make him far less free on wake-up in his matches. How would this widen the tiers? If anything is would make them closer.

No it doesn’t. If you can win, low tier characters are like +5% to Props Received. Otherwise, you are just an idiot who is wasting his time.

I can agree with this. A lot of the suggestions that people keep making tend to help the top tier characters more than the mid-low tier characters…

-make throws more difficult to escape
-tighten up block strings
-guard meter

Do any of these hurt Ryu, Sagat, or Akuma AT ALL? In my view these suggestions only help them.

It totally does.

why implement a universal system for “shitty” characters? to me it just sounds like a bad attempt at game balance and id rather have them go through the best route and just buff low tiers with something tangible like damage, hp etc., than some kind of gimmick that shouldn’t exist if the balance was done correctly in the first place

Dp’s are just really fucking strong especially with FADC. The easiest way to deal with them is make them all safe jumpable. Non safe jump dp is fuckin retarded and dunno wtf Capcom was thinking with that shit.

They can do other shit too like make it so you can’t mash through non tight strings and what not but something like that would require more of an engine overhaul and I doubt they will do it.

AC isn’t a system so much to help bad chars as it is a system that’s just plain good. It’s generally agreed upon as one of the best and least broken universal systems ever conceived. A GTFO move for 2 bars where alot of chars lack good use for their bar and forces more intelligent meter management and thus more thinking is involved? I’m all for that.

What’s with this ‘hurt Ryu Sagat and Akuma’? They don’t need system changes to make them worse. Lower tier characters need to be made better, and the system needs to help everyone.

No it doesn’t. Winning with a low tier gets you more respect, but if you lose, you lost. Period.

Instituting system changes that help the top tier more than the bottom tier isn’t going to accomplish much. That’s all I’m saying.

YOU JUST AGREED WITH ME.

Well yeah but if Sagat chooses to use the alpha counter instead of TU FADC ultra/TK/etc I’d say Vega is better off, seeing as he just forced Sagat to burn some meter.

non sjable dps was kinda retarded…that sould be a very good character tweak.

I think not many if any new universal systems will be added…

tweaking all te characters one by seems to be the best way to balance a game.

Likr instead doing some massive blockstun tweak…just let guiles c.lp x2 , c.mp be a true block string…fix fk, fix booms…etc…

Things like this can done for each character…this seems to be the route capcom is taking…