Street fighter III: 4th strike

I absolutely have no idea if you can completely remove ultras, but I’m sure you can change frame data and hit boxes [Which will fix alot of stuff such as the reversal/input windows, retarded frames for some of the moves,hit/blockstun values etc]

I hope that SSF IV will be released to PC so this can actually happen

Even if the Ultras stay, the game is still much more decent and will be quite solid

Street fighter is forever Video game when i was 15 years old i played a lot and still i am a crazy fan of it ,Now i am 25 years old

Iss mahvel baybee~~~~~~!

Have you seen chun-li’s matchups - No have you seen what that hoe does to people in that game? Option select throws make her a better grappler than alex, the most amazing normals ever made that all lead to super. She literally like 8-2’s half the cast. Rofl.

I like the idea…but I still just want the arcade/PS2 version re-released on XBL arcade/PSN

Third Strike is balanced only in real-life matches, which allow you to compensate tier gaps by punching Chun/Yun/Ken players in the face, and its their fault if they fail to parry

Just got done reading through the thread after watching the vids…couple things.

First, game does look fun/interesting, but obviously how much play it gets will depend on how many take it seriously.

That being said, I think the smash comparison to this game is pretty far out of line. Brawl+ or whatever was done out of players not enjoying the game after a mere few years of playing it. 3S has been played for over 10 years now, and enjoyed by a lot of people. So I don’t think the tag “rebalance” should’ve have been applied to this version. It’s an attempt to EXPAND the life even further of the SF3 series, past a decade, by adding some new things into the mix. It’s out of the love that people had for 3S that this is even being worked on.

So you’ll either play it or play plain 3s. Really it doesn’t matter in the end, because this game will be what the editor intended it to be. It’s not going to be the definitive 3s. It’s a new direction for the series, so fans can continue to enjoy and play it.

I said it before and I’ll say it again:

If the creator wants to appease everyone, he can release two versions: One that’s rebalanced, and another that’s broken as fuck.

why would he want to appease 09 whiners

he obviously doesn’t have to “appease” anyone. it’s being done out of enjoyment for the game, not out of a debt of servitude to any particular fanbase.

Say what?

I think you are, but that’s not necessarily a problem. I’m not at the level of play in 3s where I give two shits about tiers… Then again I play Chun because I don’t know how to play :rofl:

is terrified of anything being good in any game, even if said game is a gimmick that will never see serious play

man this hack is so broke look at this dumb combo [media=youtube]t8cG0iPfd5o#t=1m33s[/media]

OH WAIT

I love your posts so HORD sometimes…hahahahah!

:slight_smile:

Yo RX why you breaking my game? : (

Another big question to RVN: What tools did you use? And can they be applied to CPS 1 and 2 and Neo Geo games?

Think of the possibilities for this shit. A balanced Last Blade 2. KOF 98/02 with smooth inputs, better balance, and ex moves. A balanced MVC 1. Etc and etc.

if he used any tools other than a hex editor theyll be custom written and are incredibly unlikely work with any other games

Yeah I am more curious as to how the game was edited.

what? Do you want the every match to end in 10-12 seconds? The Juggle limit and a hard combo length limit will just keep the cheesy infinites and juggle spam/extended combos from pretty much breaking half the cast.

Dial up MK noobs would love this game. Get a lucky random poke in + brainless dial-in(UMK3/KI gold-euque) custom combo + brainless juggle spam + any SA or EX that takes damage = auto-win. Boring.

If you blow up the health it would extend the game some so you don’t have to have 3 second matches or wait until someone gets lucky with an infinite juggle combo.

Don’t blow everyone’s health of the same but based on tier placement.

Top -hp is the same as vanilla 3S. Super 50% longer bar. Stun meter is 50% shorter
high - 10% hp increase. Super is 25% longer. Stun is 25% shorter.
mid -25% hp increase. super is 10% shorter. stun is 10% longer.
low - 50% hp increase. Super is 25% shorter. Stun bar is 25% longer.
bottom - 2x hp increase. Super is 50% shorter. Stun bar is 50% longer.

So characters like twelve or sean will get x2 health (compared to standard 3S), 50% shorter supers and a 50% longer stun bar.

As long as the health OVERALL is balanced this way the effectiveness of a character’s offense works is kind of meaningless really. The top and mid get less chances to make mistakes vs the rest of the cast. Yeah they are already good but the rest of the cast got way better and the hp/super/stun boost balances them further.

The low and bottom tiers get to be ALOT more risky because they have more to loose and a more consistant offense because of thier very short meter.

Sean’s/twelve’s unsafe overall offense gets a buffer if he guesses/times wrong(alot). At least when most of thier shit gets beat they can get a few hits in.

I like what they did to remy and alex. Reflecting backhand wtf? Possibly they can increase the hitbox size on some moves too.

until you get infinited or juggled to death. ALL THE TIME.

Then they smart talk you and tell you that they are a pro at the game and you need to improve. I’m like stfu scrub.