I personally just cared for the smaller rosters more. So I’d rather have something like 2 or 3 returners and maybe 5 or 6 new people. In short, I’d like the ratio of new to old characters to have more new characters, and yet still keep the “small roster.”
A large roster of new people IS cool, but personally, I never needed over 30 characters to enjoy a game. 8 was enough for me. But, I’m sure that opinion is a rarity nowadays.
They don’t nerf high-tiers and just put all the characters that need it up to their level
They don’t completely redraw the sprites, make the game NOT look like 3s, maybe just touch them up so they still look good in a hd resolution
For the love of god, do not do changes that’ll change the pace of the game and do not change the animations
The main thing I love about 3s, is the flow of the matches which is absolute perfection compared to sf4 - changing this in any shape or form would be retarded
Heh, I was reading a similar thread on Unity yesterday. Here are my ideas;
Resize and clean up (but do NOT redraw) the sprites and backgrounds so they look good in HD.
Allow the player to customize the game’s interface by adding different HUD options.
Same thing for the backgrounds and music; instead of adding new stuff, just bring back the old NG/2I backgrounds and music and let the player pick those that will appear/play.
Of course, things like the HUD, stages and music will be selected in the “Options” menu, not before a match
One thing I loved about the first two SFIII iterations were the win/loss screens. Those should be HDfied and put back into the game as a selectable option (though in my opinion they should completely replace the bland 3S win screens).
Bring back the NG/2I color options alongside the 3S ones, maybe add a palette editor?
GGPO, lobbies, replays, leaderboards, etc…
Updated training mode, combo/parry challenges would be a nice addition.
New endings and win quotes.
Last but not least, balance. The biggest problem here is that nerfing top tier characters may turn off the people that main them, so I would leave the high/top as is and try to buff the low up to at least mid. No new moves (HDR Ryu’s fake FB) or completely altered move properties (HDR Guile’s HK FK), just a few tweaks to the frame data and damage/stun output. I’m still unsure if some hitboxes and super bar lenghts should be altered (for the best).
Finally, how should these changes be implemented?
The first option is to only release the slightly updated 3S and force everyone to play this new version.
The second would be to include an arcade perfect HD port of 3S alongside the revised one.
Players could also choose between “new” and “old” versions of their character a la ST.
Of course, they could also forget about re-balancing altogether and just release an arcade perfect HD port.
As I said before, the problem is not just character balance but that the defensive character Chun Li is the strongest and easiest to use character in the game, and since SF is an offensive game, that leads to unbalanced boring matches at a high level of play.
Here is a holistic street fighter tutorial. They wouldn’t let me post it in the SF4 forum but I like SF3 better anyway. If this has nothing to do with SF, the Asians wouldn’t be kicking your ass on the regular basis as much.
instead of just revising folks have it hd but have it like hyper sf2 where u have different versions from all 3 sf3’s then have a new 4th rebalanced version so even if the newer folks only have 2 or just 1 version now they could always make fake old renditions of them as if they were in next gen or 2nd impact (urien, remy, twelve for example)
on that note since all the stage, music and hud options are there they could have a perhaps a card slot for your own character that u can customize everything so everything will be preset depending on your card profile from the stage u fight on when u challenge to the music and the way your huds look like style wise. they could also choose to show the grade or the old win screen depending on which one u chose. of course dont redraw any of the sprites just make them all super sharp hd
if they got different versions it’ll be nice to see 2i ibuki or ng sean versus 3s yun, chun ppl get to use what they like and have something new at the same time. thats win win win
i especially hate sf4 models. the only good thing about them is they are semi-cartoony. other than that, they barely look fit enough to be on next gen hardware.
sf5 would have to one up sf3 as far as visuals go because sf4 doesn’t come close.
I wouldn’t paint 3S as absolute perfection (that honor would go to Garou) but it’s damn close the way it is now. I’m all for a re-balance, HD filter, and GGPO netcode. Who knows, maybe they’ll get Sirlin involved with the project.
Garou’s Just Defend system is badly implemented, imo - Since the command is to hit B or D/B when the opponent’s attack connects (you don’t even need to start from neutral!), you can do it all the time as long as you mind its “cooldown”. If you mess up, you just do a normal block - Ridiculously little risk, high reward. Also when you jump backwards, you auto-JD any attack. I like the Fatal Fury series and I like Garou, but to me it’s noticeably less refined than 3S.
Because it’s a sellout game to get shit to work in practical conditions.
The main thing is parry. I’m a defensive player but that makes even defense offensive. But it just doesn’t work online. So I’m glad they took it out.
But the other thing is that the game is unbalanced in the sense that there are huge weaknesses for most characters but if they get to the point that they can use their advantage, that’s when they shine.
Or the balance thing. Don’t get me wrong, take Chun Li out OR AT LEAST take out the kara throw so that she can’t zone like she does. It’s so random with her because we have to guess if she’s going to throw and that’s completely random. Just make the throw shorter and at least some people could zone her.
The character I pick Hugo can zone her and if played with a certain style I think it’s 7-3 at worst or probably closer to 6-4. But I basically mean pick the hammer punch super art and try to get the taunt off as much as possible off of either a low forward or the super art. Because Hugo’s throw is good and he can zone he is competitive with Chun Li. Some characters IT’S RANDOM when they beat her and that’s the real problem. They can’t fight her in a consistent way and that’s the real issue, not the win rates. But I still admit I would probably be better if I picked Chun Li but at least Hugo is competitive with her and as long as she doesn’t win who cares?
Hugo is a great zoning character in general. Just don’t chase people. Let them come to me. Because the fireball is almost useless anyway. Japan though the society are ‘HARD’ martial artists and they would definetely play Hugo hard on average and that’s why they under rate him.
Chun Li is the only character that matters because other than her who cares who wins. Because someone picking her is just playing to win. They’d probably have more fun with Elena or Hugo or Q who are competitive but if someone is playing to win they would pick Chun Li. But in the real world there are AT LEAST 7 characters that are worth picking in practical “I wanna win” terms over Chun Li. And Hugo played like Q is better than Q IMO. Alex is a joke. He might be higher on tier lists but he’s random, Hugo’s not. Necro is random, Hugo is not. Q might take a lot of skill but if played to run out the time (like I play Hugo) he’s not random either. I just think Hugo is better. And that consistency is what those win rate charts don’t say.
I use fireballs after back throws so that they can either block or parry them and stay grounded. Meanwhile I super jump full screen for many many ambiguous cross ups.
I didn’t read anything but fireballs are mostly useless.