Yeah, they’d end up slowing down Sean’s far s.FP to compensate for the overhead-ability. And Remy does have his f+MK overhead…which is underused imo.
blunt strike
that’s one fo the things that puts me off trying to rise above scrub level with sf4.
it seems like there is a way you are supposed to play and if you don’t/can’t do it like that then there is nothing in it for you.
[quote=“Ni8wing”]
3s definitely does not have the highest learning curve. Cvs2 and MVC in terms of pure execution definitely has the highest. You need to learn what? Lowfowardsuper and strong fierce super with ken and you have kind of a gist. Cvs2, you’re not even playing the game unless you’ve spend 50+ hours practicing roll cancels.
sigh there’s nothing more frustrating than a fanboy trolling a forum for a game he knows nothing about.
You don’t really have to learn anything in those games aside from learning broken combos (just pressing buttons in the right order like a robot). If it’s that time consuming just to learn how to roll cancel, what a waste of energy. If I wanted to learn how to press buttons correctly I’d try learning the piano instead of playing that piece of shit.
3rd strike is so much more complex with parrying, grab techs, hit confirms, option selects, sggks… decent execution for those techniques alone takes years to learn, and it’s a much more open-ended process than it is for infinites or roll cancels. Learning how to execute the best combos for each character is only the beginning. I think 3s has the highest learning curve because it requires tons of experience (more than any other fighting game) just to develop a basic understanding of how to approach high level play. If you don’t have that experience, it doesn’t matter how good your execution is, you’ll just get raped.
This bears repeating: ho ho ho.
wow, excellent post and 100 percent truth.
My 2 cents:
Chun: Nerf Chun’s normals. Her normals have tons of priority and will beat most specials clean. And delete her Kara Throw.
Yun: Increase the time it takes Yun to charge V-ism. Increase push-back on blocking opponents when his V-ism is active.
Ken: Take away some of Ken’s newb-friendly links into SA3. Particularly overhead MK, crLK X3, and sMP.
Dudley: no changes.
Makato: I like the phrase Japanese Makato players have “If you guess correctly 2 or 3 times you win” the only thing I would nerf would be the amount of stun she delivers with SA2 and it’s follow up juggle. Either that or nerf the juggle to 1 or 2 hits.
Yang: Perhaps a more useful SA1 (more options to link into it)? Like Elena and Dudley, he’s a solid character who doesn’t need anything removed or added.
Elena: I’m tempted to increase priority for Mallet Smash, but it’s not a move she absolutely relies on. And Elena all ready has really good pokes and all solid SA’s. No changes.
Urien: Buffs and Nerfs. Aegis doesn’t stay up as long (if it isn’t hitting the opponent, just standing), it’s time decreases by about 1 second. Just to clarify; if the Aegis connects, the time it stays remains unchanged. SA1 and SA2 get buffed. SA1 can be linked from either crMK or crMP, full super connects after hitting with MP/HP projectile. SA2 becomes a Denjin Super that is unblockable, doesn’t do a lot of damage, but leaves the opponent stunned.
Ibuki: No changes, tempted to to buff her health up though.
Ryu: No Changes.
Hugo: No Changes.
Akuma: No changes.
Q: Given a good anti-air after parrying a jump in (besides SA2).
Oro: No changes.
Alex: Give SA1 two bars. Alex needs EX to get in there. I have no idea what to do for SA3, I feel any changes to that could end up breaking him and putting him into god-tier status. Dive (down+HP) is safe on block and can be combo’d. Air Knee Smash cannot be parried, but ex version can be blocked if opponent isn’t jumping.
Remy: People say he’s low tier, I haven’t seen much evidence of this. Good Remy’s know how to mix it up and can compete with top tier. No changes.
Necro: I haven’t played too many really good players (has anyone?) but he certainly has his strengths. No changes until proven otherwise.
Sean: Easy, revert back to 2nd Impact version.
12: No idea how to improve him.
Double Post delete.
Ken’s b.mk > SA3 and (far) s.mp > SA3 are not newb-friendly.
How can you keep Dudley the same with all his “newb friendly” links into super but get rid of Ken’s cool ones?
Ken does not need any changes.He’s just the perfect all round character.
If you think it’s difficult to link into SA with Ken, then I don’t know what to tell you. Dudley can’t link nearly as well as Ken. The only thing he has that’s like Ken is crLKX2, into SA (yes I know Akuma has this link too, but it’s balanced by the fact that he takes damage like a bitch and no other easy links). And overhead HK into SA, but that only works if the guy is crouching, and the timing is a bitch. Plus you’re not even considering all of the other advantages Ken has over Dudley, such as the best SRK in the game, a Hadouken, and the easiest cross up in the entire game. If you think that with all of that, plus the really good footsies that all of the Shotos have in the game, is worth keeping completely unaltered, that these moves are hard to do… well my advice would be to try a character who isn’t on easy mode.
Don’t get me wrong, there’s good shoto players. I’m not knocking the shoto in and of themselves. But next to Chun Ken is the easiest character to use and has the easiest links to SA. I think this point is pretty clear. I find it disappointing it was this one thing you guys clung to, taking away some of the easy shit Ken can do, but saying nothing on buffing/nerfing other characters.
Ken really is fine as is, though. If anything the rest of the cast outside Top/high-mid could use buffing to be able to stand up to him better.
And it’s not the wisest choice to compare him to Dudley, since Dudley is just as easy to play, if not easier because of his scarier high/low mixup game.
Could a way of charging meter, as in King of Fighters 94 be feasible? I mean, that effectively goes on anyways, with whiffing normals.
Why are Elena,Necro and Q able to be juggled with Ken’s LP srk anywhere on the screen?Those characters are already low tier but Capcom gave Ken the ability to do nasty damage to them anytime he lands LP srk.That really should be taken out.Actually I think the amount of characters Ken can do his double SRK on in the corner should be reduced.That combo really hurts on low tiers/low stamina characters like Remy,Sean and twelve.
Ken must be in point blank range for the first LP SRK for the second one to connect without kara-canceling, while it’s more lenient on Q. That is really just an issue of hitboxes. To be fair though, it’s probably the easiest to do midscreen kara SRKs on Chun and Makoto, two top-tier characters that just so happen to have fat hitboxes when juggled.
And personally, I’d love to see the double SRK on Q having to be at least kara’d. It’d at least make Ken players not feel as if they can just get away with psychic DPs more in this matchup, to me. But that’s really only a small part of what makes the Ken/Q fight so hard.
Fair enough.I think that’s one of the weaknesses they gave to Chun,her nice air hitboxes,to try and balance her out.Shame it didn’t quite turn out that way.
Yeah, it’s only really beneficial to characters like Yun, Makoto to an extent, Dudley and Urien. I’d say Oro too because of being able to chicken-juggle her easier and being able to stun with EX Tengu juggle, but that matchup is terrible. I mean my Chun sucks but even I managed to beat a really good Oro just because I knew that matchup.
Thought I’d ask here: I did a google search and can’t find these pics that some dudes on the Capcom forum posted of his attempts at HD upconversion of 3S. Anyone have the link?
i’m pretending you mean me because it makes me feel good when i remember doing these
(it’s like my high flying moment thing)
links
http://blogs.ign.com/Capcom-Unity/p4
other thing i found:
http://www.capcom-unity.com/redvirtue/gallery/view_gallery.one?pid=109267975