Street Fighter x Tekken - Possible changes and additions for an eventual patch (Discussion)

And a friendly how-do-you-do to you too! Been using my main account again, so I thought, what the hell, might as well share my secret identity :smiley:

Anyway, back on topic: when boosted from a light attack, the first hit of Alisa’s Quick Access (MK~MP) sometimes wiffs on hit. It looks like it might have something to do with the activation range, like it should cancel to Lost Access instead (which has the same input, but starts with a far st. MK instead of close st. MK). Not sure if this qualifies as a bug or fault, but it sure is annoying…

Just a heads up: some of the balance suggestions under the debatable header are not well thought out, some seem to be random. More elaboration would be appreciated. You know who you are.
I kinda dislike how people just come in, post a bunch of buffs and leave without getting any feedback. Where is the discussion?

I’m not sure yet why this happens, might be a bug, but sometimes Raven’s Far HP doesn’t make your opponent stagger, even when it clearly hits as a CH (I’m not even talking about hitting airborne opponents, happens on grounded sometimes). In case it’s indeed a bug, they could fix that.

You only get it on standing counterhit. Let me know, if it happens even vs standing opponents.

Yeah even on standing opponents as well, it’s weird because when I test it in Training Mode it always seem to work, but in online seems random.

If you want certain people to clarify stuff… you should say which people and which stuff.

Apparently nobody cares about the suggestions. It would be funny if that stuff gets implemented. Yeah then it’s time to complain huh? I would like to know the reason behind these suggestions in particular.

@Hawkingbird

  • Return Bryan’s fisherman hook to pre-patch status
  • More significant damage buff for Poison

@Eternal - majority of the changes you posted do not address obvious problems of a character. Are they just for the sake of making that character stronger?

@FlyingVe
Hugo: Body Splash increased to +8 on block (from +5)

Juri:
Counter works correctly (this should be a general fix for all counters)
Hard KD on clHP

@Shadaloodoll Nina:
lower the juggle potential on her specials or decrease the damage
Do you have anything specific in mind? Numbers would be great.

Body Splash.

Its just a crossup, why should this crossup have so little block advantage that its usually even on block by the time Hugo lands. The hitbox is already shitty, and it no longer has 8000 active frames. Every other HK/HP crossup in the game is +8 on block, why can’t Hugo’s be the same.

Juri:

Counter - The counter doesn’t activate against all moves correctly. This has been discussed at length in other bug/glitch threads.

clHP HKD. If clHP has HKD juri could do, clHP>Charge to EX for a CH store. With CH Juri gets alot more options, however because Juri must give up so much damage to store a CH these options go unused. This would give her the option to sacrifice a smaller amount of damage to store the CH and maybe make the CH store for oki a more viable option. Lots of tekken characters can already do this, and they get much greater rewards than Juri would (Nina is an obvious example).

hmmmmm Counter yes I agree with 100%. clhp being a hkd…I dunno. you can already get a free CH store after the Fuhajin kick anyway then backdash for safety…so. Maybe it’s just me. Would I would like it have Fuhajin kick reduced to startup of 9frames active for 6 and recovery 15 and -1 on block.

this would help with quick reversals against BC’s. Also, if Juri happens to be out of range and cannot punish properly then she could reversal with a fuhajin and safely store without getting punished hard (or not all).

Make her overhead 0 on block again. It would scare her opponent into pressing buttons afterwards which she can counter and setup an offense. Also make her airborne on the 4th frame instead of 7th.

Make L senpusha +1 on hit so going for resets would give her a small advantage against the opponent even if they want to press buttons.

shorten fwd dash to 17 frames. Also shrink her hurtbox to waist lvl so she can pass under high hitboxes and continue on. This would help against certain moves with moves that hit quite hit also makes dodging cross-ups easier.

make sure SC in a crouching state because visually she looks to be a in crouching state but she really isnt’, that way she could store a CH from a distance and avoid high hitting moves in the process.

cl.mk startup 6. This would help with wake-up options and tick throws moments and thwarting certain counters and throw in general. Would make opponents think twice about throwing her during wake-up.

give Shikusen and follow-ups (if all preformed) back to 100 meter gain. There was no reason to nerf it’s meter gain.

restore SA, cr.hp and J.hp dmg. Doing so would give back her dmging AA’s and corner combo’s as well as switch cancel dmg.

st.hk startup reduced to 14-15 frames recovery reduced to 19 on hit +1 on block -4. The move is quite slow and really only unpunishable by most things at max range. since the only way to combo off it is meaty dmg increase to 100. giving it this buff would help and the spacing to make it safe would be super strict.

Hugo: The reason why its +5 on block is for the same reason that Zangief’s, Kuma’s, Abel’s, and Marduk’s crossups are all +5 on block. Crossups are very strong options for grapplers to have since you can make it ambiguous or not depending on your crossup and setup. Then when you land you get to play the command grab mixup game for free on block? No way. Capcom obviously realized this and adjusted Hugo’s frame advantage on block accordingly.

With just 3 significant adjustments Hugo will become a very strong character. 1. Fix his boost range. 2. Give him a non EX AA. 3. Give him a better low game. This proposed change is completely unnecessary.

Juri: The reason why Juri should NOT get the hard knockdown after clHP is for a couple of reasons.

Why does Nina get her CH option but Juri doesn’t? This is because Juri’s high low game is safe on block. Her lows are mashable and allow her to continue pressure on block unlike Nina’s lows. Furthermore her overhead hops over all low attacks, and tech attempts (Crouching and standing) making it easier to mixup at different ranges. Furthermore Juri is a strong solid character. She does not deserve to have any significant buffs like that.

Having the counter fixed does make sense.

having launchers fixed to crush ALL low attacks needs to be addressed too.

I want Fisherman hook back to pre-patch status because Bryan lost a ton of his potential combo. The reason why it got nerf because Capcom wanted players to explore his other options. Also pre-patch fisherman was a great neutral jump punisher.

Dunno about you but I have a difficult time cracking 300+ damage with Poison even when I spend the meter. The she received a damage buff on like two of her moves in 2013.

you want a difficult time cracking 300+ with poison?

This is what happens when I don’t proof read my posts before hitting reply.

it happens.

Make Guile’s lp sonic boom have SF4 status recovery, and also make his flash kick start up in 4 frames

Reasons:

-So I can lame it out even more
-So I can punish Law’s b+mp chain 100% on block and Hwoarang’s sweep xx lk hunting hawk on block

#scumbagguile

Dex…you do know SB recovers quicker in SFxT then in SF4 right?

Im not sure how that works then because in SF4 I can start a round off with lp boom and not get punished by anyone except Juri and Deejay, whereas in SFxT I start a round with lp boom and if I get jumped at then I just lost half my health. Setting up traps with sonic boom also seems 100x easier in SF4. I guess jump arcs are just that much ‘better’ in SFxT?

think of it this way. Jumps in general are faster in SFxT as opposed to SF4. Basically in SF4 everyone has Juri’s DJ arc in SFxT. Juri’s NJ got upgraded to be even faster then that. so… the norm JA in SF4 was around 37-38 Juri had a JA of 34/35 I believe. In this game many characters average at 35 JA’s. Juri and Blanka for example accel faster into the air and descend faster as well then other characters.

Hugo: alexlkd has a good point actually. Gief’s flying body attack and Kuma’s cross up are +5 on block too.

Juri: I read that some moves were designed to beat counters. If that’s false information, I will move that one to the other balance header.
So cl. hp hkd for CH setups. Would Juri have enough advantage to do anything?

Except for the bolded part… What’s the goal of these suggestions? That almost sounds as if you want prepatch Juri with buffs.
I liked Ve’s suggestion, but that’s just me. Nothing ridiculous but it improves her game.
I also lol’d at SC. Last time it stood for switch cancel and now it’s super charge. Stop it! D:

I had that ridiculous read just yesterday vs a Christie player who threw out the cr. mk. I walked into it’s range used raw launcher when he used it… and nothing happened. Law’s slide is immune to raw launchers too.
Do you mean standing lows too FSE?

I was glad to see some more suggestions until I saw the reasons >_>