Depending on what characters show up in the SF4 AE update, it might be nice to get some of them ported over to SFxT…since I think some SFxT characters might show up in SF4.
And, what about an arcade port? If Skullgirls can get an arcade release in Japan, SFxT should be able to. That would increase Japanese interest greatly…and that would be good for the game in the long run.
Real talk though I’m fine with the changes listed, most of the characters are already pretty well balanced as it is (which is surprising considering the pure size of the roster), the “top tier” character definitely aren’t as dominant as the name would imply and don’t really need any nerfs (outside maybe one or two oddities in their move-sets), although I do think that characters on the lower end of the scale like Hugo and Asuka should be buffed up a bit to help them compete, but even as they are right now they’re not as bad as the low tiers in many other games.
As for fixes/system changes I’m happy with all the ones listed in the OP, and as for additions I’ll be hyped if they do decide to add stuff but if they don’t then that’s fine, I completely understand and would just be happy that they’ve decided to update the game at all.
If they did though… DAN AND Q! LET’S GO SON!
O yeah this one for like 90% of the SF cast: increase the range allowed for “Close” normals. Due to the pushbox system change and how they altered attacks in general too many characters who rely on close normals get pushed out too quickly and slower walking characters like Cody/Abel/Juri/Poison/Rolento/Sagat aren’t able to ever really take advantage of their close normals for very long. This is a non-issue for a lot of the Tekken cast due to forward moving normals and the fact many of the Tekken cast use the same normals for close as they do for far attacks. Overall I wouldn’t mind if they just increased EVERYONE’s max “close normals” range by about 15% as well as the throw range.
I still wanna see Mega Man and Pac Man playable on all consoles and PC. Also, if possible, make a alternate version of Cole for non-PS3 systems that could skirt copyright issues by having “different” moves and animations that have the same frames and hitboxes. (I usually bring up how KOF2k2UM had Nameless, who had moves that looked different from dangerously-close-to-Tetsuo-knockoff K9999, but they functioned the same in terms of hitboxes and frames.) I know a lot of people want new characters, but making these characters tournament legal would have the same effect as adding new characters without Capcom having to actually make new characters.
Yeah, I’d definitely want more gem presets. Was very disappointed at the lack of a speed preset.
I do like the gem bundle idea, but i also think some new gem types would be awesome. Meter stealing,status effects,maybe a mechanic that blocks gem activation for a short period of time,partner/launcher burst. It may not sound serious or high level but idk why ppl decided to get super serious about power ups when this game rolled around when these types of mechanics are in a ton of fighters people boast and brag about being the best fg or most competitive.
Cody cannot release badstone between charge levels (E.G. if he doesn’t release a level 2 badstone on the frame it becomes level 2 he has to wait until he reaches level 3 badstone before throwing it.)
Cody’s crouching knife attacks are not considered crouching attacks.
Cody’s NJ HP causes a knockdown state on counterhit grounded opponents (Was a weird bug that didn’t exist in v2012 but was introduced in v2013.)
I agree, it just always irks me to see characters not get explored that are already there. That’s always the thing that irks me most about console exclusive characters. It especially irks me in the case of Mega and Pac because they have no real reason to not be on all systems.
Oh yeah, on the subject of gems, I wanna see something that lets you generate a gem set on the spot by simply putting nine numbers in at the same menu on character select where you select gems. Like, if you wanted to get gems 001, 004, and 005, you’d just go to the number entry spot on gem preset selection and put in 001004005. It’d be fast and still allow for a lot of variety.
Edit: Ah, that was already covered. I guess just put me down as someone supporting that idea, I think that is needed more than more gem presets.
Except this isn’t a universal gain for everyone. Abel for example, while his clHP is very good, only being able to use his stellar sLK and sLP at a further range would be a significant nerf.
One last request for Cody that I think just about anyone could get behind: Let him keep the knife when tagged out. Would really open up his tag in combo game and overall make him more interesting as a character. Plus in a mirror match it’d be hilariously trolly to have one Cody tag out while holding the knife thereby denying the other person the knife until he tags back in.
Edit: After thinking about it, these might be seen as unintended behavior, so it couldn’t hurt to add them to the list:
-Ibuki’s boost combo into cl.HP has too big of an activation range, causing it to whiff in some cases.
-Ibuki’s TC4 (cl.LP>f+MP>f+HP) canceled into EX Kazakiri (dp+KK) does not combo correctly on crouching opponents, despite TC4 forcing them to stand.
-Ibuki’s alpha counter can unexpectedly whiff sometimes, so bigger hitboxes could help.
OH! OH! Here’s a thought: bring back multiple supers for all characters! Quit limiting our options. I’m sure that will be a much more welcome change than just fiddling around with frame data.