can someone spar with me im tired of fighting the same damn people over and over in ranked
Get in the irc and ask Windalfr and tatsu for an invite…
Bryan is really good. Not top 10 but he doesnt need to be buffed. The previous bryan player seems to think otherwise but if he is a better Xiaoyu, Gem activations for days. He already has good damage as is but he can do more still This alone doesn’t make him better than the majority there are other factors like his alpha conter, range, command grab punishment/set ups, ect. The dude is good if you think otherwise its probably because you cant hit confirm (even then you can still spam his target combo), just pick another character if you want someone better or learn to hit confirm
i would but…
wind is doin other things, tatsu is online? o.O
It does go through fireballs!
Just fought a Hugo/Gief with easy Input gems. It was like 2 effing Xmas trees.
/Switched lights out
Yeah… I saw that and thought to myself “I swear the dudley I played the other day did ducking right through Juri’s lk. Fuhajin no problem…” :razzy:
One word: NO
It’s late and I haven’t thought this through as much as probably I should so feel free to murderfy me. But here are a few things I’d like to see. These are almost all buffs as honestly I feel like there isn’t much “broken” about this game right now and I’d rather see more options for other characters rather than things like bringing down Chun Li’s strengths or somethign like that.
General:
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Timer stops during FULL BAR drains only (So cross art, cross assault, and pandora). A lot of people are looking for a way to stop the clock but honestly the fast(ish) clock is part of the strategy of this game, so I’m not sure random tag into three day long Jin Super should in fact give you back the round. That said, meter is so important and life lead is so important that sometimes the game simply becomes unplayable after you’ve made a mistake against someone using certain characters (I’m looking at your damage + clock drain, Heihachi). If these three systems stopped the clock, there would be a) a reason to use these game specific mechanics and b) a “comeback” mechanic that isn’t easy button mode but that cuts down on those “well, there are only 30 seconds left - i can’t win this” matches.
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Super Jump made useful. Change jump arc or timing more? Something to bait DPs or puts a crossup property on moves that otherwise don’t cross up? Puts counter hit on the attack? (maybe not, jump ins are already kinda dumb in this game). Something. As is it feels wasted.
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Universal Gem Set 1, 2, 3… seriously. If, for example, I like to have my second character come in with those “partner connects one launcher” gems, it would be a huge improvement to simply let me put this set together and then apply it to whatever characters I want to use second.
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Saved Quick Select Teams - Characters, costumes, assists…errr I mean gems. UMVC3 stuff here.
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Individual Character Rank for online. The way it’s done on SF4 or in the Arc games. Have it rank by your lowest character for the rank. Or your highest character. Or an average, whatever. I just hate having a game with soooo many characters and knowing if I want to try a new team out it will cost me tons and tons of points for the experiment. Yeah I know, don’t worry about points and I don’t all that much, but it does enter my mind as a reason not to try new things. For people who care that much more, it must enter their minds even further.
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Wall bounce feels like it wants to have like ONE FRAME more hang time. Just slight tweak so the cool wall combos actually work out more often/allows more style but not too much more of a window.
Character Specific:
Many of the Female Characters:
- Health buff. There is no real gameplay reason why some of these characters should have less health. (not all - with her pressure, damage, safe options and set ups, Cammy, for example, is balanced somewhat by slightly less health).
Akuma:
- 950 health
- Speed his supers the hell up. (apply this to anyone with an obnoxiously long super).
Sagat:
- Fireball recovery and possibly damage needs love. When I play the king in this game I don’t want to throw Tiger Shots. That can’t be right.
Juri
- Fix the weird hitboxes and juggle properties (punch chain, senpusha at certain ranges, etc)
- Fireballs need love. Damage, distance, trajectory, speed. Maybe just one of these would be make them worth using. Probably all is way way too much.
- cr.mk range extended slightly
- just undo the lk pinwheel nerf. juri has no safe pressure now without stored fireballs. -1 at most.
- Dive Kick can cross up if imputs aren’t mashed and spaced perfectly
Hugo
- He’s almost perfect. He should be this good/bad depending on if you know how to fight him. When you do, he’s pretty free, but when you try to do random stuff he will punish you for half health. That seems right. If anything slightly buff his lk backbreaker so he has some option without meter against the skies.
Bryan
- cr.lp startup reduced by one frame. His links are ugly online, he should have one move that can lead to his combo enders with less than perfect connections between players. So many other characters have all day to link in their enders.
Abel
- Damage buff on Tornado Throw and Falling Sky. Knockdown pressure in this game (i.e. a huge part of Abel’s game) isn’t as good so Abel’s focus on getting those knockdowns should have some other compensation. Step kick could use some love.
Marduk
- Damage. Whiffing an uppercut in this guy’s (meterless) face is not nearly the same level of “oh JEEZ” that it is against Hugo. They should be comparable.
- Speed up his armor backfist. He has no real way in and is free as hell to zoning. Give the man a better armor move and suddenly he’ll be the new Hugo that new players hate but that still doesn’t have enough tools to be top tier. That role is fine for the two big dummies from either side.
King
-Damage. Esp on throws and air throw.
Cody
- Knife isn’t worth using right now. This may actually be because his normals are soooo good though.
Makoto
- Implement immediately. Little girl headbutt best throw in game. Grab and choke into cockpunch catastrophe does 400 damage. Kthnx.
Why do people keep asking for Akuma, a character who can teleport AND dragon punch (and, of course roll and backdash), to get more health?
If ever there were an escape artist in this game, it’s him. If I’m going to spend all round navigating through fireball minefields, baiting safe multihit DP switch cancels, and generally chasing this guy around the stage, the damage I do to him when I finally catch him BETTER HURT.
950 health? The same as Asuka? More than Ibuki? Why?
If you want to watch Akumas run away all day, then go ahead and buff his health.
That would be one of the worst things they could do to this game.
Whoops. I actually meant 900 up from 850. I take your point, but I think he’s too low at present. He has good keep away but he doesn’t have much else when compared to other shotos, and he isn’t near as good as other keep away characters like Sim and Jack.
LOL! Knife chip I can understand, its ridiculous. But then again, the knife isn’t worth using as his normals are awesome. Need some Gief nerfs and…thats about it. Still find it funny that the fgc in OKC straight up ex-communicated me as I said I’d rather play sfxt than marvel 3. Good times. Also ggs to SaltTheDead earlier yesterday morning.
On that note, so are Ryu’s. I rarely see a Ryu player who doesn’t apply SF4 frame traps, so, they eat a launcher every now and then.
Back to Akuma, with the vortex being SLIGHTLY back in, I don’t feel he needs a damage boost. He can still zone very well, even with the Tekken characters escape options, he still has some of the best defensive options in the game, such as a multi hitting DP and teleport. His buttons are still good, granted he suffered a nerf with the 2 hit roundhouse not hitting crouchers.
Wow seriously? That’s pretty messed up lol.
Also I agree, his AA hitbox is fine. Really no need to nerf AAs whatsoever, at least that I can think of.
i dont like that hitbox cuz it hits me out of cross ups >.<
I wish my Anti-airs could beat out cross-ups…
Well, you make valid points. If you’ll indulge me for a second I’ll explain my side of it, and others who agree with me can chime in if they want (they know who they are). Akuma has some great defensive options, such as the DP tags and teleport. His air fireball is also good at running away. I definitely agree.
However, here’s where some of his weaknesses come in. His ground fireball is very sensitive as to spots where you can actually force your opponent to land into your SRK. His st. RH is easily punished and no longer has the ability to discourage focus attacks. He lacks the CADC setups that Ryu has, as his CADC is pretty awful (the EX version is fine but it burns a whole bar!). His demon flips don’t have the same use as before, and its actually quite difficult to use his palm, for example, in normal application. He has no other safe block-strings to chip away besides ending in a fireball, and even that can be unsafe against some characters. We already established that he doesn’t have much of a vortex. He needs the corner for damage and comboability. He currently lacks a move that causes a wall-bounce. And lastly, his supers can be quite difficult to setup.
I love the character, he’s the most fun shoto to play. And while I’m not exactly set on a health buff, I definitely think he needs some tools to be more competitive. Some of the Tekken characters have some serious HERP DERP that can almost instantly kill Akuma, lol. One wrong overhead read into ABC and you see where I’m going with this. I’m not saying he needs to be SSS tier, but he’s the Raging Demon! The low health was justifiable in SSF4, a game where he fantastic options for creating mix-ups. That’s just not the case here.
Anyway, that’s my $0.02. Let me know what you think, man.
EDIT: For what its worth, I think he’s solid. Better at point since I don’t think he has the absolute best tag-in options.
man they should give ken a 3 frame lp dp like ryu’s. I thought ken was the dp champ but he isn’t. Like there is no fear on jumping on ken besides lp dp which trades like nobodies business at times. Ryu’s lp dp barely trades and is gdlk. Atm i see that is one of the major issues with ken as a character. People can jump in on this shoto without fear. I personally need to work on my anti air but i noticed this while practicing to dp anti air. Plus ryu’s ex srk is a guaranteed punished. that doesn’t require much effort since his invincible for almost 20 frames. Ken’s srk is 10 frame invincible and it sends him flying so far away it’s completely useless.
What do you guys think Steve needs? I jumped back into the game trying to learn him because I thought it would be a fun challenge, Im guessing AA? But what else?
Use Ken’s MP DP then. That seems to beat everything clean.