Stun is a terrible idea in this game, damage is too high already, even with scaling on the dizzy.
Would be cool to keep a comprehensive list of all the changes we want? Need some critiques on my proposed suggestions for Akuma. Please note I’m not suggesting ALL of these changes at once, that would make him completely broken. Which ones do you think are realistic? Have at it:
Akuma
-Make lk tatsu force stand on hit.
-Make his DF come out faster.
-DF Palm forces bounce on hit (all versions, EX would do more damage).
-Ground fireball has less start-up frames, makes him an intense zoning character (would be ever better than Guile, Alisa, etc…).
-st.RH does not whiff on cr. block.
-Health to ~950.
-EX Tatsu causes wall bounce on hit.
Rolento
DON’T TOUCH HIM.
Yoshimitsu
-Make his AA attack (Gehoshen, or whatever) actually AA.
-Make stone-fist safer.
-Extend his hitbox to fit his sword!!!
Yeah, Bison has s.mk>s.hk too. But there are other characters that have pretty good hitboxes on some uncancelable normals too. I just don’t get why moves like that would do less damage in a game with higher damage output and 2 healthbars, than they do in SF4.
I like this idea…
Juri
- Change store from -3 on block to +1 on block
- Fix hitbox on alpha counter
- Change damage on Shikusen (dive kick) and followups from: 40 > 20 > 20 > 70 to 70 > 20 > 20 > 40
- Jump canceled Shikusen -2 on block instead of -5
- Change lShikusen so that it can crossup when perfectly spaced (as in SF4)
- Decrease recovery time for EX-Shikusen and/or make it strike invulnerable
- cl.lk changed from 4 frame startup to 3 frame
Asuka
- improved AA hitbox on f+lk OR improved hitbox on normal falling rain
- f+lp ONLY triggers demon slayer when following f+lk
- improved hitbox on leg cutter (second hit whiffs at max range)
- improved hitbox on whiplash toe kick (kick whiffs at far ranges)
- heron dance (f+mk > mp) changed from -7 on block and 9 frame startup to -4 and 6 respectively
- st.mk changed from 8f startup to 6f OR hitbox changes so it’s not so easily stuffed by EVERYTHING
- ex-sweep throw wall bounces and has a lower profile hurtbox similar to her cr.mk
I’m sure everyone’s going to hate on my Juri suggestions… oh well >.>
Added my 2 cents.
Also:
Heichachi
- nerf that retarded chain he does that is completely safe, draws the match out impossible for some characters to backdash and is just honestly frustrating.
- fix that j.hk hitbox
Sakura
-cr.hp AA pleeeeeeeeeeease
Cody
-COOOOOOOOOOOOOOOODDDDDDDDDDYYYYYYYYY!!! His chains are wayyy too safe. c.lk c.lk st.mp c.lk s.mk? Really?
Ryu
- Make him unlockable after you earn 60,000 bp, and only available for 10 matches so people have to use him wisely…well seriously change his cr.mp from +3 on block to +2.
-either take away that bs sweep CADC or give more characters the option to do it.
Lili
- st.lk from 7 frame start up to 5. Seriously? A light attack that is slower than a medium?
Overall
- Make super jumps actually useful. Change height and travel distance so you can actually bait DPs and less telegraphed crossups.
- Supers freeze timers please
- Give me an option to turn off quick combo completely. It’s useless. And on the rare occasion where it does come out…it’s not on purpose, and it’s annoying.
- Make 214mk+mp Cross assault or w/e have a 4 frame recovery. 0 frame super into zangief/akuma 0 frame super is frustrating.
I’m pretty sure that they rounded out damage values for every character’s normals in SFxT.
I can’t remember if heavy ground normals do 90 or 100 damage, but since everyone has the same damage on their normals, you’re not really disadvantaged in SFxT. Unless I’ve missed something.
I’m assuming you’re referring to that overhead chain? It’s already unsafe on block (-4), and you can just DP through the gap between the first and second hit. I wouldn’t mind if it got nerfed a bit though. I think making it easier to punish would make him seem less derp to some. He has better moves for mix-ups and frame-traps anyway.
And for the j.hk hitbox…I’m assuming you don’t want it to cross-up? I wouldn’t mind if they nerfed it like that, since he still has j.mk for cross-ups. Maybe move the hitbox upwards a bit or increase the size of the hurtbox so it’s easier to anti-air.
I had a wee discussion with someone and I lost a bit of faith in Asuka in this patch.
She’s most likely going to have a shitty neutral game again and her strings are still going to be AC bait (cornerstone of her upclose game), I just think she has a design that just can’t be good in this engine unless they give her something really drastic.
I’d like some Steve Buffs as well, can’t pin point what since Im just learning to use him, but something seems off, maybe the better anti airs across the board for tekken cast will help? He does pretty good damage already it seems.
He may not, but I dont know, Im getting back into the game recently so maybe I just need to get better.
Ah, no worries and welcome back XD
He seems pretty solid so far. Lots of long-reaching normals and strings that look punishable but aren’t, good damage, decent AA, and that flying unblock able knee.
His laugh is OP though. :-p
I may be wrong though, hopefully some of the Bryan users can come through and correct me. I didn’t play him for too long, though I tinker with him here and there.
Just never buffer unsafe moves at a range where your poke can reach/hit unless you know for sure it’s going to hit (punish scenario).
Otherwise buffer chain/launcher out of range. Make your poke whiff. Unless I’m expecting it, it’s hard for me to walk inside of your poke’s range and immediately block in time. So your poke will almost always hit as I walk/dash into it or as a counter hit. Just don’t get predictable with this or you’ll become easy to read.
I still see a lot of players mashing ABC randomly when they’re closer than sweep distance. Those players really have no clue what they’re doing and they get punished on block more than half of the time. Unless you play Gief or Kazuya, don’t mash ABC up close. Buffer ABC in footsies only. Up close you don’t buffer you hit confirm with links (or special cancellable target combos/tekken strings), not chains unless you have spare meter to waste on EX CADC or switch cancel shenanigans.
i swear bryan is sooo effin good in this game right now, his normals are chun li tier good his damage is julia tier good, his alpha counter causes a effin wall bounce
Very good post. You opened up my eyes to something I didn’t think about all this time. :tup:
I see, I must learn these things!
So that knee is Unblockable!!?? LOL was telling my friend he had to learn to block it hahahahha. Im going to start getting back into this game hardcore again.
Yup, can crouch it though, and it’s hella unsafe if it whiffs (due to crouching). It’s pretty evil when used properly. O_O
i also learned it punishes backdashes -looks at Xiaoyu, Law, and Julia-
SFxT needs dizzies about as much as Cody needs a few frames startup knocking off his low short.
SFxT needs dizzies about as much as Hugo needs more health