originally posted by THE MULLAH
I chose people who usually displayed the ability to think logically and have also proven in tournaments etc to play the game to a high level. Where possible I have summarised advice from character specialists.
Non Gameplay related:
- Lobbies
- Online challenges accepted in training mode
-online training mode
- Better netcode
- Once you beat the 5th Hard Trial challenge, it unlocks a mode where you can do all five in a row and they record your best time to complete them all.
- Option to record all matches and upload at least 1.
- Menus that aren’t so long to navigate when online. (no medal screens, unable to play errors take you back to your search results etc)
-searching by ‘stability’ to filter results as they come in like the’any’ filter currently works.
- turbo pad message to pop up if someone is using turbo.
-bgm selection in addition to stage selection
-get rid of the lava stage.
-stage select in training mode
Game Engine:
universally agreed:
- Remove code shortcuts.
- Remove crouch tech or drastically shorten the tech window.
- Reduce the reversal window.
- Reduce the button input window for specials.
- If not directly caused by the above 2 points stop specials, ultras switching sides when crossed up.
- Cross ups shouldn?t put you further from your opponent.
- Combos begun on the ground shouldn?t have more pushback than combos started with a j.attack
- dashing into your opponent should put you right next to them instead of bouncing you a step back
- characters don’t step back on their wakeup.
- charge partitioning for the benefit of charge characters & FADC’ing.
- charge time lowered by 10 frames
- chained normals to combo into specials
- mash specials require 4 inputs only (ex requires 3 buttons.)
- Tiger knee motions to be replaced with HDR motions.
- Smaller stages.
- Wakeup animation to be visually in line with when characters can be hit.
- Camera tracking needs to be improved/ sped up. Often gives weird angles that confuse the player.
- Fix the low short whiffing bug
- idle animation shouldn’t move the hitbox such that certain combos whiff depending on what part of the idle animation is interrupted by the combo.
- wakeup/get up time improved.
Not universally agreed on but suggested:
- Remove absolute guard.
- FADC off normals to cost meter
- Throw start up decreased by 1-2f.
- Throw initiator left at frame adv after a tech
- More blockstun/pushback on blocked moves
- J.Chen suggests normals have a window whereby if you press another normal during the animation of one normal the game will repeat your input for one or two frames, making links easier, a bit like auto plinking.
- Guard meter, ala cvs2
- jump arcs altered. Some suggest more horizontal range to aid offense, conversely some suggest running away is too easy so perhaps less range on jumping back.
- quick recovery to be accompanied by the inability to reversal or block a la early Japanese location test reports (incorrect in retrospect) and cvs2 respectively
- tone down ultra damage and move the level 1 activation divider to the 2/3mark. once ultra is used the meter dissapears.
-trading anti airs that lead to ultra be removed.
-more active frames so meaties are easier
Character Specific:
Ryu
- Most people suggest no changes
J.Chen suggests:
-reducing the number of juggled hits on the super and ultra so his damage output is slightly lowered but he retains all his options.
Ken
EdMa suggests:
- Make his forward dash 1 or 2 frames faster and/or cover more distance.
- Make his jab uppercut have 1 or 2 frame more invincibility and/or less recovery.
- Make his back+mk overhead recover around 2-3 frames faster or put the opponent in stun 2-3 frames more.
- Make his sweep come out 1 frame faster.
- Make his target combo hit all crouching. This is more an issue with various char hit boxes but all you’d have to do is make the fierce hit lower down and farther away.
Bucktooth suggests:
- tatsu +1 on hit.
-ex tatsu +2 on hit & 20% more stun, and to be juggle-able if used in the air.
-cr.hp start up reduced by 1f.
J.Chen suggests:
-more range on st.hk, like in 3s.
Honda
-Most Honda players agree ex headbutt shouldn?t go through fireballs.
-All agree ultra startup needs to be improved and headbutt to go over low tigers.
J.Chen suggests (with Mike Ross’s approval):
-Ex butt drop to be controllable on the way down. Only let it be guidable if you hold left or right, but NOT if you hold down + left or down + right. That way, you can’t charge up for another Butt Slam if you plan on drifting it, and if you go backwards, you can only charge for the Headbutt.
-slightly faster headbutt
-ex.oichio same damage as fierce oicio and slightly more range
-F.hk and cr.hp to knock down.
Buk Suggests:
-Hands to move Honda further forward.
Blanka:
Mullah Suggests:
-jab ball safe on block (even vs sim), mp ball somewhere in-between and hp ball safe on hit (even vs sim).
-All balls faster
-ex upball safe on hit.
-electricity to have 30% less pushback on block, for walking electricity purposes.
-electricity put the opponent in the exact same juggle state and fall arc as Cammy’s canon spike.
-electricity to have a couple pixels more range (both hitboxes) as his BnB combo whiffs vs. half the cast (cr.mk >st.lp X electricity).
-regular rainbow roll bounce off like Seth?s off the wall headstomp, because FA makes the move worthless it should be useful for escaping the corner.
-coward crouch can be held for an extra 2 second
-dash forward to be quickened by 3 frames so that dashing forward after a FA isn?t incredibly easy to punish every time.
-cr.mk and close st.mk to have an extra +1 adv on hit and block.
-cr.hp startup 7f, recovery 20f
- overhead startup in 20f, damage 50 & 50 and is triggerable at a larger distance as currently have to be POINT BLANK.
-f/b.mp regains the low hitting 2nd hit characteristic that it should have.
Guile:
J.Chen suggests:
-Improved normals, especially cr.mk.
-Sobat to hop over low attacks more easily.
-Improved priority on flash kick. Should put opponent in the same juggle state as Akuma’s lk tatsu so guile can FADC, normal/air throw.
- ex sonic boom to go slower than lp sonic boom.
Buk Suggests:
- more meter for sonic booms
-d/f.hk juggles
-over head +1 on hit and more damage
-faster ultra startup.
Chun Li
-people complain she can mash jabs too effectively. +1 frame on jab startup.
-Some people complain her ultra doesn’t always juggle for full hits.
-headstomp activated by d/f +k
Buk suggests:
- ultra juggles all characters in the corner instead of being character-specific
- df+HK hitbox tweaked so that it’s a lot more realistic to set up the non-cross up version
- alpha 3 headstomp property: hold back after headstomp to bounce forward slightly, hold forward to bounce far away. this makes instant overhead headstomp not a liability against certain characters.
- jump lk cross up hitbox made much bigger.
Dime suggests:
-ex bird to have extra invincibility on startup as it sometimes gets stuffed by certain characters.
-Ultra should auto combo on juggle, reduced damage to compensate.
Zangief
Ultradavid suggests:
–lariat’s vertical hitbox doesn’t extend so low after startup, can be hit more easily by crouching opponents
–both lariats recover a little faster
–far standing forward has much much less recovery so that it’s at worst -1 on block (currently -10 on block and SRK bait if whiffed, which is totally unnecessary)
–regular spd either has more recovery or bounces Zangief farther away
–close 360+k has more range
–far 360+k has considerably less startup
–slightly faster walk speed
–spd, super, and ultra do less damage
J.Chen suggests:
- widen Giefs hit box during lariat so he is more easily punishable.
Dhalsim :
Ultradavid suggests
–super and ultra do not count as normal projectiles (i.e., anti-projectile moves like lariat and ex Blanka ball can’t go through them)
–back+normals and down-back+normals are a little safer on block
–50 more points to both health and stun bars
–window to cancel short slide is a little longer.
J.Chen suggests:
- increase fireball startup speed and have the fireball decelerate as it travels
-shrink hitbox on the ultra. too wide.
-increased speed and hit/block adv on drills/mummy. increased startup to compensate
DAN
Ultradavid suggests:
–jabs/shorts startup/recover faster and/or do more hit/block stun (whatever it takes to make them link-able)
–crouching jab and crouching short have a bit more range
–far standing short is cancellable
–faster startup on crouching forward, crouching roundhouse, crouching fierce
–faster startup on ground and air Dan kicks
–short Dan kick has a bigger vertical hitbox so that it never hops over crouching opponents
–ex Dan kick is -1 on block
–jump arc is slightly faster
–ground/air taunting gives Dan half an ex bar
–super either vacuums the opponent in or has more range (totally useless right now)
–ultra is juggle-able
Buk suggests:
- less startup and recovery on fireballs, making them a useable poke
- air ex gale kicks lock opponent in place to get all three hits in a juggle
- low forward sped up to 4 frame startup
- low jab sped up to 3 frame startup
- low jab gives +4 on hit, allows jab linking and one-frame low forward link
- air short gale kick drops faster, hits all the way down, hitbox extended behind Dan to allow cross ups
- range on ultra increased to 2/3rds screen, can catch people jumping away from Dan
- taunts build super meter
boxer
-Everyone complains he can mash jab, increase startup by 1f.
Buk suggests:
- remove that huge step back he takes on wakeup
- tweak hitbox on low jab so that it isn’t as high
J.Chen suggests:
- ex low dash punch to be 2 hits to stuff FA’s.
- ex dash overhead to knock down on hit like Bison’s stomp
-shrink cr.lp hitbox.
Mullah suggests:
-dash overhead is easy to block, increase its speed
Vega
-people suggest his ultra home in like maximum spider.
-his ex flip be full invincible.
-f.mk = overhead
-claw and mask lost less easily since the penalty is so high.
-fix the wall dive glitch where he doesn’t jump off it
J.Chen suggests
-walk, jump and wall dive speed increased.
-reduced startup on rolling attack and cr.hk
-Izuna drop activated with lp +lk and has whiff animation
-mask removal to be free, code changed to reverse srk motion + hp+hk. remove claw to me srk motion HP+HK
Sagat:
-no one likes trade Tiger Uppercut > f.hk > ULTRA
J.Chen suggests:
-Lower damage output across the board, especially f.hk
-increased startup on st.hk
- increase recovery on tiger shots by 2f
- remove his current far st.mk.
- reduce ultra damage to 515
-remove f.hk ability to juggle, increase startup and recovery so you can’t link 2 and to tag an ultra realistically requires a predictive f.hk
Mullah suggests:
-increase fireball recovery by 2 frames and move his hitbox further forward.
-Tiger Knee doesn’t armour break, hitbox is nerfed so it doesn’t beat or favourably trade against everything.
- decreased damage output across the board, especially f.hk and his ultra
Kyokuji suggests:
- nerf tiger knee’s active hitbox
-HP Tigger Uppercut has too much horizontal range.
Hav suggests:
-just make everyone else better!
Bison
J.Chen suggests:
-teleport require 1 button, Jab makes him go back, Strong makes him appear in front of the enemy, and Fierce makes him appear behind.
Abel
Hav suggests:
-Abel’s low strong can combo into Rekkas at max range.
-sucks on wakeup without meter
J.Chen suggests:
-regarding ex skyfall let it be 100% Anti-air… but make it start up a LOT slower, 20 frames startup, then high invincibility and 200 damage. only useful if you can predict a jump in, too slow to use as a reaction anti air.
-allow the first hit of CoD to Combo into the Second Middle even on Block, but Second Middle should still remain not safe on Block. Both of the CoD enders will also still be unsafe on Block. So if you go the path of Second Middle, nothing you can do is safe, but at least CoD to Second Middle combos. Then, on Block, CoD does NOT Combo into Second Low, but Second Low IS safe on Block. And make Second Low an Armour Break. It gives Abel a bit more mind games when CoD is blocked, at least. The thought is that if someone spams SRKs after blocking CoD, maybe, just maybe, comboing into Second Middle will smack them on the head while they are wiggling up and down trying to DP since it’s an Overhead. That way, people will be more scared to try and DP between the first hit of CoD and the Second Low. But if they don’t do anything, you might be able to get away with Second Lows and be okay.
Buk suggests:
– jab anti-air grab slowed down in speed, has upper-body invulnerability until it hits
- ex anti-air grab invincibility lasts until it hits
- wheel kick safe on block/hit (it’s still really easy to srk/ultra on reaction)
- low short frame advantage on hit increased to +6 to match low jab, gives Abel a link into close standing strong off of a low move
- first hit of strong and fierce rekkas only -2 on block, from -3
Rufus
-people called for messiah kick to be more easily punishable on block and his ultra damage to be nerfed since it?s so easily landed.
-roll to go under high tiger shots
- galatic tornado to nulify fireballs more consistantly
-cr.hp to be fadc-able.
j.chen suggests:
-target combo increased to 3 normals, like yun’s in SFIII:3S, this reigns in the ultra damage because of damage scaling linked to # of moves.
- j.hk to be a 2 hit target combo. The first hit alone sending the opponent reeling out of range for an ultra upon landing, but if the 2nd hk hits the opponent fall arc is as it currently is allowing the ultra to juggle upon landing. This reigns in the ultra damage as above.
El-Fuerte
- remove run stop fierce. or 3 reps max or something. El-Fuerte is too easy to buff too much…
Buk suggests:
– faster normal moves across the board; fuerte has the worst normals in any non-KOF game ever
- fajita buster throw range increased
- tostada press damage increased to 120
- reduced recovery on gordita sobat (running mk) giving it better frame advantage on hit or block; nobody ever uses this move
- jump fierce cross up hitbox much increased in size
- speed increase on quesadilla bomb (hold k, release)
- change input for quesadilla bomb to qcf+k? is that too good? nobody uses this move
- run back no longer turns around when he hits the wall; it’s annoying as a fuerte player as you’ll suddenly get run forward moves when you meant to get runback moves. should just keep running into the wall
C.Viper
Akuma
– teleport distances reduced or recovery extended by 3 or so frames to allow you to catch and punish easier
Gouken
- link specials off cr.lp
-J.Chen wants Gouken to be able to hit Back + Kick during the Demon Flip, he kicks BEHIND HIS HEAD. like Iori’s lk in cvs2 I guess.
Fei Long
Buk suggests:
- jab rekkas -3 instead of -4
- rekka damage, stun increased. ideally, all 3 rekkas should count as 1 move for scaling purposes
- knockback on rekka reduced, should allow feilong to at least get reasonably close after a hit instead of resetting the match
- advantage after command grab increased to +9 (links here have very awkward timing, extra advantage doesn’t do anything else for you)
- all hits of chicken wing armour break
Cammy
J.Chen suggests
-First of all, do NOT make her regular Dive Kick hit High. But, if you connect with the Dive Kick against an airborne enemy it should knock down
-cr.mk startup 5f, range increased to just under kens cr.mk range, recover in 11f. vunerable hitbox made larger to compensate
-st.hk more range
- improve drill recovery by 2f
-lk drill to cover less distance
- cannon strike armour breaks
-ex cannon spike has juggle count of 2
-hooligan roll can be cancelled into dive kick that has to be blocked high.
Sakura
-improve her cross up
-improve her st.hk.
-reduced recovery on her fireball
J.Chen suggests:
-lower her damage on a bunch of Normal Moves. Lower Far Standing Short to 20, Crouching Strong from 65 to 55, Crouching Forward from 60 to 50, Short Hurricane Kick from 60 to 50, and EX Hurricane Kick from a total of 140 to a total of 120. With her better Cross-up, her potential to land her Combos sky rockets from what it is now, and with all the mix-ups she can do from her EX Hurricane Kick by following it with a Jumping Short, having her Combos be too damaging might be really scary.
Buk suggests:
– ex sakura otoshi (dp+k) arcs lower, reaches opponent faster
- overhead (f+mk) advantage on hit increased to 3, allows 1-frame links (is that nuts? that infers she can do all those crazy hurricane kick combos)
Rose
Saqs suggests:
-Give regular Soul Throw current EX version invulnerability properties. Make EX version totally invulnerable on the way up or add armour to it.
-Improve Soul Spiral Give the EX version more damage (20-30) and slightly more invulnerability. Give the HK version juggle properties for FADC uses. Slightly decrease startup on all versions
-Improve Soul Spark Since they’re useless in combos, give more push back on block, more damage, and more stun on hit to both MP and HP versions. Leave the startup intact.
-Improve Reflect by Slightly improving startup. Not too drastic. A couple of frames max. Give HP version juggle properties on hit so as to allow for comboing a Soul Throw/single Normal/Soul Spiral afterwards. Increase hitbox size and add 20-30 points of damage to give usefulness outside of reflecting FBs.
J.Chen suggests:
-Next, change her Soul Spirals to 1 hit for Short, 2 hits for Forward, and 3 hits for Roundhouse, as they were before in Alpha. Short Spiral should do 60 damage. Forward one should do 50 + 50 damage. And Roundhouse should do 40 + 50 + 50 damage. Short one should startup fast enough to Combo after Jabs and Shorts. Forward one should startup only fast enough to Combo after Strongs and Forwards. And Roundhouse one should only startup fast enough to Combo after Fierces and Roundhouses. The EX Soul Spiral will startup as fast as the Short Soul Spiral but hit three times like the Roundhouse version, so you can hit confirm from Low Jab x 3 into this move to get more damage if you want it. The Short one will be -1 Frame Advantage on Block. The Forward one will be -4 on Block. And the Roundhouse and EX ones will both be very punishable, at -8 on Block. All four versions will knock down only on their last hit, and will pop the enemy more upwards than they did before. So now Soul Spiral gives her a ton of more Combo options. Since her Super has been changed, cancelling the Soul Spiral into the Super after it pops the enemy up won’t work well at all since the Super is no longer designed to Juggle. That means you’ll never want to use the Super Cancel off of the Short Soul Spiral. BUT, the Forward and Roundhouse versions can be cancelled before the last hits, so the full Super will connect. However, if you let the last hit connect, you can FADC the last hit and dash forward into a Soul Throw, because it now has Juggle ability! The last hit of all the Spirals will pop the opponent up high enough and long enough just so the Soul Throw can catch them in time. And you can even do the EX Soul Throw if you so desire, to get the one extra punch hit (the first hit will whiff because it has no Juggle Potential, so it’ll start from the 2nd hit). Since the Ultra doesn’t Juggle, she won’t be able to Ultra after a Soul Spiral.
-her Fireball. I’d make her regain her “force push” factor that she had from the Alpha games. In those games, when you did the move, it always pushed the enemy back to the end of her Shawl, almost like a burst of wind pushed them back regardless of how close they were to her. And then I’d tweak the startups and recoveries of the Fireballs. Right now, the Soul Sparks are, for Total # of Frames (Startup, and Frame Advantage on Block/Hit): Jab - 52 (14, -12/-8), Strong - 52 (22, -4/0), and Fierce - 53 (29, +2/+6). Give her a small break. 52 or 53 frames for the entire Fireball? That’s hideous. Let’s make her Fireball better. She has very little other offense, so she’s gonna have a Fireball-based offense, so let’s make it as fast as Ken’s Fireballs. Make it: Jab - 48 (12, -10/-6), Strong - 48 (18, -4/0), and Fierce - 48 (24, +2/+6).
Gen
- gen users want a better reversal, but others suggests homogenizing the cast is bad and Gen doesn’t need one!
Buk suggests:
- short uppercut has lower body invulnerability, ex uppercut has full-body invulnerability, cannot do follow ups on block
- uppercut follow up kicks (not the last one) leave opponent in free-juggle state, allowing landing resets
- advantage on rolly finger move increased to +3 on hit
- wall dive kicks safe on block
- damage increased on crane ultra, especially considering that every combo that leads into it scales the damage like crazy
- mantis low jab gives +5 on hit, allowing more reliable links
- crane overhead leaves gen at least +2 on hit, allowing gen to continue offense
yeb suggests:
-Hyakurenko - Gens love linking after a Hyakurenko, but it’s pretty rare that the EX version will allow a useful link where the HP version won’t. Just make it reliably leave people close enough for follow-ups.
-Jyasen - The EX version’s fireball immunity is a joke. If you actually use it on reaction to a fireball, people have time to recover, straight jump and combo you since it’s so slow. All versions should have fireball immunity during the roll, and the EX version should be faster.
-Oga - I can’t criticize his one useful EX move. However, why is it that every other dive kick in the game can be safe (and even have a large frame advantage) on block, while Gen’s badly telegraphed dive kick gets him raped for kicking people in the knees?
-Crane c.MP - It’s -10 on block and -8 on hit.
-Miscellaneous - Fix the weird stance changing glitch with landing frames. Let me block when I switch stances in a neutral state.
Seth
- Seth vs. Zangief is unwinnable
-slow down his teleport
-ultra doesn’t hit people who are airborne.
- LESS blockstun on the vacuum so it is easily punishable on block.
-shorten ultra animation