The Ultra Buffs/Nerfs

Let’s be serious here guys. There’s borked shit in this game that needs fixing, like Cammy’s iCS needed to get fixed. The only worrysome thing is that they can only do this once a year so while CS taking a huge hit on the whole by not being able to be executed on the down-arc of a jump, Cammy is still top tier. However, a year later they decide that “oops, we went overboard” so they patch that. It’s slow progress instead of calling a conference for like a month, sitting down with paid gamers and coders, and sorting the game out in thirty days for every matchup, every trick etc.
Slow patching is bad for a game but too fast patching is worse.
Based on the logical assessment of the current and former policies of Capcom I’m pretty sure that actual nerfs and buffs will be done considerately.
The viability and power of all street fighter characters seems to be strictly tied to their actual strength in the story arc, down to detail of matchups. Meaning of course Dan sucks, he’s a ninny. Ryu is solid, etc.

Go try to beat a good Gief with Guy.
Go try to beat a good Honda with Juri.
Go try to beat a good Seth with T.Hawk.
Good Luck bro.
(-_-)
Some match ups are dare i say near impossible wins.
Hence the term, horrid match ups.

I get it! Because he has 360s!

http://i5.photobucket.com/albums/y193/Sairus/MsFortunePun.png

i feel like Hugo vs Blanka would be like 10-0 in blanka’s favor…

Depends on if clothesline can punish balls (or at least give him good positioning).

or maybe his meat squasher would catch it… other wise i dont think so and i think almost everyone could have a field day with his hit box with ambiguous jumping…

BACKBREAKER! could probably punish blanka’s balls on block since they are airborne while they are recovering

When I think of all of the random madness that SF4 has that needs to be addressed, I think this is the guy that heads the SF development staff at Capcom.


Fear the big red button people.
Fear it!

Some additional notes on Chun-Li:

I get the feeling that they upped the damage on her second Ultra, like everyone asked them to. The Target Combo > Cr.LK > EX Kikoken > EX Hyakuretsukyaku > Kikosho combo shown in the presentation would have scaled a lot worse if they hadn’t. It seems they’ve also restored her Rear Spin Kick to its Super Street Fighter IV state and changed her jump arc to make her less floaty. This last one’s just a guess, but it looks like they may have decreased the number of start-up frames for Kintekishu and Tenkukyaku.

I think Hugo vs Sagat would be actually worst…

One thing to consider is that counter hit was still turned on from the Deejay stuff so Chun got extra damage on her jumping HP, though I wouldn’t be surprised if they buffed the U2 damage. The jump arc thing I’ve confirmed is the same as currently or was only changed a super tiny amount, you have to remember that the video is playing at 30FPS while the game plays at 60FPS so the video will appear slightly faster.

Maybe someone who actually took the time to study his own character. Maybe. =)

That’s the point. Plus you may have noticed that on block, even cMP tends to whiff against a standing opponent. Plus cMK has 6 frames startup an clHP is +5 on hit. So to achieve this, Capcom would have to buff cMK to almost 2.0 range with 5 fs startup, which combination is surrealistic given it’s hit and blockstun.

Cross-up FBA, corpse-hop, cross-up BHC, cross-under, and character specific jHP/jHK/CH cross-up. Maybe you should have learn’t about this stuff before asking for balance change, don’t you think ? =)

Most Ultra are punishable. The more invincible or damaging is a move, the more it gets punishable. Otherwise, people would spam them.

That’s the drawback of Claw being more poweful than most chars at medium range. There are others characters who have similar weaknesses, such as Dhalsim for example. What would you think if dhalsim players asked for a FADCable shoryuken (into U1 ??) ? It would be nearly impossible to approach him.

Well same for Claw, characters designers wanted him to be vulnerable to jump-in attacks. And we have to deal with it, as frustrating as it can get.

As for « vortex » we have most vortex than a lot of chars, due to large knockdown duration on our specials. Consider them.

I’ve been informed that there are tutorials about Claw’s cross-up and claw’s safe-jumps easily accessible for typing those words into google. If you think you can accept a character without AA nor invincible reversal, they might be worth a watch. If not, just switch to one who has those features.

As for the rest of the hate you wrote, let’s forget it… as I know how frustrating mastering a character can be. But push no further, people may judge you faster than I do. =)

You have a point there.

If it took 3 revisions of the game to get vanilla characters semi-balanced, then I’m afraid it’s improbable new chars would be from the beginning. Unless, for a change, they didn’t want some characters to be ahead of others. =)

Honda Juri is 6-4
Gief Guy is 7-3
T.Hawk Seth is 6-4

And how would me playing a good Guy, Honda or Seth convince me that these matchups are terrible if I don’t play any of these characters? And I can’t for the life of me think of more than 2 matchups that are impossible on is blanka T hawk. I dunno any others.

If the game(AE2012) has horrid match ups now, why would throwing 5 new characters into the fray make the balance/match up situation any better in Ultra? <— What you said.

But AE is balanced. One of the characters who has it the worst has 5 7-3 matchups and one 9-1/8-2 matchup out of 39 characters. The rest are all 5-5 and 6-4… and that’s who character who arguably has it the worst. <— My response.

The game would be imbalanced if there was a top tier with mostly at least 7-3 matchups probably more so 8-2s. But Cammy has only one 7-3 the rest are just in her favor.Seth? two 7-3s out of 39 characters and they are against Blanka and DJ :|. And every other character in the game is made out of mostly 5-5s 4-6s and 6-4s, which is amazing considering there are 39 characters

Edit: And additionally on your vortex point. None of the new characters even have proper vortex tools as of now. Rolento has hardly any Hard knockdown tools. Poison is a zoner. Hugo is a grappler. And Elena is a spacing character. They might have crossups and tricky crossups like tatsu to cross up and OTG opponent. But they don’t have any vortex tools unless they add completely new tools.

no akuma changes??

IMO Honda vs Juri is worse than 6-4. Its at least 7-3, and against a really good defensive Honda its close to 8-2. In my experience she gets blown the fuck up by him.

I could see it being 7-3, but 8-2 is a bit far fetched imo. I mean it’s nowhere near as bad as T Hawk Blanka which is also 8-2.

all i know is rose is going to have a field day with hugo… she can probably Soul piede him to death…

I wish we could get some sort of demo so we can give capcom some type of feedback…

I just want Ibuki’s c.mk to be special cancellable and for her to have more than 1 frame to perform her command dash after Target Combo 6. That thing is near impossible to do consistently. I have been practicing it since Super came out and still only get it 1 out of 20 times. Especially online.

The only reason I even considered the 8-2 was because of a really good Honda player i met at Seasons Beatings a year ago.

Ive played and beaten honda players before but that guy was on a different level than all of them. He was a nobody though, i didnt even catch his name and he didnt make it to stream