A blanket walkspeed buff? Some characters are decently speedy already…but bringing up some of the slower ones wouldn’t be terrible IMO.
I play Vega. I’d be fine with a walkspeed buff for everyone on paper, but it would have to be fairly small. Too much and spacing for aa and shit becomes just silly.
fast walking zangief sounds like rainbow edition all over again, just without lariat fireballs.
I think the walk speed being character specific is part of a web of balance that, if changed for one, will have some drastic results for others.
maybe instead of adjusting walk speed, fix some of the hit boxes on moves to make them more/less viable/dominant for the footsie game? walking in and out is only part of the problem, the part that dashing kind of fixes (makoto, t.hawk come to mind), so maybe tweak dash distances and properties?
Bad idea because walkspeed is balanced around a character’s tools, you’ll have to tweak way too much to pull it off correctly.
- e.g Gief with faster walkspeed will push you faster to the corner
- Fei with faster walkspeed will be a nightmare, well maybe not so much with his Rekka nerf but we still don’t know how he’ll end up in USFIV.
…etc
Also, you can’t do a general walkspeed buff and just conveniently leave out the fastest characters in the game because they already have fast walkspeed, that will make their matchups slide a tiny bit in the favor of their opponents, so people would still complain about Akuma having lightning fast walkspeed because it’ll be faster than it already is.
Because Zangief has never had a decent walkspeed before right? And dashing in this game is pretty garbage for the most part, you’re not gonna be whiff punishing with Makoto with that dash of hers and that horrendus recovery. It was okay in 3S because she actually killed you in two touches, Makoto hits like a feather down pillow in this game, everyone does pretty much.
No SF4’s version of Gief didn’t have a faster walkspeed. Makoto hits like a truck in SF4 compared to the rest of the cast IN SF4, which is what matters.
You can’t pick and compare any property you like between 2 different games, because they play differently, shocking I know.
No shit Sherlock. And I can compare, the game is slow as shit, and it hurts a ton of characters, and yeah Makoto does more damage than most characters but it’s still extremely weak.
Makoto is an extremely weak character?
Are you joking right now?
http://www.youtube.com/watch?v=f6eJkqV3VcM
to be fair, that’s an optimal combo under very specific conditions. I mean, gouken has a 1200+ damage combo, but he’s not considered a powerhouse.
I know, but my point was that Makoto is a really damaging character
that combo doesn’t even take that much effort to pull off
Like really, a few combos and reads with her and your opponent is completely finished.
I’ve never heard anyone say that Makoto was weak in any SF game ever.
Makoto is not weak. She is in the top 10-12 characters in the game. She is just very lopsided. She has a hard time on defense but blows you up on offense. She is the reverse dhalsim. You can spend the entire match getting kept out or having poor reads and ONE TOUCH and you can win the round in 2 combos.
If you just mean her damage is weak that is laughable. She does 300-400 damage easily with 2 bars and can lead to a reset. She has some of the best stun output in the game. And she can easily do 250+ off of a command throw (450 is she has ultra stocked)
Even compared to other games, having combos that do 35-45% of your opponents life isn’t exactly “low” I mean people like to talk about ST and 3S a lot but if you actually watch those games you’ll see that generally speaking combos don’t do more than 30-35% of the opponents health unless there is a super art involved. Now this isn’t a hard rule by any means, and it’s not like it’s impossible to do more, but in actual matches it isn’t that often to see more than 30-35% of the opponents health gone in a single combo without doing a super (unless you count the occasional weird instance of an ST throw doing absurd levels of damage.)
If SF4’s Makoto damage is “extremely weak”, then Bison hitting characters will regenerate their health lol
Can someone explain why Akuma has a teleport again? I would say Evil Ryu too but his teleport is only useful at low and maybe average levels of play. Kind of reminds me of " Why does MetaKnight on brawl have 4 stage recovery options as well as fly again?" LoL
Damage in this game in general is pretty weak. Compare to say, 3rd Strike where you were afraid to screw up when your opponent had full bar since they could take away up to 50% or more (100% with Makoto].
That said, buffing USFIV’s damage would require making the neutral less defensive.
EDIT: Faster walkspeed would require that normals be buffed as well to counter this. Off course, I’d be all for this if it meant someone like Chun could threaten with st.HP from near halfway across the screen again.
overall cast damage is weak partly because the scaling is so harsh. I mean, it scales with length of combos and it scales relative to the amount of health that the person who’s taking damage has, and when those two work together, it nearly makes long combos as round enders not worth the effort.
I’d say Makoto’s damage isn’t based off of pure power or combo ability, but based more in the reset game. I mean, she has overheads and grabs, which don’t combo, but when you get an opponent too scared to do anything but hold downback, that’s when she really shines. three hits here, a hard knockdown there, another three hits here and a grab into ultra later and your opponent is dead. it took more than three hits, but due to resets, the damage piled up quickly and in a blur.
I’d say Sakura hits harder than Makoto though, due to higher output and overall tools.
No, you can’t.
SF4 and 3S are 2 different games. When you compare the dmg output you take into consideration the respective game, and compare a character with the rest of the cast, not with characters from a different game.
It’s the same thing like saying ST Vega hits hard because he hits harder than many characters in SF4.
You are comparing apples with oranges.
My thoughts exactly. Not only it would screw balance, but would make characters more similar.
I think we are trying to find a solution for a problem that does not exist. SF4 is an awesome game, and tremendously popular. It proved it’s tournament viability by being the main game at Evo 5 years in a row, and growing each year. A game that brings 1600 people at Evo does not need drastic changes.
And as every popular thing, it has it’s detractors. Funny that most of those who wants this game to be changed drastically are those who don’t like this game. They want SF4 to be more similar to their favourite game (3S, ST, GG, etc), regardless that those games are far from perfect, too.
What I’m afraid is - if drastic changes are implemented, those who don’t like SF4 still won’t like it (just watch how HDR was rejected by ST community, even if the game was only slightly balanced). But these changes might alienate those who do like SF4.
Well he did not dominate Tokido and people say that Tokido’s footsies are bad.
My statement wasn’t “Infiltration dominates everybody with Akuma” it was “Infiltration only ever dominates people when he uses Akuma” meaning the two are not mutually inclusive.
3:Or you could just make the crouch tech window only 3 or 4 frames as opposed to 7 frames.
You already have to be pretty spot-on.