^Give him a Denjin? I like it. :tup:
I still think Ibuki needs more stun. If she could last longer I still don’t think she’d be god tier, it would be a fair adjustment imo.
^Give him a Denjin? I like it. :tup:
I still think Ibuki needs more stun. If she could last longer I still don’t think she’d be god tier, it would be a fair adjustment imo.
I think she just needs to get rid of the crouch damage for whenever she gets knocked out of command dashing and shit. I can stun people relatively easy without trying, but her problem becomes that for the amount of damage she has coupled with her stamina, it makes life an uphill battle.
WTF?
Dude, it doesn’t fucken matter what she’s like in the hands of a beginner. Makoto to practical/almost top tier in Japan. Did you even she the SBO2K5 vids? Makoto’s Karakusa is what makes her so powerful. if you nerf the Karakusa just a bit, and make SA3 a better super, she’s balenced (maybe a few more small twikes too).
I like that idea. Maybe not full on stun, but perhaps an ‘electric snake’ type hit. That’d make that super worth something.
As I recall LiSyaoran, Makoto might be a just that powerful, but Ranking Battles and Tourney Results still don’t have more Makotos winning over Chun, Ken and Yun. Every character has their beasting videos, but results are what matter and you even said it yourself. Makoto is ALMOST Top-Tier, meaning she is NOT Top-Tier. Why nerf a character when there are 3 characters who as of right now reign supreme over her and pretty much everybody else. She doesn’t have a jump-in that compares to Dudley or Ken. She’s not going fly across the screen with her dash punch to lock you on the ground so she can Karakusa you. She has to constantly rush in to do it and everytime she dashes in or jumps-in she has the chance of getting smacked back to her original position. Everytime she gets knocked down, it’s another tiresome uphill battle. At high levels of play, you get karakusa’d because you made a mistake, Makoto can’t setup a way to get you with the Karakusa 90% of the time unlike Urien with his unblockables that he can switch up setups.
How do you suppose Makoto’s Karakusa should get nerfed? Damage Reduction? Stun Scaling after Karakusa? Remove it? You can slow it down, it doesn’t have incredible range and it’s already slower then a regular throw. Nobody cares about how much damage it does as well. SA3, how do you make that better? As far as I see it, I’m perfectly happy with SA1 and SA2, I don’t find a need for anything else to be added to Makoto. Don’t really care what SA3 does, she could do a triple taunt dance during the super freeze for all I care. The only time I really hate Makoto is when the player using her is at the level where I just can’t beat him. That means I myself am not good enough and so I impartially hate on the character when I should be hating myself.
I said she’s not TOP-Tier. I mean she’s not Yun. As far as Japan goes. Makoto is Chun-Li’s equal, and is BETTER then Ken. I said I think SA3 should be beefed up because not only am I looking to balance the game between characters, but trying to make all the super arts for each character worth picking. Thats why. Karakusa should stun scale alittle. Thats all. If Makoto did not have her Karakusa, she would be below Dudley and Urien, and probubly around Gouki and Yang.
nothing - cause balance sucks.
Better said,there is no balanced fighter anyway(hmmm…maybe mortalkombat
or that ballzfighter on megadrive;
as the guys in there had all the same moves…lol).
Also an unbalanced fighting game(like all capcom fighters)
is more compatible with the general audience as noobs can play as "top-tiers"
and advanced players as “low tiers”.
At least to a certain extent.
If you want true balance pick the same chara for gods sake.
I love playing against real good yun’s in 3s as this is a welcome challenge.
Don’t wanna miss that.
make chun a charge character, yes even her super
^ and make ken into a 360 char. 720 motion for SA3.
chun charge motion for super really isnt that bad an idea at all, it would make it much more even.
Twelve- Give him combos (He literally only has like 2) and more damage.
Sean- Give him his fireball super graphic as a real fireball (Damage and speed same as normal fireballs right now) and make a better graphic for his super fireball.
Hugo- A slight priority increase and tweaks to a few of his moves which are god-awful. Maybe an SA2 tweak or re-make.
Yun- Gineijin nurf, make it like yangs.
Ken- Less priority.
Chun- Less priority, make it so you can’t combo SA2 from virtually anything. Make some of her moves more viable (For example, let her enormous flip-kick be able to go backwards as well so it’s sort of a mixup)
Ibuki- More vitality.
Necro- More damage.
Makoto- Reduced combos.
What Hugo really needs is EX throws. You guys were talking about balancing Super Arts but Hugo’s EX moves sucks. All the other characters can rely on turbo charged versions of their moves but Hugo can’t.
His EX moves should have the following properties:
EX Piledriver: Simply more range. That’s all it needs.
EX air throw: It should have less recovery on landing. This way Hugo will have a way of moving in on characters at the expense of wasting a little meter.
EX running throw: Simply make it faster, about the speed of his EX Clothesline.
Giving him EX throws would automatically balance out his super arts because his weakest SA–SA II–provides the most meter.
If Capcom just wanted to make one small, tiny change though, all they would have to do is give his air throw less recovery on landing… If he had that, he would have a way of moving in on people that–while risky–isn’t ridiculously risky.
Or they could change his clothesline so that when you hold K, he does the move, but when you just press it normally, the hit doesn’t come out (or maybe the other way around) so you can use it as a command dash.
-Drastically lower Chun’s SAII damage, make the :d::mk: cancel timing more strict. Reduce the priority on her :l::hp: and the damage/priority on her :hp:. Decrease the range on her throw/kara throw.
-Implement some kind of cool down on Genei Jin (maybe have the bar disappear for a while) and make the bar longer. Possibly have it cancel on being hit like people have said.
-Improve Ibuki’s stamina
-Improve Twelve’s stamina/damage. Maybe a new move to increase his combo ability.
-Improve Remy’s stamina/damage. Maybe tweak his normals and give him a new move to compensate for the easily parried fireballs. Have a vacuum effect for his SAIII, make it so it can fully combo airborne opponents and increase its range/damage.
-Redesign Sean with his 2I moves.
-Allow more of Q’s normals to be cancellable, give him a low cancel and maybe give him a new move to make him less predictable.
-Make Alex’s hyer bomb freeze the opponent like Hugo’s gigas. Replace his tornado DDT with something more useful. Tweak his normals.
-Make Elena’s non-EX Rhino horn more useful and give her SAI more damage.
-Make Hugo’s 360:k: more useful. Give his SAII and ant-air throw better priority. Make his non-EX clothesline more useful. I like the EX command throws idea.
Better yet just have it return them to neutral. Supers wont blow through it that way.
That’s one of his best moves imo. It forces people to either not get hit or parry. You can tick throw it when they block virtually anything. Then they’re cornered and have some damage dealt.
Personally, I haven’t had any sex after doing it (360+:k:), but yeah, it has it’s uses.
remove kara-throw
Edit: I’m dumb as fuck, can’t even read a post right.
I’ve though about Hugo having EX-versions of 360+K and hcb+K and I’ve liked that idea a lot. Still, I think 360+P shouldn’t have an EX-version. Even if it wouldn’t give more damage it still would make Gigas worthless since you’d get a shitload more EX-somersault presses with SA3 than you’d get use out of Gigas.
Just my thought.