Street Fighter IV: Volt - Update Proposal

Discussion in 'General Game Discussion and Questions' started by HarlequinRogue, Jul 7, 2013.

  1. DoctaMario

    DoctaMario Well-Known Member

    Mar 2, 2011
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    I agree. I think the graphics are part of why thr online is so bad in xT.
     
  2. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    I understand what you are saying, but I don't have a problem with sp assist giving people near perfect execution. Standing SPD? Those are possible. But I think SP assist only combos are pretty annoying
     
  3. TheXion

    TheXion Well-Known Member

    Jan 29, 2012
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    You know what I hate more than any SP only combo?

    Sakura: cr.lk x2/3 -> shouken

    You CANNOT do that rubbish SP off and people use it thinking they're good with her! There are 2 combos that are legit and difficult:
    1. Cr.lk, cr.mp, cr.fierce p into whatever.
    2. Cr.mp either another cr.mp or cr/stand fierce P -> whatever.

    I also obviously hate sonic boom -> ex sonic boom....just foff.
    I don't mind Dhalsim low medium K into yoga flame.
     
  4. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    Next set of characters:
    Dhalsim
    E Honda
    Fei Long
    Guile

    Discuss.

    Also as a reminder if anyone has any good arguments for why volt needs an update or an example of how capcom can make money, please post so we can discuss
     
  5. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    Dhalsim

    He's a tough one. A couple of tweaks in the wrong direction and he's OP or complete shit. But here we go.

    (1) I would say he deserves a slight buff to his recovery after air teleport. Right now, it's really, really hard to anticipate fireballs from ryu/sagat and punish with a teleport behind in to jump k, cr k, yoga flame. A one frame buff would be nice, but not so much that it he becomes an offensive character, like in vanilla volt.

    (2) He needs more normals. I would say add in yoga hand slap as his back + p move. Right now his only meterless AA for over the head stuff is yoga blast, which is too slow. He could also use his standing medium kick, with the Ultra 2014 buff of making it 2 hits. It's a great quick poke, something that he is lacking. Make that his standard k, and move his current roundhouse standing k to forward + k.

    (3) Give him his light or medium slide instead of the heavy. It will make him much more mobile and he doesnt need the knockdown capability of heavy.

    (4) I don't know about Yoga Tower being added in, I think it might be too much for volt.

    (5) A slight damage buff for yoga flame and st p, which are his main punishes.
     
  6. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    E. Honda

    I've been playing a decent amount of honda lately, and I think he's pretty close to where he should be. I would prefer he have his other ultra, but aside from that...

    (1) Light headbutt instead of heavy. It cuts down on the full screen spammy BS, is less punishable on block (but still punishable) and is the AA he sorely needs. Light has startup invincibility, so no more getting stuffed trying to AA headbutt.

    (2) Give him his crossup body splash, make it down + k in the air.

    (3) Make his standing heavy punch back + p and give him standing medium punch (2 hits) to increase his poke game + focus blowup.
     
  7. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    Fei Long - I think he's pretty close to where he should be.

    (1) Do NOT nerf is rekka like Ultra 2014. This isnt AE, he doesn't have the normal tools he has in AE. He needs the poke.

    (2) Give him his jumping heavy kick, and make his current jumping medium kick down + K in the air. He currently has no good jump in, or neutral jump normals.
     
  8. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    Guile

    He's already top tier, but in a strangely fair way IMO. I wouldn't make any nerfs to him, just buffs to the other characters to bring them closer to his level. I'm sure there is some nitpicky stuff that Guile mains can tell us about, but I don't think he needs any substantial changes.
     
  9. ivwshane

    ivwshane Well-Known Member

    Oct 7, 2011
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    I agree with this. He definitely needs faster recovery, he gets punished so easily and has such low health that a buffing would be good.
     
  10. slrc_91

    slrc_91 Well-Known Member

    Dec 18, 2011
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    Cozumel, Mexico
    Dhalsim:

    -Change Yoga Blast motion to HCB+K or QCB+K . EX version should be the second one.
    -Add his close St. HP. for a more damage input.

    E. Honda:
    -Less priority on his J. LP

    Fei Long:
    -More chance to punish after a successful Teshin.
    -Give a better hitbox to his Cr. LP.

    Guile:

    -Make his ultra comboable after his super (ground) like in AE. To make his ultra less useless.

    -Either bazooka knee (to break through spam easily) or the hop kick (to support his defensive gameplay) as back+K input.

    -Less priority on his St. MP.

    -Remap his kicks, to make GHK Down-Forward+K, just like in AE. MAAAYBE.
     
  11. fffan7777

    fffan7777 Well-Known Member

    Jul 1, 2011
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    That Sakura combo is pretty much like the Dhalsim one. Actually, it might be easier than Dhalsim's. Since the cr.lk can be rapid fired, you can just do d/db+k then hold any down direction and keep pushing kick and light kicks will still come out. Then it's just a matter of inputting the df, d, df somewhere in there to buffer the motion.
     
  12. X4XP

    X4XP Active Member

    Mar 26, 2013
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    #272 X4XP, Jul 17, 2013
    Last edited: Jul 17, 2013
    I hate that sagat's upper cut, ken's shoryuken, Ryu's shoryuken, Akuma's shoryuken and cammy's fly kick have priority over Fei's flame kick :mad: That's unfair (Add Honda to the list too)

    Also I feel that that the frame period after missing a flame kick is too long and Fei gets punished easily. It should be 1 frame faster at least

    What do you think guys?

    I agree with DROQQA that Fei needs a better jumping kick

    Also I noticed that when I use Cr. LP against players who are using auto block, it just gets blocked. Unless I use Cr. LK they are not punished. I think Cr. LP should punish standing players who are using autoblock as well as Cr. LK

    Also Cr. LP is faster than Cr. LK. and its range is longer. Does that make any sense to you guys???

    Sometimes I feel that Fei does not have any weapons or tricks to perform against certain characters like Ken, Honda, Blanka. I have just to wait and watch for their mistakes carefully, otherwise Fei gets beaten very badly

    I noticed also that when I use single Reka against cammy, I get punished. Is this normal?????????????????

    Also Fei's jumping kick, jumping punch, Rekka, chicken wing in volt gets punished by Blanka's electricity. I have only two options to perform against him only, either flame kick or Cr heavy kick which I have to be close to the opponent and very careful to punish him at the right distance!
     
  13. CaptYadierPR

    CaptYadierPR Well-Known Member

    Mar 27, 2012
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    --Fei Long
    Stand high punch for stand close mid punch
    (better range, faster startup, less recovery, special cancelable, combo able, less damage)

    Stand far mid kick for Stand close high kick
    (better anti-air, faster than close stand high punch, upward hitbox)

    Jump Diagonal High punch for Jump Diagonal mid punch
    (better jump in hitbox, less damage)

    Jump Diagonal high kick for jump diagonal mid kick or like ddroqqa said have them both. (better damage for crossover or normal jump in, better range for a jump in)

    ex Chicken wing and normal comboable in corner after stand close mid punch like in AE.
     
  14. X4XP

    X4XP Active Member

    Mar 26, 2013
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    Dubai
    Some thoughts for new features for the proposed new volt

    There should be an option in both friendly and ranked matches for choosing Auto/block & SP assist ON/OFF for both players. That's if I choose auto/block off, I would like the server to search for me a player who turned of his/her auto/block too. I mean there should be the option to choose a restricted and free choice aid of SP Assist and auto/block.
     
  15. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    #275 DROQQA, Jul 17, 2013
    Last edited: Jul 17, 2013
    Volt doesn't have any close/far distinction, so this is asking too much, if you're asking for him to have both. And if you're asking for a replacement, I disagree, I think his current st. hp is essential for him.

    Disagree.
    Care to elaborate on this one? It seems pretty good to me.


    Fei's uppercut behaves closely to that of it's AE counterpart. It's a slower uppercut than a shoto srk, and should lose out, unless you do EX. I think it's recovery is fair too, given that it can be FADC'd.

    Again, consistent with AE. cr. lp does not hit low, but cr. lk does.
    That's Fei in a nutshell. He's a tank that can punish everything and push people to the corner. He's not about mixups.


    I like most of these suggestions, but I would keep his jump HP. It's a good air-to-air, and if you add in J HK, he doesn't need J MP. I also have some reservations about losing his st HP. I do share the frustration of it's crappy range, but the damage is really good and I don't know if that should be sacrificed for additional range.
     
  16. slrc_91

    slrc_91 Well-Known Member

    Dec 18, 2011
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    Then it's asking too much for a close normal. I agree that his current St. HP is essential.

    I think Honda has a ton of priority on his J. LP. It's pretty much a win-win situation for him: either win or trade, leaving him in a good position. It's not like he will always have the upper hand, but at least in my opinion, it's too much.

    In AE it's possible to make Cr.LK -> Cr.LP -> Cr.LK -> Cr.LP -> Rekkaken. In Volt the second punch jab always whiff. That made me think about the hitbox of the jab.
     
  17. DoctaMario

    DoctaMario Well-Known Member

    Mar 2, 2011
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    I don't have a problem with it for things that aren't super powerful but when an Ultra is easier to do than an actual combo and does way more damage, you have a problem. Making Ryu's Ultra d,df,f+Ultra wouldn't be that big a deal would it?

    Oddly enough I find SP only combos fine. They're there and they don't kill the game strategically.
     
  18. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    But ultras are part of the balance of the game. I don't mind that they are 1 touch. They do require linking so they aren't free. Changing ryu's ultra to say qcf + button isn't going to make any difference. Economically speaking, I'm starting to agree with people more with respect to SP assist. SP assist dramatically lowers the barrier to play the game and due it it's portability, it creates a slightly different product from AE which is more user friendly. In fact I think a lot of people are intimidated to play AE because of the hard controls.
     
  19. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    What did I miss those days? :confused:
     
  20. CaptYadierPR

    CaptYadierPR Well-Known Member

    Mar 27, 2012
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    Puerto Rico
    you can still post on whatever you missed.
     

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