Street Fighter IV: Volt - Update Proposal

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

  1. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    Graphics aren't the problem. It's not like the game sends info about gfx to the server. That's just (really) poor optimization.

    About the changes for the new characters:
    Dhalsim
    Maybe add Yoga Tower for up+P? It's like people only avoid FBs with teleport, and as far as I know Yoga Tower can also avoid other attacks.

    Honda
    I also think that j.LP needs less priority. It beats almost anything.

    Fei
    IDK.

    Guile
    fw+down -> GHK.
    down -> cr.HK.
    back+down -> cr.MK.
    That Bazooka thing for back+K.
     
  2. fffan7777

    fffan7777 Well-Known Member

    Jul 1, 2011
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    I think the better fix would be to decrease the pushback on cr.lk or cr.lp.

    Since I don't know the 4 characters too well to critique on it, I'll chip in on this part...

    I really can't think of anything else other than including DLC for costumes. There could be DLC characters which can be unlocked too, but it's there for people that don't want to do the requirements to unlock them.

    Or, it could follow Tekken Revolution's Free to Play type of thing (minus their mobile SFxT coin implementation). Have something like 5 free characters a week and you earn points to permanently unlock your favorite fighter by playing online. Money could be used to purchase the points instead to speed up the process. A system where ragequitting decreases points could be implemented too.
     
  3. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    #283 HarlequinRogue, Jul 18, 2013
    Last edited: Jul 18, 2013
    So the common theme seems to be that dhalsim and Fei need to be buffed.

    Dhalsim
    -Faster teleport recovery? This kinda makes his runaway too good
    -Increase damage? Yoga Blast is pretty hard to use currently. Apparently in AE it got buffed so you can juggle after (hard) Yoga Blast. (His super does 330 damage in AE too)
    -Can DROQQA clarify what move he moves by Yoga hand slap?

    Fei
    -Chang jumping k
    -I think his pushback is ridiculous. Standing HP by itself pushes people waaaaaaaaaaaaaaaay back. I would like to see a reduction on the pushback for his cr.LP/LK.
    -+1 hitstun to Tenshin is good? Is being able to get a free ultra after it bad?
    -I think his standing HP is a necessary evil.

    Everyone seems to hate Honda's j.MP. Haha, so
    -reduce priority on j.MP slightly. It is pretty obnoxious as is.
    -Slightly more range on his ultra?
    -Can we change his cr.MP. One of the least used moves in Volt, IMO
    -Crossup body splash for jumping d+k (but why does E Honda have the most air normals in the game...)
    -Any love for his overhead?
    -Light Sumo Headbutt?

    -The first point is one of my gripes of volt. Characters just don't get hit high enough, so combos like that just don't exist in Volt. (Likewise, GHK (ground), EX Flash Kick doesn't connect for this reason).

    -Bazooka Knee/side+mk would be nice. Agree

    -Don't nerf my guile! *ahem* I guess his st.MP is probably one of the best aa normals in the game. Guile is supposed to have good normals though...

    -Changing the input for GHK won't do anything for the game unless characters juggle higher.


    I like this point. You can pay for the chars or earn them. Again, we want to avoid pay to win situations


    The MK guys are getting some interest, it seems
    http://www.eventhubs.com/news/2013/jul/17/balance-patch-petition-mortal-kombat-9-picks-over-800-signatures/
     
  4. slrc_91

    slrc_91 Well-Known Member

    Dec 18, 2011
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    So... is about game physics and not individual move values, Harle? In that case, we should evaluate if that should be changed, since it may be a huge impact.
     
  5. ivwshane

    ivwshane Well-Known Member

    Oct 7, 2011
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    I would love to see faster teleport recovery for sim but then he'd be too OP. He needs faster recovery for: fireball, stretchy arms and stretchy kick.

    It would be nice if he had some more combos or his bnb combo was easier to do without sp assist (I can only do it in training:().
     
  6. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    That would mean that there would be no way to get the update as an update. That would be a complete revamp of the game, and I'm sure that Capcom would make it a new app.
     
  7. slrc_91

    slrc_91 Well-Known Member

    Dec 18, 2011
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    Damn, Dhalsim's buffs/nerfs are very tricky. But Sim is not supposed to have too combo options, so a slightly better recovery is fine, IMO.

    Yoga Fire may need better recovery too. It's unsafe at mid distance and it's almost useless at max distance.

    Well, changing that specific mechanic would help other characters (I can't think on any other situation now). I thought it was all about move properties. Somebody correct me if I'm wrong.
     
  8. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    Pretty much. I hope it isn't too hard to change some values.

    Also, characters don't 'float' as much when reset and they crumple too fast when compared to AE.

    I agree with making Yoga Fire safer. It's barely used as is and sim needs the help
     
  9. ivwshane

    ivwshane Well-Known Member

    Oct 7, 2011
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    Yoga blast is so pointless because it's so slow but if it came out faster it would be a whole different ball game.

    I've never used yoga tower in AE but it sounds like a sweet dodge move.
     
  10. TheXion

    TheXion Well-Known Member

    Jan 29, 2012
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    Dhalsim is annoying for SOOOO many characters in the roster when played right, that's why I don't think buffs and nerfs are necessary, just add moves to him and make his combos comboable without assist!

    Guile!!!! >:-D >:-D muahahahahhaa!!
    I would like Guile to die fighting terrorists in the Middle East so he isn't in the roster anymore!!! XD jk I wish him a long life as a family man....

    Seriously...I think Guile should have crouch strong P (mp) for DOWN + P and light punch as DOWNBACK + P. Adding a more AE-like Guile where people combo light punches into strong then uppercut. I really don't think that cr.lp combos into sweep so change that.
    The range on his ultra is so nonsensical sometimes, the hit box needs fixing!!
    Would also like to see him with ultra 2.

    Fei...hmmmm...he suffers from the standing P whiff thing when all you want is a throw.
    His stand K is garbage, give him fierce instead, at least you could combo it into super.
     
  11. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    Dhalsim have some serious flaws though. His fireball is close to one of the worst in the game. In fact, I think it is worse than Bad Stone.

    Guile players already have the option to do cr LP, st.MP xx Special. But hey, only 2 of them have figured out how to do st.MP xx Flash Kick.

    Which one is Fei's st.HK?
     
  12. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    It will be hard, that's for sure. And no, I don't say this because "we're talking about Capcom". Changing one little thing from the game means that everything else will change as well.
    Improving something like the physics of a game is hard, and is harder if we're talking about a fighting game.

    About Guile's GHK, does it juggle into FK in AE from ground?

    Then fix Chun's as well. Also, I remember that someone recorded a replay or something like that where Cammy hit with the back of cr. fierce or something like that. Some hitboxes need some fixes.

    And I'm still not sure about the changes for Akuma. By nerfing st.HK that much you're just making more people to play runaway instead of rushdown.
    Add down+P=cr.MP. It would allow more combos than st.HK, cr.MK, etc.
     
  13. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    Press down to charge FK, slide the finger on joystick upwards and when it's in the middle press P, keep sliding the finger and press K -> profit!
    Oh, and after finding some setups for Akuma's Super, yeah, resets need to be a bit more floaty.
     
  14. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    That's actually not the reliable way to do it...
     
  15. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    Do you mean with SP? Then it's the same, but pressing down after st.MP.
     
  16. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    no.....
     
  17. slrc_91

    slrc_91 Well-Known Member

    Dec 18, 2011
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    Charge -> jab -> release joystick -> st. mp -> up+k.
     
  18. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    You can see Yoga Hand Slap at the very end of this video. The sim closes out the match with it: https://www.youtube.com/watch?v=hGq0dxTVx8M

    Re-thinking it, the focus should be turning Sim into the grounded wall that he is, not the runaway jumper that people play him as. So, leave the teleport alone. But give him less recovery on yoga fire and more normals and AA options that protect his head. I would also recommend buffing yoga knee, he head is supposed to be invincible during that move.
     
  19. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    I don't find that easier than pressing the joystick while doing st.MP. It's the same...
     
  20. tognesimo

    tognesimo Well-Known Member

    Apr 26, 2011
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    I think that Capcom will never update the game! Maybe it will release a new app but it's hard to tell! We are talking about a mobile game not console game, there is no advantage for Capcom!
     

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