I forgot to say something about Balrog/Boxer: - Needs improvement on his head butt into ultra. If you're out by 1frame you'll miss!! In AE, you can see the opponent is literally on the floor when they activate, in volt the opponent has to be sky high for it to connect!! Improved hit box of attack animation!
You missed my post twice. Add stand close low punch or better stand close mid punch without taking out stand high punch. Stand high punch has pretty good damage and startup but it has super low recovery and bad range. So either taking it out or adding another stand P to his option should fix it. All of fei's current comboable normals have bad range making it real hard for him as he has to get danger close.
The problem isn't the time to use it, but its input. You won't use sunglasses vs a jump in, but maybe you'll try to time your FK correctly and you get sunglasses instead. Then why nobody wants it
Currently, Abel and Sakura have down+down+K/P/SP inputs that work, and they dont get messed up with the other command of simple down+sp. Specially abel, you almost never get a ex roll if you intended a normal roll. Volt has the best fighting game inputs out there. Double tapping down and pressing SP, will never get a flash kick. You cant be charging and then release and press down+SP, that is not a correct down+down input, you will just get a flash kick as part of the buffer. For down+down you have to double tap and by double tapping you already loose charge. Meaning that in any case whatever your intention was, either sunglasses or flash kick. You will get whatever you intended in the first place. Unless your are too slow double tapping then you will get nothing.
After playing a bit this morning, I'm going to double down on the nerf Akuma's teleport. It's really only punishable with setups that specifically target it. It is way too hard to spontaneously punish it on reaction. It should be used to escape when the opponent is rushing in too hard and has committed to a jump or whatever. It shouldn't be a free pass out of the corner against less than mobile opponents.
I think Capcom will also waiting for IOS7 in order to update their games! I remember that from ios5 to ios6 Volt had some bug to fix!
Then the things that should be nerfed are distance and recovery (slightly), but then also nerf the rest of the teleports. It's not like Akuma will be the only one getting his teleport nerfed. Dhalsim can also play runaway without major problems and punishing his teleport is also difficult, and Bison's is a pain (he shouldn't be invinc while laughing, but I'll talk about at the right time). BTW, when the next characters? I already have some changes for Makoto ^.^
I have no real problem w/ Sim's teleport. It has more recovery than akuma's and the furthest you can teleport through the opponent is immediately behind him. That, and sim can only be played one way, he has no rushdown options. Not saying it needs a huge nerf, but Akuma's teleport could use 1 or 2 more frames of recovery. I'm actually ok w/ the distance of it. We will get to bison soon enough and I'll save my comments on his teleport until then.
Oh yeah, Fei need his Standing Jab too. Fei needs jumping medium punch instead of hard punch, trades damage for much better range. Think Vega's jumping kick. Fei should also have like Jumping Hard Kick. His jumping hard kick could be d+k. Fei's jumping hard kick is really strong, and has great horizontal reach, and his jumping medium punch has great vertical reach. Pair that with a cross up and now you get a good air to ground game. It's all from AE.
I always have problems with Dhalsim's teleport. With Akuma's I try to keep distance at corner and if he teleports, SRK or Ultra, but with Dhalsim's I can't do the same.
But how to implement close/far moves with the current moveset? Half the problem is the pushback, so what if we just give him slightly more range? Also, as for teleports, how about making them slower but same recovery?
No need to implement close and far movesets. Just like many characters Yun for example has forwad+punch is his far stand high punch and his neutral or back+punch its his close low punch Just give him the close one just like sakura has stand close high punch and not close far punch. In AE you have far and close thats why i mention far and close. In volt is meaningless but to compare it to AE moveset you have to mention it. EDIT: Far and Close is just a reference, so that when you check the AE move set you can tell what move im talking about.
Ok, I'm gonna need to clear this up. What are you actually saying? The normals are LP/MP/HP/LK/MK/HK Light/Medium/Hard Punch/Kick. (Or if you prefer jab, strong, fierce, short, forward, roundhouse). Most of the time I know what you mean, but I don't have the energy to figure out what you mean by 'high punch.' Also, of importance is that it has been suggested for AE for Fei's cr.MP to be special cancellable. As is, cl.LP, cl.MP, cl.HP, cl.MK, st.LP, cr.LP are his only special cancellable normals. Just marginally slower, a few frames. Making them more punishable would be might be too harsh. How about just saying "Make teleports have greater recovery or slower teleportation animation"
1, 2 frames slower/more recovery for teleports would be ok, but right now I don't have problems with them, but if people want one teleport to be nerfed, then the rest should follow the same path. By the way, we have a little problem here. Everyone wants Ultra 2, but there are some problems with it. For example, Akuma's Ultra 2. There's no way to implement that into the actual engine. The game uses cutscenes for Ultra, but how would the ROFLcopter work? Capcom will probably use cutscenes for it since it's easier than drawing sprites, but then the game would need different cutscenes for characters, costumes and costumes's colors, and some Ultras like that one would look AWFUL in 2D, and also I'm sure that Capcom wouldn't want to transform them in 2D, I mean, take a look at Rolento's Super, one cutscene for the start animation and another when he throws the grenades. They didn't even set the camera far to see him tossing the nades. That's one more point to the 3DS' engine for "Super Street Fighter IV Volt AE", and also it's easier to get the timing right for an attack with real time cutscenes.
Linking cr.LP into b+p would be awkward as hell. Off the top of my head, no link like that exists currently