Street Fighter IV: Volt - Update Proposal

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

  1. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    General comment, and I think HR has championed this for a while, but if all Capcom gave us was an update with second Ultra's for each character, that would be huge and inject a ton of life into the game.
     
  2. tognesimo

    tognesimo Well-Known Member

    Apr 26, 2011
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    Capcom must develop a whole new game, with retina graphics,it's impossible to update the old street fighter volt! A better result would be the 3ds conversion for ssf4! A good conversion optimized for iPhone! I will pay 20 bucks for it!
     
  3. Snooper

    Snooper Well-Known Member

    Jul 14, 2011
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    Yeah his jump arc is what makes him so good in lag. In exchange for a floatier jump, i think he should be able to keep down charge while doing forward hop like in ae. Forward hop-ex upball is a cool little mixup that I think he should have.
     
  4. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    Such a specific fix! Sounds a bit weird though and would be hard to implement. You can already FA dash forward, EX Upball.

    Blanka's jump is only 1 frame faster than average, so you can't really slow it down. What about reducing hitbox on jumping attacks?
     
  5. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    Was testing in the lab, Abel's cr jab links into forward kick, so we obviously can't give Abel an infinite. So the trade off for +1 hit stun on Forward kick would be to increase its startup by 1 frame as well
     
  6. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    Blanka's j.HP obviously needs some nerfing...
     

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  7. slrc_91

    slrc_91 Well-Known Member

    Dec 18, 2011
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    How Capcom can attract more people if they release a new app:

    -Adding more unlockable content.
    -Adding at least one exclusive character.

    I'll continue writing as soon as my Internet stop sucking.
     
  8. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    I was thinking about unlockable content. How would this be done? Using Bingo Points? TP? Winning tournaments?

    You want to avoid a pay to win model, so I would avoid DLC characters, unless you could earn them.
     
  9. slrc_91

    slrc_91 Well-Known Member

    Dec 18, 2011
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    Using those Special Points is a great idea. I think people dislike characters as DLC. There are various possibilities for both DLC and unlockable content: characters, outfits/colors, stages, modes, crappy stuff (ringtones, art and that kind of things). Maybe it's a good idea to split the outfits and stages to make some of them DLC and the other half unlockable content.

    Characters I'm sure they should be unlockable by doing certaing things (for example, finishing arcade mode with certain character or achieving a certain number on survival). I remember I spend lots of time unlocking Akuma and it was really fun.
     
  10. slrc_91

    slrc_91 Well-Known Member

    Dec 18, 2011
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    Abel:

    -I agree with the Falling Sky buff.
    -I disagree with having another Roll. The only character who has 2 variations of the same special is Viper, and that's because both of them are way different (in Vanilla she didn't have the medium variation). Zangief has it too, but I'll talk about that later.
    -That being said, I'd like they change Roll's input from d->d->K to the one in AE. EX version could be the reverse uppercut input.
    -They should make cr.HP a real AA, like they way it should be.

    Akuma:

    -I agree with a little more recovery on teleport. It's an abusable move.
    -Maybe change the air fireball to the light variation. That way spam will be more breakable (correct me if I'm wrong).
    -Teleport cancellable into U2, just like in AE (if they add U2).

    Balrog:

    I can't think of something for Balrog now.

    Blanka:

    -Nerf his j.HP.
    -Change the cr.Hk input to just DF.
    -Maybe damage reduction of his ultra.
     
  11. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    What's the reasoning behind changing the input for cr.HK?
     
  12. User58394

    User58394 Well-Known Member

    Oct 23, 2011
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    In AE, jab had longer startup so it wasn't an infinite.
     
  13. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    Well, there used to be an Abel infinite with forward kick into jabs.

    If you give jabs longer startup, you cant do forward kick into them. I also wouldn't want to see the hitstun on jabs removed, so the best solution would be to give forward kick 1 frame longer startup
     
  14. fffan7777

    fffan7777 Well-Known Member

    Jul 1, 2011
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    #34 fffan7777, Jul 8, 2013
    Last edited: Jul 8, 2013
    - I'm sure autoblock will be around, but it should drain meter if it ever becomes active. Loved the idea from the gem in sfxt.
    - I'm also sure SP assist will be around too. Add a "cooling timer" so people can't just mash the ish out of it during someone's blockstring. This applies to the SP button as well as the 1-touch super/ultra. The benefit to SP off users is the fact that they can still mash out the special/super/ultra by doing the manual input.
    - Everything ranked related should be kept serverside. Multiple long sessions against the same player should get detected as boosting and BP shall not be rewarded when playing that player. DC rate should be kept out of 100 matches instead of 20.
    - Allow menu scrolling by swipe.
    - Keep crouch teching the way it is. Throws are meant to beat normals. The reason why we hear the cr.p noise is because they were done at the same time.


    Character changes:
    Akuma:
    - add 1 frame of startup to st.hk

    Blanka:
    - nerf on j.hp hitbox
    - decrease flyback distance after a blocked ultra.
    - db+p is cr.lp, d+p is cr.hp
    - make cr.hp -2 on block instead of -1 so it becomes punishable.
     
  15. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    Disadvantages on SP and AG will always create controversy and will be hard to balance. I did add in suggestions a 'cooldown' to the SP button.

    I actually think the bounce back from Blanka's Rolls on blocked should be decreased slightly, maybe ultra too.
     
  16. Snooper

    Snooper Well-Known Member

    Jul 14, 2011
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    I don't think the infinite is a huge deal tbh. It would be pretty hard to do and does very little damage. It wasn't a big deal in vanilla, and stuff like chun's infinite isn't a big deal in ae now.
     
  17. slrc_91

    slrc_91 Well-Known Member

    Dec 18, 2011
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    It's not practical to have 2 sweep inputs bieng the same move. Well you know Blanka can't do cr.LK and go for a throw easily.

    I was thinking about adding cr.MK but I think it will mess up things.
     
  18. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    I still don't understand. Most characters have d and df+k being the same cr.RH
     
  19. slrc_91

    slrc_91 Well-Known Member

    Dec 18, 2011
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    General stuff:

    -Either improve ranked system or remove the part of it on BN.

    -Allow to comment and rate replays.

    -Fix the Sagat/Abel replay bug. And all bugs related to replays.

    -Improve AI for Arcade Mode (current AI has too many holes/is so god damn cheap).
     
  20. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    What's the Sagat Abel Replay bug? (I thought you never watch replays....)
     

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