Street Fighter IV: Volt - Update Proposal

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

  1. CaptYadierPR

    CaptYadierPR Well-Known Member

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    In AE absolutely ALL ultras only have a camera angle change and some have background color change. Someone in youtube i think posted all versions of ultras turning off the camera angle change and the background color. They are not short films even though they look like they are.
     
  2. CaptYadierPR

    CaptYadierPR Well-Known Member

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    why would jab have a b+p only option?

    All jabs are either neutral+punch and back+punch (balrog, viper, dee jay).

    Jab (neutral+p and back+p). Fierce (forward+p).
     
  3. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    That makes more sense. A bit ugly, bit workable I guess?
     
  4. User58394

    User58394 Well-Known Member

    Oct 23, 2011
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    Yo harle, how about better jump attacks for fei via kumping medium punch instead of hard punch, and d+k for jumping hard kick? Those moves make Fei hella beast in the air.
     
  5. HarlequinRogue

    HarlequinRogue Well-Known Member

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    I'd rather try and keep away from putting in too many directional normals.

    Does Fei have any interesting Neutral Jumping moves?
     
  6. fffan7777

    fffan7777 Well-Known Member

    Jul 1, 2011
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    Godlike neutral j.hk
     
  7. HarlequinRogue

    HarlequinRogue Well-Known Member

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    #387 HarlequinRogue, Jul 23, 2013
    Last edited: Jul 23, 2013
    http://www.eventhubs.com/images/2011/sep/30/fei-longs-hit-box-information-super-street-fighter-4-arcade-edition-image-1/

    Last 2 columns are jumping attacks. Rightmost is angled jump, the other one is neutral jumping.

    So we have his j.HP and j.MK.

    That Neutral Jumping HK seems pretty sexy to me.

    What this gives Fei: better neutral jumping pressure. Chun and Cammy have similar jumping kicks which are very good.

    So overall Fei suggestions from me:
    -Add nj.HK
    -+1 hitstun on Tenshin
    -Reduce pushback on st.HP, cr.LP and cr.LK
    -+1f blockstun on the second rekka
    -Fix (EX) Rekkukyaku to not crossover

    In addition, suggestions I am unsure about
    -Change st.MK to his far st.HK (better anti air, better hitbox)?
    -Armour break on first hit of ultra?
     
  8. CaptYadierPR

    CaptYadierPR Well-Known Member

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    Lets move one then.
     
  9. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    I'm still unsure about what they will do with some Ultras. With Rolento they showed that they can be reaaally lazy.
    Anyway, after seeing the video with Ultras without camera angle changes I think they should delete intros for Ultra and make those animations in real time in 2D.
     
  10. HarlequinRogue

    HarlequinRogue Well-Known Member

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    Eurgh. I hoped for a bit more discussion.

    At least say: "Hey HR, everything you said is 120% correct, I trust you completely, you are god etc etc"
     
  11. VaroFN

    VaroFN Well-Known Member

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    How about... no :rolleyes:
    When next set of characters?
     
  12. CaptYadierPR

    CaptYadierPR Well-Known Member

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    ok then add fei's stand jab and then you are 120% correct :D

    its been 10-11 pages of the same characters, 6 days.
     
  13. slrc_91

    slrc_91 Well-Known Member

    Dec 18, 2011
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    Fei doesn't need a better AA IMO.

    As for the ultra, with this buff there will be more panic ultras, since no matter what they will make contact (either chip or landing). Also he will get an advantage over all armored moves (Rogs).

    I suggest that we move on and discuss minor details before we start to discuss the next topic of the proposal. That way we won't go back to previous characters while we discuss current ones, and we won't get stuck in just 4 characters for long time.
     
  14. CaptYadierPR

    CaptYadierPR Well-Known Member

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    why? none of his normal moves are good AAs. Flame kick only for AA? Too risky i should say.
     
  15. slrc_91

    slrc_91 Well-Known Member

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    St.P works pretty much as his Flame Kick. With less range, of course.
     
  16. CaptYadierPR

    CaptYadierPR Well-Known Member

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    St.P O_O...... if you use that normal as a successful AA i would just wow all day. The hit box is super bad. It would whiff on almost any situation and trade with almost anything.
     
  17. slrc_91

    slrc_91 Well-Known Member

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    Lol, I've used both of his ground attacks as AA. I'm not used to his Flame Kick as AA.
     
  18. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    I guess we will end up revisiting the chars at the end to iron out any wrinkles so...
    Chars for this week:
    Ken
    Makoto
    M. Bison
    Ryu
    Sagat

    (Ooh boy)

    Let the sledging begin!
     
  19. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    Finally! > : D
    MAKOTO
    Right now Makoto has three major problems: spammers, AA moves and Ultra (yes, Ultra), so we should mainly aim to help her with those problems.

    Speed: obviously she needs to be faster. Getting the timing right vs a jump in is a pain, and you can't prepare it by dashing.

    cr.HK: it should be a bit faster.
    st.HP: more hitstun and less pushback on hit. I'll talk about why this later.

    Fukiage: slightly faster startup. I'm not sure about this though. Also, make this comboable into ground normals for resets at corner or midscreen with FADC.

    EX Hayate: FB invinc/Super Armor. I said it countless times before, and I still think that she needs that. I know that some people will reply with "Makoto can already go through FBs with EX Hayate", but that's not true. It's just that her hitbox is a tiny shorter during some frames of the EX Hayate animation (you can confirm this with EX Hayate vs Tatsu). Some chars already have powerful moves that go through FBs in time to hit the opponent while he's still in recovery (Yun's EX Shoulder, Ken's EX Tatsu, Ryu's Tatsu), so why not Makoto? She's low tier not only because of her problems at wake up, but also because of her problems with spammers.
    EX Fukiage: this needs to be changed or greatly improved. This move is just USELESS. It's impossible to hit someone on reaction with this, both backdash and backjump. If you have enough time to use EX Fukiage vs backjump, then you also have time to do dash, Fukiage, without using any bars. And then, yes, you can use it for combos, that's its only real use, but she already has better options for combos. It even has worse startup than the meterless counterpart, for God's sake, that's just wrong. Add strike invinc vs standing moves, make it hit ground opponents and add more air juggle to do something like FA 2, Fukiage, EX Fukiage, Tsurugi, EX Hayate. That's the only thing that would make this move actually useful. Or maybe strike invinc against air attacks instead of standing attacks but faster startup so you can use it after normals to send people to the sky and then do resets with normals (both with air normals and ground normals, just like the change I said above for Fukiage).

    Ultra: slighly faster and with an invinc buff. Almost any character in the game right now can counter Ultras with his own Ultra... except Makoto. Her Ultra only has a tiny invinc vs strikes. You can't counter, for example, Sagat Ultra with this. Also, the changes for st.HP and the faster startup for Ultra would make things like Karakusa, st.HP, Hayate Cancel, Ultra possible. Hayate Cancel combos are difficult but also very cool, so I think she needs more.

    I'm not finished yet with changes for Makoto!
     
  20. HarlequinRogue

    HarlequinRogue Well-Known Member

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    Makoto ultra is 2f. Fukiage is 3 frames. They aren't gonna get any faster
     

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