Then more hitstun for st.HP to make st.HP, Hayate Cancel, Ultra possible and also make st.HP, Hayate Cancel, st.MP etc. easier.
Ken: -Less invincibility on Shoryuken. Maybe. -Make EX Hadoken able to knockdown. -Replace his f+p kick with the overhead kick. To make that kara throw or whatever.
Better than less invinc, less blockstun. Right now Ken's SRK has one big problem: it's too damn safe (for a SRK) and in laggy matches there's no way to punish it. Any blocked SRK should give you enough room to punish it with a big combo. Also, less blockstun is better than more recovery because that would kill his combos and make it feel like Akuma's SRK but with two hits. And IMO EX Hadoken shouldn't knockdown. And f+p kick?
Obviously he means thunder kick. I think ken is pretty well rounded and at a good place. He has a fireball which is quite punishable and he has good tools. -Thunder kick is good. Maybe b+k for overhead? -His shoryuken is supposed to be good. But if we were to nerf that with say, -1f blockstun, he will need to be buffed overall
Oh, sure, I love using Thunder Kick in footsies and sometimes as meaty. Cool pressure tool. But if Ken is going to get overhead as b+K, then I request to give Ryu Plexus Strike as f+P and change Collarbone Breaker to b+P. He's going to be nerfed (I'm sure people will start to talk about nerfing his Ultra in no time ), so that would be a nice tool to make both characters the same in terms of move list balance. About SRK, I don't think that blockstun nerf would unbalance him that much. SRKs in general should be risky: it should reward good reads with high damage and bad reads with high punishment, since all of them have invinc at startup. Right now Ken's SRK has the same problem Akuma has (first hit connects, second hit whiffes and you're on a dangerous disadvantage), but that disadvantage isn't that huge due to his over the top (for a SRK) recovery. That's why I think it should have less blockstun, but then if the blockstun nerf is too high he couldn't do things Ryu can do like blocked SRK, FADC, throw. I'm not sure how his SRK should be changed to make it more punishable on block. Maybe a heavy/medium SRK mix in one SRK? Same properties on hit and same blockstun, but his SRK doesn't go that high and has more recovery. This obviously would be a tiny change, not something like give him light SRK height and heavy SRK recovery. Just some ideas.
No, leave Ken as he is, he's just as bad in AE only worse XD You have to deal with online scrub Kens, that's part of the SF experience. Just add the over head with back + K. Bison: Head stomp and devils reverse must be differentiated with K or P, like in AE, no more of this rubbish. Stand K needs to whiff at distance in crouched opponents. Stand fierce P should combo into cr.lk like AE too! That's all I have to say on Bison. Sagat........!!!!!!! DAMAGE REDUCTION!!!!!!!!! REDUCE EVERYTHING!!! Reduce it all!!!!
You have a right point on the Shoryuken. And that's why I had doubts about nerfing it. And I don't think he should get another normal input. It's not like he's a complex character anyway. Maybe just leave him just like how he's now? About the EX Hadoken I think that knocks down on AE, that's where I got the idea.
Sagat is like the easiest fix in the game. Damage reduction on TU and Ultra. Add recovery to cr k. Second hit of st k whiffs on most crouching characters, but make the 1st hit special cancellable. But most of all, make his tiger knee behave like AE. Reduce the hitbox, especially around his head, make it unsafe on block at most ranges and add in recovery on whiff. Do NOT make his ultra like AE (end whiffs in corner). Give him one buff, either st mk or st lk. That's it.
His EX Hadouken doesn't knockdown in AE (at least according to frame data on srk). Interestingly I just read this: I think Ken needs slightly faster movespeed and a faster cr.RH
Makoto: I can't think on anything now, so I might pass on this one. M. Bison: -Less priority on st.HK. -Less invincibility/fix hurtbox on EX Psycho Crusher. A lot of attacks whiff trying to counter that. -Less invincibility on EX Head Press, maybe. The same situation as EX Psycho Crusher. Ryu: -One additional frame of recovery on Hadoken. Sagat: -Remove him from the roster.
As an avid Makoto player and fan, I disagree with almost all of this. I would suggest: Less recovery on st. hp - it's disaster on whiff and comes out too much on failed throw techs. Less startup on cr. hk - it's a little too slow IMO. And slightly improved walkspeed. She can be an absolute terror, and most of the buffs suggested above would make her insanely OP, IMO. I think by improving her walkspeed to even Zangief level would be enough to make her A-tier. Her ultra is already amazing, and giving her super armor would change her character archetype completely. She is meant to have a tough time getting in against zoners, but has the tools to wreck people once in. Giving her super armor on EX hayate just would make her WAY too easy to play.
Not many changes to Ken IMO, I would say allow him to link into sweep. Either faster sweep, or more hitstun on cr lp. Slightly increased walkspeed. Increased hitstun on 1st hit of srk, allowing him to do srk (1 hit), FADC into some normal. Overhead would be nice.
Bison: Less priority on st hk. More pushback on cr lk and less hit/block stun. Decrease hitbox on psycho crusher so that bison's legs are not a hitbox. It catches back jumps after scissor kicks, and it shouldn't IMO. Change headstomp/devil's reverse to moves that must be committed to, not a mid-air option. Decrease speed of EX headstomp.
DAAAAAMN SAFARI, I LOST EVERYTHING I WROTE BECAUSE THE PAGE RELOAAAADEEEED. NOOOOOOOOO!!!!!! Anyway: Even with that change, he would still be OP. He needs something more than just a damage nerf (I'm not saying that he doesn't need a damage nerf, he should get it). st.HK should whiff on far crouching characters (second hit), or be unsafe with little pushback on block (punishable mostly by sweeps and some cr.MK). His FB game doesn't need any changes (as long as every char has many tools against spammers), but maybe slightly less speed for FBs. Tiger Knee Crash, at least only the normal version, shouldn't be armor breaking when used far from the opponent, or worse startup. Right now is a very nasty move that can be spammed at close combat (but not too close) without major problems. But since he's obviously going to get some damage nerfs, what about giving him the Angry Scar thing? Do people in AE use it?
Since Makoto's debut, she has moved from being absolute bottom tier joke/Nashberry special to fairly scary and close to mid tier. I think she is almost fair, in that her close up game is awesome and her far game isn't too crash hot, so on average she is actually not too bad. Also something I just realised I need to add for Guile: decrease recovery/increase hitstun on cr.HP against a grounded opponent. Currently it is unsafe on hit. Edit: I will also add that I am available to discuss any suggestions when I am on Chatzy (read as: tell you why you're wrong)
It's really all about fixing Sagat's knee IMO. It just shuts down everything. Nerf that alone and it probably makes Sagat only S-tier instead of SSS+ tier. One buff for Sagat. Give him cross up ex knee into ultra / uppercut combos.
So useless... what move out there has such a long startup that can't punish Ken after blocking his SRK. None. Ken is fine, just add the overhead. Bison: - change st.hk to st.mk and decrease damage to 80 - devil's reverse should be separate from headstomp and since there's no more commands for sp assist, the only fix would be to make it a manual only move. It should not auto correct its direction either. - less damage on ex headstomp - slide fadc'able - since he can machine gun his cr.lk, might as well decrease the damage to 20 Ryu needs some nerf, I just don't know what. Sagat: - st.hk should whiff crouched opponents - cr.mk dmg decrease from 80 to 65 - Step kick dmg decrease from 110 to 100 - SRK dmg decrease from 160 to 120 - -10 to both tiger shots - Ultra dmg decrease from 551 to 500 - maybe some useless neutral jump kick too
She can't be that great at close combat in a game where everyone can use SRK by pressing one direction on the joystick and one button. If only better walkspeed would make her that good, then why everyone puts her so low in the tier lists? No viable options at wake up (HR can confirm that she can only use backdash against safe jumps), many problems with spammers... Less recovery for st.HP, faster cr.HK and better walkspeed isn't enough to even make her mid tier (the update's changes should make everyone REALLY balanced), let alone let her deal with spammers. Sure, maybe giving her Super Armor for EX Hayate seems OP (I can tell you that EX PS doesn't make Paul broken though), but then at least real FB invinc at startup or longer if needed. What will you do vs spammers? Using neutral jump all day and using Tsurugi as many times as possible to get enough bar to do... To do what? She is the only character that needs to play THAT patience in order to get a chance against runaway/spamming players, and then an easily mashed SRK can destroy her at close combat, making her close combat pressure seem as simple as Ryu's. If we aim for real balance, then she needs more buffs than those that you listed. Yun, for example, even with his low stamina beats Makoto in every possible way: better combos after command throw, better super, can deal with spammers (still, with some problems, but he at least has a real tool against FBs, EX Shoulder, and Shoulder has the same hitbox thing that EX Hayate has), SRK (not FADC-able, but still cool), more frame traps, easy mix ups at wake up, and his Ultra can be used against airborne opponents and has better reach than Makoto's. Let's not forget his dive kick. Axe Kick can't deal with Yun's dive kick. Take a look at Makoto in tier lists from other games (SF IV and TS). She isn't top tier because people can't react soon enough against her mindgames at close combat. Here's that another story, and that's why chars like Makoto and Sakura that should be higher just can't deal with most of the cast even when using their best tools.