Street Fighter IV: Volt - Update Proposal

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

  1. slrc_91

    slrc_91 Well-Known Member

    Dec 18, 2011
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    I'd add "only at certain distance".

    I'd like to add to make his Tiger Uppercut juggles less height, to make his Step Kick to miss at higher distance (just like in AE) but I guess it's the same situation than Guile's Super -> Ultra.
     
  2. HarlequinRogue

    HarlequinRogue Well-Known Member

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    #422 HarlequinRogue, Jul 24, 2013
    Last edited: Jul 24, 2013
    This is where I'm at for these chars:
    Some comments on stuff people have said.

    Makoto
    -She already has one of the fastest ultras in the game. And it does 510 in Volt and 480 in AE AND that damage is looking to get nerfed in the next update. I think her Ultra as is is fairly obnoxious
    -To beat fireballs you have best dashes, a very fast FA, an air dive kick-esque move and an EX move that has projectile invincibility frames. In AE, EX Hayate doesn't get that invincibility.
    -Part of her identity is she has a very unique 'uppercut'
    -She does need some buffs though, that has been noted

    M. Bison
    -Problems with SP assist commands for the separation of Head Press and Devil's Reverse

    Ryu
    -Solar Plexus strike is pretty much only used as a whiff punish (or after FA). No real need to add this to volt.
    -Does he need some more damage reductions?

    Sagat
    -EX Tiger Knee has the juggle points to link into ultra/EX Tiger Uppercut. The problem is characters not bouncing as high as they do in Volt.
    -Angry Scar? It's rarely used in AE.
    -Overhead? His overhead is used quite a bit
    -I don't think we can reduce hitstun on cr.MK. Without it he would be reduced to cr.LP xx Tiger Knee/Tiger Shot. Nerfing st.HK seems to be a fair nerf to his capabilities.
     
  3. slrc_91

    slrc_91 Well-Known Member

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    I don't get the part of Head Press/Devil's Reverse. Care to explain?
     
  4. DROQQA

    DROQQA Well-Known Member

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    The low tier.
    I really like solar plexus strike. It's a great counterpoke that links into big damage and blows up focus attacks. But I dunno if Ryu needs more tools.

    Good call on Sagat's ex knee having the juggle points. Bring on the high bounce!
     
  5. DROQQA

    DROQQA Well-Known Member

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    The low tier.
    In AE, you do one or the other, you choose when you input the command on the ground. No mid-air button presses to decide which one.
     
  6. DROQQA

    DROQQA Well-Known Member

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    The low tier.
    Oh, one other minor buff for Sagat. Allow him to do SRK into ultra without it falling out.
     
  7. HarlequinRogue

    HarlequinRogue Well-Known Member

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    I will note that Ryu's EX Hadouken does 130 damage in Volt but 100 damage in AE
     
  8. DROQQA

    DROQQA Well-Known Member

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    The low tier.
    One buff for Makoto that could be considered - EX axe kick hits overhead and must be blocked standing?
     
  9. HarlequinRogue

    HarlequinRogue Well-Known Member

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    #429 HarlequinRogue, Jul 24, 2013
    Last edited: Jul 24, 2013
    You mean Tiger Uppercut, FADC, Ultra? It happens sometimes with the Ultra in general. I guess, increase the size of the hitbox on the 2nd and 3rd parts of it so it increases chances of it hitting correctly?

    Edit: Added to summary post
     
  10. User58394

    User58394 Well-Known Member

    Oct 23, 2011
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    Oh yo, what if Sagat has light punch? The one that looks like a tiger shot, so that he can fake tiger shots.
     
  11. User58394

    User58394 Well-Known Member

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    If this is implemented, then I think it'll be fair to implement Bison's fake head stomp.
     
  12. User58394

    User58394 Well-Known Member

    Oct 23, 2011
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    Which overhead though? He has a standing one, and another dashing one, similar to his step kick.

    Oh, and change Bison's anti airs to the same as ultra, because i believe that in Ultra, his anti airs are gonna be buffed or something. With the lack of st.hk, he'll need a better anti-air.
     
  13. slrc_91

    slrc_91 Well-Known Member

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    I get it now. It seems kind of complicated for SP assistant/EX versions.

    I'd like to add a little more recovery on the teleport, though.
     
  14. slrc_91

    slrc_91 Well-Known Member

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    He's not supposed to have good AA, I guess. And Psycho Crusher is already a nasty one.
     
  15. HarlequinRogue

    HarlequinRogue Well-Known Member

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    Good suggestion. His st.HP is useless.

    He will retain Somersault Skull Diver after Head Stomp.


    His elbow
     
  16. CaptYadierPR

    CaptYadierPR Well-Known Member

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    #436 CaptYadierPR, Jul 24, 2013
    Last edited: Jul 24, 2013
    Ken
    -(Kara moves) Cancelable Step Kick (the one he already has)
    -Overhead
    -Can ken do 5x shoryuken in 1 combo in AE? If the answer is no then more recovery to shoryuken.

    Makoto
    -I can only think of some juggle stuff with normal hayate after FA in corner
    -Dash through chars after chop fadc (cross over)

    M. Bison
    -Less hits stun stand high kick, (hitbox change) whiff on crouching opponents
    -Add his stand low kick and use forward + kick for his current stand high kick?
    -Devil reverse/stomp separation i agree. (Just like blankas moveset forward+down+sp could be devil reverse and down+sp could be stomp) OR hold like vega's moves for reverse but if only tap once is stomp.

    Ryu
    -Damage nerf?

    Sagat
    -Ultra less juggle like in AE in corner last animation would only hit 1-2 hits and whiff the rest.
    -Stand high kick whiff on crouching characters.
    -Damage nerf!!!!!!

    Update for Volt
    Armor Cancelable moves like in AE
    Ex Karakusa (makoto), ex COD (abel), all ex except headbutt (balrog)
    Be able to cancel into any special, super, ultra if absorbs happen on the first frames.
     
  17. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    +1, but I will still defend my changes 7.7

    About Ryu's Plexus Strike, I think it's a great tool. Safe on block, beats FA and you can combo after it. I don't think giving him this with the damage nerfs he'll receive will make him OP. If you want it to be "original", then use SFxTK's Plexus Strike. Unsafe on block, but can be canceled before creating a small but enough window for frame traps with SRK/Super. It's probably his second best normal after Collarbone Breaker IMO.
    And I think we should think about neutral air attacks that Kaboom commented not so long ago. Characters like Ryu have a great air move (j.HK in this case) that makes it easy to spam it in neutral jumps. It won't only beat jump ins but also ground approaches. So +1 about giving all characters a neutral jump attack.
     
  18. VaroFN

    VaroFN Well-Known Member

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    #438 VaroFN, Jul 24, 2013
    Last edited: Jul 24, 2013
    About Makoto's EX Hayate, I will say it again, it needs proper FB invinc. Right now it doesn't have FB invinc, it just makes Makoto's hitbox smaller during some frames, and those frames aren't long enough to punish a FB. Therefore, I'll request once more proper FB invinc for this move, at least for the startup frames, but still she wouldn't be as good as Yun. Dashes' distance makes it easy to go through a FB and eat the next FB, so it's not like she has many tools against them. And HR, I wouldn't call Axe Kick a dive kick, it's just an air special that makes it easy to juggle opponents into combos if they try to jump, but still it isn't as good as Cammy's or Yun's dive kicks, even with the overhead change for the EX version.
    About EX Fukiage, if people don't want it to be different (I still find it 100% useless, and never seen anyone actually using it, maybe once or twice in combos), then faster "dash" and slightly better hitbox to make punishment against foreseen jumps/backdashes easier. And make her able to FADC it and use a ground normal to reset. You can't just have a move that it's useless in a game, no matter how "original" or "different" is. Every move needs a reason to exist, and I don't see any behind current EX Fukiage.

    She needs many buffs, and I'm serious here. Otherwise she'll be the next Cody, just with even less options against most of the cast.
     
  19. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    Ken
    -I don't think cancellable moves will work to well in volt due to the nature of the buttons (no need back, the button actually stays active for a while)
    -I believe the limitation i the juggle point with Shoryuken in AE.

    Makoto
    -Chop FADC dash through is unintentional IMO.


    Sagat
    -I think the ultra missing (randomly, I might add) is unintentional. It's not like you should punish players and make their ultra randomly drop. For example in AE, Ryu has problem doing Shoryuken, FADC, Ultra in the corner (need to dash back) but it is more lenient in Volt. Abel also misses cr.HP, Ultra if the ultra is mashed in the corner. I think the fact that Volt is very forgiving is a definite positive in these cases.
     
  20. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    This is already true in the game.

    Solar Plexus Strike is not exactly a great poke. It's really slow. It's mainly used as a punish, e.g. FA 3, Solar Plexus Strike, cr.LP, cr.HP xx Tatsu.

    I think giving characters moves from other games isn't exactly the point here, as much as I want Ryu to have his Alpha hop kick.

    Neutral ump attacks is a hard area. I don't think we want to give all chars their neutral jumping moves. Some chars like Fei deserve one, I believe, because it increases their offensive capabilities that they sorely need and their option options suck. Ryu's neutral jumping kicks are mainly air to air and in fact reduce his neutral jumping game which everyone seems so fond of.

    I just tested and EX Hayate has multiple opportunities to punish Ryu's Super or Ultra, so I'm not quite sure what you're going on about. In AE, EX Hayate can be followed up with forward+LK for a reset. Does this warrant Makoto having this move in Volt? I'm not sure

    Dashes give her good maneuverability. At close range you can in fact FA and dash through a fireball and do (EX) Karakusa. I'm not seeing any downsides of having the best dash in the game.

    I never called Tsurugi a dive kick. I called it dive kick-esque in that it's an air special that alters her jump trajectory and air time slightly. It also has no minimum height restriction, a property that the best dive kicks have.

    Useless specials
    -Atomic Suplex
    -Yoga Blast
    -EX Shakunetsu Hadouken
    -(EX) Falling Sky

    EX Fukiage does 160/240 in Volt compared in 120/200 in AE. Used after Fukiage, it does very good damage and allows for EX Hayate or EX Tsurugi afterwards and does some nice damage. Why isn't this used? It's an EX move (albeit one with very good damage) in a world of SP assist. I guess the idea is for it to be used as a far aa and a combo option after landing Fukiage.

    (For reference, Fukiage (aa), Hayate, EX Hayate does 326/400. Fukiage (aa), EX Fukiage, EX Hayate does 376/520. EX Tsurugi instead of EX Hayate does 408/576. 500 stun for 2 bars off an aa? Yes please. Or you can think of it as spending +1 bar for 50-82 extra damage and 120/176 extra stun)

    Overall, yes, she does need buffs, but I think you are selling her short. She isn't quite the weakling she was perceived to when Volt came out, but I think there are better ways to approach this. E.g. off the top of my head
    -Back Throw
    -Ultra 2 (if we get them)
    -Improve hurtbox for Fukiage (in AE, when her arm is fully extended, she has no hurtbox from her chest up. Also hitbox is bigger. I am unsure about if this is true in Volt)
    -Health adjustment

    I think Makoto's identity is that she is a rewarding character. If you want to try her Hayate Cancel combo(s?) you can get rewarded quite well for the execution. She also has numerous links and good mixups, not to mention probably the best (or second best) normals in the game.
     

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