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.
    LOL @ me. Well it's still a good idea. :p
     
  2. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    Backthrow for Makoto is a really good suggestion. She really could use the hard knockdown and has a ton of setups off of it in AE.
     
  3. TheXion

    TheXion Well-Known Member

    Jan 29, 2012
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    No! Solar plexus would be a fantastic tool for Ryu players!
    It would discourage all those focus lovers and would be a big damage dealer post FA crumple.

    Ex fireball is one of the best moves in the game, especially Ryu's one.

    I couldn't disagree more on ex falling sky. I love this move and land it more than any player in Volt. It's Abel's best anti air!!

    ON THE SUBJECT OF ABEL!!
    ABEL NEEEEEEEEEDS FAR ROLL!!!! He needs it so bad it's unreal!!
    I was playing 2014HK last night and realised how badly he needs it. I'm tired of that ridiculously shit input of down down + SP, what a rubbish input, utter trash! He needs both a far and short roll, not having to rely on EX meter for long roll!!!
     
  4. User58394

    User58394 Well-Known Member

    Oct 23, 2011
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    For Ken, which overhead though??? He has the ling range slow dashing overhead that you can fake, and the standing overhead.
     
  5. CaptYadierPR

    CaptYadierPR Well-Known Member

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    #445 CaptYadierPR, Jul 24, 2013
    Last edited: Jul 24, 2013
    Sorry i didnt mean MISS, what i mean is for example ryu shoryuken, super, ultra, his ultra will only hit 2-3 times after super. If sagat does ultra in corner during a juggle (step kick ultra), the last flame uppercut of the ultra (the one that does most the damage) should only hit 1-2 3 times like ryu's super to ultra juggle. In AE it is like this.

    EDIT:
    Here in this video at 2:11 you can see what i mean.

     
  6. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    Oh, I didn't know that about EX Tsurugi. I only knew about the FB invinc :p

    About Plexus Strike, in THAT game I use it after a blocked jump in attack to land SRK without problems (I don't know what happens with people in that game, but once a blockstring starts everyone mashes normals). I still think that Ryu should get the Plexus Strike. With his nerfs he should be around Ken, and Plexus Strike wouldn't unbalance him that far.

    But neutral jump attacks should be for air to air. Ryu for example can zone the opponent by FBs and then, instead of SRK, he can use j.HK. If the opponent does a jump in and Ryu hits him while airborne, that's a hit. But if the opponent lands in time that j.HK will be blocked and Ryu can start zoning again. That's one of the things that make Ryu so powerful. It's really difficult to break Ryu's defense just with j.HK, without counting the random SRK between blockstrings that can be followed with FADC, Ultra.

    IDK about f+LK (but hey, she's the character that needs lots of normals to be dangerous at close combat), but about EX Hayate: I'm sorry to repeat myself so many times, but I won't stop saying this: other chars already have some fast and easy tools against FBs that are way better than EX Hayate, for example, Yun's EX Shoulder. EX Hayate needs a very strict timing to go through FBs (which BTW should be fixed since it's just a hitbox thing), and while it's safe on block and can be followed with Fukiage at corner, it's her only tool that could actually deal with spammers if buffed. I'm not asking for full FB invinc (OK, I'm :p), but at least more frames at startup with FB invinc and no hitbox change crap.

    About meterless Fukiage, a hitbox buff would be cool, nothing huge though. The problem with her AA options is that she can only rely on Fukiage. st.HP, st.MP, cr.HK... ALL will trade against neutral jump moves more times than beating the air attack, and the pushback from the jump move + bad walkspeed makes it impossible for Makoto to setup a Fukiage against another jump and can only hope that her normals won't trade, and they trade like 99% of the time. So, here's another (yes, another) request from me: make her leg in cr.HK invinc against air attacks. This move has bad startup for a AA, but even while it should be used as an AA it trades A LOT against air attacks, no matter where it hits.

    I know what you meant by dive kick-esque, but IMO is a bit worse than a dive kick. It juggles an airborne characters and has a great hitbox against a grounded character, but that's at the cost of bad startup that makes it difficult to use it against other air normals.

    Yoga Blast with the changes listed should be used more. Same with EX Falling Sky (I use it a lot though). The other two moves are never used, but well, that's not the point.

    You said that EX Fukiage can be used as AA. You've been playing this game way more than me, then tell me: did you ever see someone using it as AA at least once? And EX Fukiage isn't that cool for combos. It's just some extra damage at the cost of occasional cross under (?) that messes a lot with the jump cancels. Another difference is that it has invinc against air attacks, but it isn't that good. I mean, Fukiage's startup can already beat air attacks. If whiffed, you won't move from your position, and it's not like you can whiff it against air attacks that easily (I'm not talking about the landing of the opponent, just about when he's airborne). If you whiff EX Fukiage, you'll move towards the opponent and the invinc will keep you safe from the air move even if EX Fukiage doesn't connect, but that doesn't change that Makoto can be punished. She can.
    Therefore, I see some different changes that should improve EX Fukiage without changing its "nature": EX Fukiage startup should be like meterless' startup. Then, its hitbox should be a bit bigger than the meterless counterpart. Last, she should stop when she's under the opponent. I mean, the move will have the same distance, but while "dashing" she would stop once her horizontal coordinates match with the opponent's. These changes would make this move both more useful against AA, keep her combos the way they are now and get ride of the cross under (?) problem at midscreen.

    I'll finish this looong reply with one contradiction from your reply:
    [​IMG]
     
  7. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    Oh, and I agree with the changes you posted for Makoto. She needs a throw that knocks down so bad, and well, every character would get Ultra 2.
     
  8. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    Thoughts on changing ryu's neutral jump k to either nj. mk or nj. hk from AE? It's probably a bit too good, esp b/c it hits both sides. Would give chars like Abel + Makoto some more options against him - could dash under his nj and grab on the other side, instead of just eating the back of Ryu's knee.
     
  9. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    I disagree, I think it's a mistake in AE that they are going to patch out. I think an overall reduction in damage is more appropriate.
     
  10. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    I'd say nj.HK. Hitbox is a bit smaller than nj.MK and it should give the other guy more room to dash under and punish Ryu.
     
  11. CaptYadierPR

    CaptYadierPR Well-Known Member

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    #451 CaptYadierPR, Jul 24, 2013
    Last edited: Jul 24, 2013
    makoto can normal or FA dash under fireballs though it takes precise timing and space.
     
  12. DROQQA

    DROQQA Well-Known Member

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    The low tier.
    I'd like to see a video of this, I've never seen it done before and I can't seem to do it either.
     
  13. CaptYadierPR

    CaptYadierPR Well-Known Member

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    i also think it works on a certain fireball. If im not mistaken it should be deejays slash or guiles boom. But im pretty sure ive seen it in a replay before from Sexiness (makoto)
     
  14. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    Possibly add forward+lk for Makoto from AE? So she can do a reset after EX hayate in corner and gives her another normal to move her forward.
     
  15. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    Ok, I was trying it vs ryu and Sagat with no success.
     
  16. ivwshane

    ivwshane Well-Known Member

    Oct 7, 2011
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    Can we make Sagats bnb combo to ultra a little tighter with the timing? It seems like any noob can pull off that combo.

    Or just make his ultra have a smaller range. People just mash his ultra half way across the screen and it still connects!

    I definitely agree with changing bisons standing kick, no way should that have such a huge hit box!

    Makoto just needs to have her moves buffed a tad, I don't think she needs any real improvements. I think most matches with makoto are close but she just doesn't have the stamina to last.

    I think ken and are ok as is.
     
  17. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    Then we should add in Part 4 make resets/air juggle more "floaty" in general to do things like that, since right now I don't think you have enough window to do f+LK after EX Hayate at corner.

    Oh, and guys, it seems Capcom will show about 13 mobile/social games on August 1st, so maaaayyyybe next SF!!! Unless by mobile and social games they actually mean social games for mobile devices...
     
  18. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    #458 DROQQA, Jul 24, 2013
    Last edited: Jul 24, 2013
    More health for Makoto is a solid suggestion. I'll agree to that. 950--> 1000
     
  19. CaptYadierPR

    CaptYadierPR Well-Known Member

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    looking forward to this then.
     
  20. fffan7777

    fffan7777 Well-Known Member

    Jul 1, 2011
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    Hmm I wonder if we can go back to a previous character. I forgot how much meter Blanka builds with electricity in Volt. It should only build 20 instead of 60
     

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