Street Fighter IV: Volt - Update Proposal

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

  1. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    Shall we also remove Bison's Hell Attack? and Chun Li's Target combo because they are also air normals that juggle into ultra. What about Burning Kick and H TK, they combo into ultra aa too.

    j.MP isn't very good. It is rarely used and sure it has a high pay off especially relative to the risk, but it's not like Ryu has trouble connecting his Ultra. Reducing ultra damage achieves the practically the same thing, without making a nonsensical change.
    So there's no reason to limit the number of replays, besides, well I don't know, an easy to access Cloud Storage of replays with (so far) unlimited space, with space to add comments and is searchable?

    Being able to FADC zonk is a pretty minor change and not even 100% confirmed. I assume if we do get an update, hopefully we will get some USF4 changes like that in it too.



    Why should it? I mean, beyond because you say so?
     
  2. CaptYadierPR

    CaptYadierPR Well-Known Member

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    So true XD BN already supplies those needs.
     
  3. slrc_91

    slrc_91 Well-Known Member

    Dec 18, 2011
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    I agree that some ultras must be fixed in certain things. I'm gonna save the comments for when we revisit the changes.
     
  4. User58394

    User58394 Well-Known Member

    Oct 23, 2011
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    Ok, so people should know that if you ever tried mixing up with Dhalsim, the mixups suck, simply because your fireball doesn't have to be blocked the correct way. Aside from your normals and the fireball hitting at the same time, what if you have to manually block each side for it? That way, it rewards Dhalsim players for their strategy. For example, I could wait to let the fireball do a cross up hit, or I could strike first. See where that goes?
     
  5. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    Which ultras do you have in mind?

    Blocking in street fighter has always been with respect to the opponent rather than where any random projectiles are (except in 2 on 1 in SFA...).

    I would hesitate to overhaul the blocking system.
     
  6. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    Maloti big fix: fix damage/stun with counter hit and active super
     
  7. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    What is the bug, exactly?
     
  8. CaptYadierPR

    CaptYadierPR Well-Known Member

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    #528 CaptYadierPR, Jul 29, 2013
    Last edited: Jul 29, 2013
    How about being able to watch all of your online character statistics on your gaming card. It is currently a max of 5 characters in the card and some people (like me) play 10 chars or more.
     
  9. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    In the training room it says you deal 100% damage when you do CH with super on. The damage/stun is correct but it should be 125% scaled
     
  10. User58394

    User58394 Well-Known Member

    Oct 23, 2011
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    But, I thought that's how AE worked... That's why petitioned for it. If that's not AE then whatevere I guess.
     
  11. CaptYadierPR

    CaptYadierPR Well-Known Member

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    You block with reference to the opponent in AE aswell. Always oposite to where his body is and not his fireball.
     
  12. slrc_91

    slrc_91 Well-Known Member

    Dec 18, 2011
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    By playing these days with the whole cast (I don't have Wifi to play online), I've noticed some things:

    Abel's Ultra (first hit) is able to trade with standing normals, but it doesn't make any damage. I find that odd since, on block, Ultra does chip. Also, Abel's EX Falling Sky does trade on certain situations (not sure if this was noted or only for Normal).

    I think Chun's Ultra needs less recovery on hit. It puts you in a weird place and there's not enough time to set up something/run away. Also her Super trades with a lot of stuff but I think that's not an issue.

    Bison's Ultra doesn't land the same hits on block and I guess that should be fixed... unless someone have an explanation for this.

    There's certain situation where Fei's Ultra makes an extra punch, which makes it to go with the full cinematics. This is very uncommon and I've seen this only once, not sure if it's a big deal. I'll try to reproduce it.

    That's all I have for now. I may keep doing some research and see what other things I can search.
     
  13. fffan7777

    fffan7777 Well-Known Member

    Jul 1, 2011
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    What do you mean?
     
  14. CaptYadierPR

    CaptYadierPR Well-Known Member

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    5 blocked hits (2x scissor kicks 2 hits each, 1x psycho crusher) and depending on space if far might be only 3hits blocked (2x scissor kicks 1 hit, 1x psycho crusher)

    On hit it is either 6 hits if close or 4 if far.

    So why is it not same hits on block?
     
  15. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    It's interesting, but why does it matter? Why should it be fixed?
     
  16. fffan7777

    fffan7777 Well-Known Member

    Jul 1, 2011
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    My favorite is when you catch a limb with the ultra. Only the first hit connects, then they have enough time to block.
     
  17. CaptYadierPR

    CaptYadierPR Well-Known Member

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    Has anyone proposed the other throw option for makoto?

    Her current throw sucks, her back throw in AE is so much better.
     
  18. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    There was a talk about giving each character both throws, but IDK what happened.
     
  19. CaptYadierPR

    CaptYadierPR Well-Known Member

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    I mean it would be so simple to implement. back + P, back throw. forward + P forward throw
     
  20. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    What will happen with the dedicated button change then? It's in the list of wants.
     

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