For Makoto suggestions, I thought it would be best to increase the damage of her specials (in line with AE). As a result decreasing Ultra damage to be in line with AE. This means she's more powerful overall but slightly reduces the effectiveness/comeback factor of her ultra. For M Bison, I found a way to fit in SP assist commands for the new separation of Headstomp and Devil's Reverse. For Ryu, I added some more damage nerfs across the board. His st.P and cr.HP both do 20 more stun in AE but I would be hesistant to add that, as that gives Ryu some crazy 600 stun combos for 2 bars... Comments? Sagat: more damage reductions (in line with AE). But he gets new normals and reduced chance for Ultra to drop.
Make the 1st hit on st HK cancellable for Sagat, in line with AE. Edit: Also health buff for Makoto? Forward + k move?
Is his st.HK the close or far version? I can't tell? Also, what is Makoto's current health? Can you confirm?
Psycho Crusher on block sometimes gives you 1 hit, sometimes it gives you 2 I guess. For consistency.
You are great, Capcom designers are not accurate as you, you must work for Capcom! I hope that Capcom is going to listen you and release a new app with all this changes! It would be cool!!
I didn't say anything about removing j.MP. I just said that it was already good and it doesn't need j.MP (2 hits), SRK. Just like you said, Ryu already has LOTS of ways to combo into Ultra. One thing is BN and another thing is local storage. Maybe you want some replays saved in your phone because the other guy doesn't want you to upload them, or just because you only upload some kind of replays and thus you won't upload everyone, but you still want to replay them. It isn't like unlimited number of replays would break anything. And now that I'm talking about kind of replays, another improvement for replay management in BN would be to create folders, like "Comebacks", "Combos", "Friendlies" and such. If Zonk, FADC will be possible, I hope that Zonk, FADC, Ultra is possible as well, because otherwise that change is useless. No, but because I saw it in TS videos. Yeah, another game and all that, but keep in mind that changes for some moves can match the effects from those moves in other games. Solar Plexus Strike in Vanilla SFxT was a move for frame trapping with specials (SRK) which was unsafe on block, and after 2013 is the move from SF IV (safe on block and all that). I'm just giving ideas for Makoto because it isn't like many people talk about her. Everyone thinks that Cody is the worst character in Volt and that Makoto is way better (low tier, but still better), but in fact the more I play the game the more I find Cody to have way more tools and better combos/pressure than Makoto, and also better wakeup options. If you want to improve Makoto, add f+LK for Kara setups and reset after EX Hayate at corner and crouching jab.
-I think damage reductions across the board for Ryu would be more effective and logical than a nonsensical change to his damage scaling. -BN already is searchable and has comments. If you want to save additional replays by yourself, you can always save the file directly with iFunbox or iExplorer -Zonk Knuckle currently has miserable juggle points. Nothing connects after it currently. -Adding f+k won't do anything for her, IMO. If you get the EX Hayate in the corner, you get some pretty good damage with Fukiage, whatever. It seems to gimicky, especially with how characters float (badly) and how you can't dash crossunder people in Volt.
Fwiw, I like adding f+lk for the sole reason that it gives her one more mobility option. Wouldn't be opposed to her forward+hk (and feint) instead. Any forward + k move that pushes her forward is a good thing.
I don't really know, but I'm 100% up for anything that is done to be more accurate to the console version.
I think it'd be cool if Makoto could dash under anyone after something. I forgot what that was. I think it was crumple, cr.lk or something.
After Capcom has announced the 13 games today I think you are wasting your time with this thread #! Capcom will never update this game, I'm sure at 100%! The games for iOS related to street fighter are a card game and a super deformed rpg game I think!
About the +20 stun you talked earlier, I'd say why not? Other chars like Makoto also have 2 bars combos that deal around 600 stun damage. iFunbox and iExplorer aren't official methods to save replays. They aren't even official at all by Apple, so it's just a matter of time that Apple manages to close access to Documents folders of the games. Games like SSBB and such have unlimited storage for replays. I don't know why you're against that. Then Zonk Knuckle will get more juggle points in USFIV. Otherwise it would be useless, because FADC on hit wouldn't lead to a combo and on block it's better to just avoid FADCing it. Anyway, more info about USFIV will be probably released soon. Makoto needs more normals. In AE she's powerful because of them. She has many tools to setup Karakusa, but also to reset, add pressure and such. About faster cr.HK (listed in the changes for Makoto), I'd say drop it, make her leg in cr.HK invincible against air moves (just like crouch fierce for most chars) and more active frames with vertical hitbox for st.MK. It's strange that st.MP, a move that doesn't resemble a AA tool is better as AA than st.MK. Since we're stuck, I'd say yes, but I hope we can talk about those chars later.
I'm not against this. I'm just saying it already exists. Source? But we can't give her many normals with the control scheme. And you want to give her a really gimicky one... Most cr.HP don't have that good hitboxes. It's really only Sakura's and Guile's