Street Fighter IV: Volt - Update Proposal

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

  1. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    Yeah, I know, BN lets you save infinite replays, but still maybe you don't want a replay to be uploaded, or maybe you forgot to upload the replays you had and you're trying to save another one and you can't.
    Oh, and I probably said this earlier, but anyway: uploading replays from local storage/BN to YouTube would be cool. TS OE had this option.

    No, no, I didn't mean that they are going to add more juggle after Zonk. Just if they are going to make FADC after Zonk possible it should have more juggle, at least Zonk, FADC, Ultra, otherwise that can't be called an improvement.

    I know. Back, Neutral, Forward, Down-back, Down, Down-forward + P/K, and we have to keep SP OFF users in mind, but buffing her damage on specials isn't enough. In a game with casual controls like this his pressure can be destroyed without many problems, and she does have LOTS of problems on wakeup. F + LK and cr.LP would at least improve her game a bit without affecting any other things.
     
  2. VaroFN

    VaroFN Well-Known Member

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    BTW, when will the things with ? be confirmed? No one talks about them, but IMO they are fine.
    And crazy idea: Sunglasses make Guile's Theme start. Must add or tiring after a while?
     
  3. HarlequinRogue

    HarlequinRogue Well-Known Member

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    We will need to go back through and rehash characters.

    Just because they make something FADCable doesn't make it useful. In the last update, Bad Spray is FADCable, but still useless
     
  4. VaroFN

    VaroFN Well-Known Member

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    If we're going back to earlier chars in some time, then I'd say it's time to move on. Otherwise we'll be stuck with those chars forever.
     
  5. HarlequinRogue

    HarlequinRogue Well-Known Member

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    Fair enough

    Week 5 chars
    Sakura
    Vega
    Yun
    Zangief

    Go
     
  6. slrc_91

    slrc_91 Well-Known Member

    Dec 18, 2011
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    Sakura:
    -I can only think for now on grab invincibility on EX Tatsu (startup).

    Vega:
    -Fix his crouching hurtbox. Currently Akuma can't touch him with his 2 air normals.
    -Cr. hp maybe? (In addition).

    Yun:
    -Health/Stun improvements.
    -Change st.mk for st.hk.
    -Replace that 2 hit crouching punch for something more useful.

    Zangief:
    -Damage reduction on super/ultra (maybe SPD).
    -Less active frames on Body Attack.
    -Add the Flying Power Bomb.
     
  7. VaroFN

    VaroFN Well-Known Member

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    What does st.HK have that st.MK doesn't?
     
  8. slrc_91

    slrc_91 Well-Known Member

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    It's a good poke that knocks down and push the opponent at good distance (when hit). Ideal to put the foe in the corner.
     
  9. User58394

    User58394 Well-Known Member

    Oct 23, 2011
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    #569 User58394, Aug 2, 2013
    Last edited: Aug 2, 2013
    I'm not sure about his st.mk though. I mean, it comes out really fast, and is his only standing, quick long ranged poke. It's like his only poke that can counter hit from long range.

    I was thinking, b+mp = standing mp, or something like that.
     
  10. slrc_91

    slrc_91 Well-Known Member

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    #570 slrc_91, Aug 2, 2013
    Last edited: Aug 2, 2013
    It's uncommon that someone uses that as a poke. Actually, I haven't seen someone that uses it at all. I find it useless, so that's why I proposed it to be removed.
     
  11. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    #571 HarlequinRogue, Aug 2, 2013
    Last edited: Aug 3, 2013
    Sakura
    -Oddly, she does more damage in Volt than she does in AE, by pretty much 10 damage on most of her normals. Her Super/Ultra do more damage in Volt by quite a bit... One thing I did find that I'll suggest:
    -EX Hadouken Damage from 100/150, 120/180, 140/225 to 120/100, 130/120, 140/150
    -EX Shunpukyaku from 125/125 to 125/140
    -Bigger hitbox on (EX) Otoshi
    -Less pushback on st.HP
    -better hitbox for cr.HP. Increasing both the hitbox but extending the hurtbox out more so it doesn't dominate too much
    -+1 hitstun for Senpukyaku
    -Improve hitbox and juggle point of 2nd part of EX Shouoken so opponent's aren't dropped/fall out on aa hit

    But those damage changes seem pretty minor and unnecessary. So to buff Sakura, I think she requires some adjustments on hitboxes. Any suggestions?

    Vega
    -Additional frame to cancel/rapidfire cr.LP
    -cr.MP damage from 80-->60 (same as AE)
    -Scarlet Terror 170-->160 (same as AE)
    -EX Scarlet Terror 170-->180 (same as AE)
    -Sky High Claw from 130-->110 (same as AE)
    -EX Sky High Claw from 140-->120 (same as AE)
    -Ultra from 495-->450 (same as AE)
    -Slightly taller crouching hitbox


    Awkwardly, Vega does more damage in Volt than AE. Argue why he needs buffs/nerfs!

    Yun
    -Zesshou Hohou damage from 120-->130 (same as AE)
    -Zesshou Hohou properly cancellable


    Likewise, Yun does about 20-30 damage less in AE across the board. Any ideas on how to buff him?

    Zangief
    -st.LK from 40-->30 (same as AE)
    -st.MP from 90-->70 (same as AE)
    -More pushback on cr.MK
    -j.MK from 90-->80 (same as AE)
    -Flying Body Attack from 110-->100 (same as AE) and reduced hitbox and bigger hurtbox. Should be for crossups and not just for jumping at people and trading with everything
    -Double Lariat (d+sp/P Lariat) to have legs projectile invincible only, no longer strike invincible
    -Decrease hitbox of both Lariats, particularly near the ground on startup so it doesn't beat slides and increase hurtbox near the arms so Lariat doesn't beat out most moves
    -(EX) Banishing Flat to knockdown on counter hit
    -EX Banishing Flat from 160-->140 (same as AE)
    -Remove EX Banishing flat, Lariat bugged 'combo'
    -+1f recovery on both (EX) Banishing Flat
    -Spinning Piledriver from 260-->250 (same as AE) and reduced range
    -EX Spinning Piledriver from 280/200-->200/150, strike and projectile invincible for 2 frames.
    -Lands further away after (EX) SPD
    -Add Running Bear Grab/Flying Power bomb. (360+k or df+SP. HCF+sp for EX)
    -Add Headbutt (up+P in vertical jump)
    -Atomic Suplex/Double German Suplex from 230-->220 (same as AE)
    -EX Atomic Suplex/Double German Suplex from 260-240 (same as AE)
    -Super from 500-->450 (same as AE)
    -Ultra from 600->520 (same as AE)
    -f+K for far st.HK
    -HP from 1200-->1100



    In general: Sakura and Yun need buffs. Except they both already do more damage than their AE counterparts. So rather than make them do more damage, I would be in favour of giving them better hitboxes, easier links and more options

    Vega needs a few buffs. I am not very sure where to put them though.

    Zangief needs a tonne of nerfs and then some. I've listed his most obnoxious things to be fixed, but I'm sure there are some things I may have missed. Or I may be a tad over zealous in nerfing him.

    Discuss
     
  12. evanescent

    evanescent Well-Known Member

    Jul 19, 2013
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    I think Sakura needs her EX shunpukyaku resets. In the console version she could her ex shunpukyaku walk forward c.lk or s.p and dash for a crossover or she could delay so it won't crossup. Another one would be ex shunpukyaku then do j.p, depending on how you delayed it you could cross up. But I'm not sure they can do that, so a buff they could add is replace a move with. c.mk for easy poking into her shoryuken. I think that her c.k is too important to be replaced maybe her sweep should be replaced. I don't think much find it useful and she doesn't really get much from an untechable knockdown.
     
  13. VaroFN

    VaroFN Well-Known Member

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    #573 VaroFN, Aug 2, 2013
    Last edited: Aug 2, 2013
    How about more invinc to (EX) Shouoken? And bigger hitbox for (EX) Otoshi.
    And xxx/xxx is damage without CH and damage with CH right? Then why lvl 1 EX Hadouken deals more damage without CH?
    Oh, and two little nerfs for Ryu and Blanka: slightly less range on cr.LP and cr.LK. As far as I know, in AE cr.LK trades range for speed, but in Volt it still has huge range. And then cr.LP has small hurtbox but big horizontal hitbox.

    About Yun I'm not sure about changing his st.MK. It's true that almost no one uses it, but it's not like Yun should be played like, say, Chun.
    A really nice buff would be faster startup for cr.HK so he can do cr.MP, cr.MP, cr.HK. Yun rules because of his easy mixup game at wake up.
    Maybe making his overhead's hitbox a bit bigger so stupid things like Ryu's cr.MK vs Yun's overhead don't happen anymore?
     
  14. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    #574 DROQQA, Aug 2, 2013
    Last edited: Aug 2, 2013
    Been really waiting for Sakura and thinking on this one. She's a real tough one to improve, but I think I've got some good suggestions that keep with her character archetype of offensive beast, defensive weakling.

    Switch the inputs for her cr hp and cr lp, and change cr lp to cr mp. One of her big weakness is defense, specifically that her only defensive AA option requires her to press forward. Switching cr hp to her standard crouch punch normal will now only require a button press for AA. It doesnt buff the move, which is already a great AA, just makes it easier for the player.

    Also, her cr lp is near useless. She already has a ultra quick crouching normal, she doesn't need two. And nobody does cr lk, cr lp, st p combos. Nobody. Cr mp is a better poke and links from st lp, which ill get to in a bit.

    Make her lk tatsu +1 more frame of blockstun and hitstun. This increases her frame trap game and makes her high damage combos easier/possible online.

    The one thing I would like her to have but have no idea how to implement it is giving her cr mk. It's one of her best moves in AE - it hits low, is a great link in combos and is an amazing poke -she is def missing it in volt. But she is one of the few characters that has 3 really good crouching kicks.

    Give her st lp, change st hp to forward + p. St lp is her money maker. It's something disgusting like +7 on hit in AE and is a 3 frame cancellable move. She can really harass opponents with this move, and it replaces her cr lp with a useful normal that allows her to do stuff like cr lk, st lp, cr hp/cr hk/cr hp/st hp, whatever. It's a key normal for her.

    Buff the hitbox / reduce the hurtbox on ex otoshi. I can't tell you the number of times I did an ex otoshi against Sagat or ryu and ate a fireball at the end. It shouldn't happen, it's a move that is designed to punish fireballs. It probably should have fireball invincibility on the back end.

    Buff her ex uppercut so that when the first part AAs someone, the second part juggles and doesn't whiff.

    W/rt to her reset dash under mixups, that's an opponent float thing that would likely be taken care of w/ a general increase in float height.
     
  15. VaroFN

    VaroFN Well-Known Member

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    Sakura would jump from bottom tier to OP with those changes lol
    But I don't understand why changing the input for cr.HP would make that easier. In KoF-i it doesn't feel easier nor harder compared with Volt, so I don't think that change would change anything.
    But hey, if every character will get some new things, I'll gladly trade Akuma's damage in some moves for cr.MP as down + P while leaving the other crouching moves untouched and less pushback for cr.MK on both block and hit :D
     
  16. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    Just thought of a change for Abel that I don't think was discussed. Buff the hitstun on his jump k. Doing jump k, cr k combos is way harder than it should be, especially on tall characters. And forget about even trying jump k, cr hp. It's practically a 1 frame link on Sagat. I eat so many uppercuts b/c of people mashing out.
     
  17. DROQQA

    DROQQA Well-Known Member

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    #577 DROQQA, Aug 2, 2013
    Last edited: Aug 2, 2013
    I agree with the general damage nerf across the board, but I think atomic suplex does 230 in AE and should prob stay the same? Here are some more suggestions.

    Right now Zangief gets the best of both worlds with his SPD - I think it has lp range, but does hp+ damage. I would keep the range, but nerf the damage to 180 (same as AE).

    Also, after SPD he should be pushed back much further. As it is now, he can walk forward and do a crossup body splash if timed perfectly. He should be pushed to a range where he has to green hand to get close after SPD. A perfectly timed the green hand should finish only 1 or 2 frames before the opponent rises.

    Doing all this also gives a purpose to his atomic suplex (back+sp), which does 230 damage and puts you in range for a jumping setup after, but doesn't grab limbs like SPD.

    I would say lose his cr mk, and give him cr lk, it's a move that has better utility.

    I agree with adding the neutral jump headbutt. I would also suggest giving him that knee drop (down + k on forward jumps) which gets him to the ground faster.

    The hitbox for flying body splash should be fixed around his head and chest, but leave the hitbox around his midsection and legs the same. It's a move that is meant to be used for a beastly crossup, but not for jumping at people. With the hitbox change like that, this will allow characters to properly AA him (esp characters that use normals for AA) if he jumps at them with body splash. Zangief players should be jumping in with k or p instead.

    I don't like the manual input doing more damage suggestion. Volt is volt, I don't see a reason to reward manual execution when the game is designed around the SP button.

    I agree with nerfing lariat, but I think the problem lies in it's startup invincibility. It should not be a viable wakeup option for Gief and should outright lose to standing meaties, not trade. Maybe the hitbox too, it seriously beats slides? LOL, if so.

    Also, RUSSIAN SKIES PROTECTED.
     
  18. slrc_91

    slrc_91 Well-Known Member

    Dec 18, 2011
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    I agree that some of the last characters, if they need buffs, it's not on the damage side.

    I don't think the current input of Sakura's cr. hp is a problem. It's not like you need to add an extra input on the pad.

    I'd say Sakura needs one change on her crouching jabs: either remove/replace P or K. Adding both of her crouching mediums is too much, IMO.

    EX Otoshi is a rare move seen online (people is really afraid to whiff it). I think I want to confirm if the fireball punish is because of an issue or a bad timing P (at this moment I think that attack shouldn't go so low if timed right and the opponent is standing, thus avoiding any fireball).

    Standing jabs are more than decent on Volt. But I think it's ok.
     
  19. slrc_91

    slrc_91 Well-Known Member

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    #579 slrc_91, Aug 2, 2013
    Last edited: Aug 2, 2013
    I agree with most of DROQQ said about Gief but...

    -I don't see a good use of the headbutt. If the instant stun property is given, characters without fireballs/weak air to air normals won't jump in and will get stuck, IMO.

    -His current jump K attack is good enough for getting closer: it has decent priority and since Gief stretch his legs, the attack comes faster to the target. Let him have both this one and knee drop, maybe?

    I just read again, no one said that his jump K will be replaced.

    What about adding his standing far HK? Is it too loco?
     
  20. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    I don't know if I just have slow old man hands, but I anti-air the best by a longshot with characters that have db+whatever inputs for their antiairs, 2nd best with down+whatever, and wayyyyyyy last with df+whatever chars.
     

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