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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    When you watch a replay, pause it when Sagat/Abel lands after being thrown by Guile and go to the next round, Sagat will start the round like if he's falling from a jump, and Abel will start with the sprite messed up and with some invincibility.
     
  2. VaroFN

    VaroFN Well-Known Member

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    People could win by time over without major problems. Infinites should be avoided at any cost.

    What gem? And +1 about the cooling timer.
     
  3. VaroFN

    VaroFN Well-Known Member

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    Some of the bugs I hate in Volt are:
    -Black stage select screen. The game gets stuck there until someone DCs.
    -Stuck on character select screen.
    -The menu after inviting someone sometimes doesn't appear.

    And well, some things that should be added:
    -Players' names next to the health bars.
    -Different RQ system. Think of SFxTK. Once the other guy RQs, you can keep playing with the AI. If you save the replay, it would be cool to see a message appearing when the opponent RQd.
    -Minor unlockable content should be unlocked by winning matches in the wandering warrior mode. For example, artwork for the game.
    -Reputation points. Number of RQs in 100 matches wouldn't be enough. Rep points would be earned by getting GGs from other players, and lost by RQing. The player would have different rep titles depending on the rep points.
    -Everything should be linked to the GC account, just like in SFxTK, so we never lose our data.
     
  4. Snooper

    Snooper Well-Known Member

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    #44 Snooper, Jul 8, 2013
    Last edited: Jul 8, 2013
    Another cool thing to have would be post ko combos, like you can do in single player. Meterless focus attacks are dabes.

    Edit: To be able to do them online, that is.
     
  5. TheXion

    TheXion Well-Known Member

    Jan 29, 2012
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    Blanka doesn't need to be nerfed, he's a very beatable character and shouldn't be changed.

    Abel needs I long version of his roll without me having to use ex all the time!!
    If he had another roll, he would be sick!
     
  6. TheXion

    TheXion Well-Known Member

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    I totally agree with the SP & auto block shizzle.
    I don't agree with cr.hp -2, makes no sense to me at all, why don't you do that to all character's crouch heavys??
     
  7. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    Because Abel doesn't have any good AA.
     
  8. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    General suggestion:

    A dedicated throw button, or a dedicated throw command (either back+P or forward+P) for all characters. I think the lack of one is a big reason why characters with a poor reversal game (like Abel) are always low tier in this game.

    Characters like Abel get screwed with the lack of a dedicated throw button because their standing P has substantial whiff animation. Abel often gets put in a position where he blocks an opponents attack and then the opponent either throws or neutral jumps. It's a completely unwinnable situation for Abel. You know what's coming, and yet you have zero solid options, offensive or defensive. If Abel tries to throw tech, standing P comes out and whiffs, and then he eats a full punish. If there was a dedicated throw command, a whiff throw animation would come out instead, and he would be able to block in time.
     
  9. VaroFN

    VaroFN Well-Known Member

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    Dedicated throw button+both throws would be better.
     
  10. CaptYadierPR

    CaptYadierPR Well-Known Member

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    #50 CaptYadierPR, Jul 8, 2013
    Last edited: Jul 8, 2013
    I think a new app will be the best Capcom can benefit from, and the best to bring even more people to the community then the current existing one. They could have DLC in the new app, like costumes, costume colors and new characters. Ultra 2s can be DLC too. With this many DLCs Capcom will benefit. Unlockables like stages would be and awesome addition to the game. The game should have iPhone 5 support, its part of updating all apps in the appstore ever since the iPhone 5 was released. As this was meant as an iPhone game i don't think it needs iPad or iPad mini support, BUT a lot of gamers play on iPad so the logic thing would be to please the customers and add support. Rage quitters should be punished properly like in SFxT. Give them a delay time to be able to play again online like 1 hour punishment. I approve of removing the auto block feature in this game. Having both throw options in the game would be very good too.

    Character Fix
    Abel
    He should be able to link his crouch low punch after his step kick. His hit box is too small him being a big character, it should be fatter in the ground and in the air.

    Akuma
    Make his demon flip (air) hadoken, ex hadoken cancelable.

    Balrog
    He should be able to combo his Stand Jab and Crouch Jab into sweep, but his crouch lk works like a TC after a stand jab or crouch jab and its the reason why he can't combo into his sweep.

    Blanka
    Blankas jump its too fast, it should have more frames during his jump. I agree with him having his sweep direction being ONLY down forward plus kick and his down neutral plus kick and down back plus kick would be low kick. I also agree with him getting a nerf on the jump high punch hitbox.

    New Characters
    If it were me i would add all of the characters, except Evil Ryu and Oni. They are not very Unique Characters and i was never a fan of characters with other versions of themselves. Characters that should have been added long ago were Gouken and Dan since they are a part of the DOJO in the Vanilla SF4 for iOS. Rose, Ibuki, Dudley, Guy, Adon, Yang, Gen and T.Hawk would give this game a lot of fame. Seth, Hakan, El Fuerte, Rufus and Juri would give the game an edge. Later on i will post how to implement them.

    Bugs
    The black screen in between rounds, and when a online match ends should be fixed.
     
  11. CaptYadierPR

    CaptYadierPR Well-Known Member

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    #51 CaptYadierPR, Jul 8, 2013
    Last edited: Jul 8, 2013
    crouch tech would be meaningless, but i agree with having both throws

    Stand high punch is and awesome AA
     
  12. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    How does crouch tech work right now? You need to press f+P to throw the opponent, so I don't see how you would be able to do jab+throw. Actually I think that it would be "easier" (still difficult) if we were able to press d-b+P and the throw button at the same time to crouch tech.
    But that's because of its hitbox. It's the best AA Abel has, and it doesn't have invinc or any other thing. Falling Sky is even worse than Makoto's Fukiage IMO, so I think that making the cr.HP startup faster would give him a second viable option.
     
  13. ~[KaBoom]~

    ~[KaBoom]~ Well-Known Member

    May 8, 2012
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    #53 ~[KaBoom]~, Jul 8, 2013
    Last edited: Jul 8, 2013
    Abel
    with lag, Abel is actually not too bad (stupid roll seems to have 0 recovery and then TT or crHP comes to your face)

    ok we all know that his main problems is his wake up game, which isn't meant to be good in AE... BUT that is because in AE people have no Auto-Guard and his front/ back mix ups after rolls are insane. Now if we ought to keep AG on, then his wake up should be buffed... I actually think his stHP is fine, it comes out as fast as a jab so that should be 1f start up only. The hit-box isn't bad too and once you've hit it as an anti-air you can cancel it into roll then do TT as a surprise attack :)

    ex TT and ex Falling sky should get more invinc AND active frames so he isn't too bad with all-day-jumpers, increase the recovery if necessary cause we don't wanna see Abel just spamming it on wake up. Then make forward kick into stHP a combo by giving forward kick more hit-stun. That should be enough. His pressure game is actually not bad now with the step kick and command throws, just that his wake up sucks real bad...

    Akuma
    I think we all agree that his teleport recovery should increase, by quite a bit! If not then nerf the distance of the teleport... Right now (on the US server at least) people are just abusing it and it gets them away too easily, I am an AE player too and I swear it is easier to punish a predicted teleport for 1 of the reasons above! Right now his neutral jump kick is too good imo, that a lot of them are just jumping until you make an mistake, then combo into brain dead standing HK then SRK... A lot of the characters should have their neutral jump attacks changed... I think they're just too effective right now

    personally I'm an offensive style player, if Akuma can get like 100 life buff then I am perfectly happy for them to completely remove his teleport... Too bad many would play him as a zoning character with just fireballs... I don't think his air fireball needs to be nerfed. In volts, when we can do one-tap-ultras, we should all be able to react to a jump back FB and ultra it accordingly!

    Balrog
    I don't think Rog has any match up which is particularly hard now, if the low tiers are buffed and the higher tiers are nerfed then I think he is ok right now. He can get around zoning quite well with turn punch and armor moves, and put on some nice pressure too. His wake up isn't horrible now but I do think his headbutt seems too slow? Give standing jab more hit-stun so you can combo it into sweep like in AE then that should be it!

    Blanka
    another character that benefits from lag... jumping kick into low short = unblockable with lag... I don't think lag is ever removable, no matter how well you netcode the game, some players will always have crappy wifi and then abuse his jump kick / low short pressure...

    perhaps buff jumping K with more block-stun so on block you'll have quite a few more frames to switch to low block? Input-wise I wanna see changes on his hops... that you can differentiate between kick -> hop OR kick -> rainbow roll. Hops are suppose to be one of his best pressure tool!!!

    EDIT: new feature - like the matches in AE, I think we should be able to see the connection quality before game starts, like if it is Green then connection is good, and Yellow = slightly laggy, finally Red = please find some1 else. I love playing timing heavy characters and I really hate dropping Links coz of lag! :mad:
     
  14. ~[KaBoom]~

    ~[KaBoom]~ Well-Known Member

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    #54 ~[KaBoom]~, Jul 8, 2013
    Last edited: Jul 8, 2013
    I can't wait to discuss about Cody, there is a LOT I wanna add to this character!!! :mad:

    Since AE2012 buffed his walk speed, why not add that to Volts!? Also an overhead would be nice, as right now he really lacks offensive options other than frame traps... I mean, his walk speed is so bad to do tick-throws, any1 will just have to block patiently and then they can escape his frame traps with ease! Right now he is just soooooooooooo bad against defensive strategies!

    he is viable with the 3 fingers strategy now, like how Nash would play Cody. Zonk pressure is actually pretty good but it isn't very input-friendly... I really don't wanna re-arrange my buttons everytime I play Cody...

    There are still more I wanna add but let's leave it for next week :D
     
  15. CaptYadierPR

    CaptYadierPR Well-Known Member

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    #55 CaptYadierPR, Jul 8, 2013
    Last edited: Jul 8, 2013
    Crouch tech works just fine, down back plus punch. During a block string, if an opponent stops his jabs to try to throw you, crouch tech will actually either punish his forward movement with a crouch low punch, OR as option select his throw will be teched. You are also blocking low at the same time.

    In AE you use down back plus low punch and low kick and it works just the same way as it does in volt cause the priority goes to the normal moves and not the throw. If you stand tech is different story in volt.
     
  16. CaptYadierPR

    CaptYadierPR Well-Known Member

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    #56 CaptYadierPR, Jul 8, 2013
    Last edited: Jul 8, 2013
    How to implement Juri on an iOS game.

    Crouch Attacks
    Juri might need both mid and low crouch kicks. Down back plus kick (low kick) and Down neutral plus kick (medium kick) OR she could only have her medium kick. Down forward plus kick would be her sweep. Crouch low punch is pretty useless. She could have crouch mid punch when pressing down back plus punch, or down neutral plus punch and down forward plus punch would be her crouch high punch.

    Standing Attacks
    Standing neutral kick should be medium kick would be her best choice for kick, its a good poke and has range. Standing forward plus kick should be her overhead. Standing forward punch should be her high punch. Standing neutral punch should be her standing low punch if she doesn't have crouch low kick BUT if she does it should be standing close medium punch (kara cancelable normal like Sagat's step kick).

    Jumping Attacks
    For her jumping attacks, she should have jump medium punch and jump medium kick. Her throw should be the forward throw. She could do jump plus down plus punch for her jump high punch that knocks the opponent and has a downward hitbox.

    Ultra-Super
    Ultra 1 will work with this setup, you have crouch low kick and/or standing low punch, from that you can combo into crouch medium punch, standing close medium punch and/or crouch medium kick or stand medium kick, then crouch high punch and sweep. All depends on the moves she has been given. Although Ultra 2 would be the smartest choice to fit her better for an iOS game. Manual version of ultra 1 or 2 should be 2x (down, down forward, forward) plus SP. Her Super should be able to connect anywhere on the screen so here we can't select high, medium or low like in AE, rather a fixed version and the manual version of super would be 2x (down, down back, back) plus kick.

    Specials
    As for her specials, Senpusha (wheel kick) could be her medium or high version using back plus SP or down back plus SP to perform it and the manual version, down, down back, back plus kick. Down plus SP should be her low Katsushi (taunt focus dash) version and the manual version, back, down, down back, plus punch. Her ex version should be direction sensitive, she should be able to cancel the direction of the dash, forward, back, or jump and the default if no direction is pressed should be jump (this works for vegas specials). The her (dive) Shikusen should be the High version using jump plus SP and manual version, jump, down, down back, back plus kick. As for Fuhajin she could have 2 versions like Sagat, neutral or forward plus sp would be her medium Fuhajin and the manual version would be down, down forward, forward plus punch. The low version would be down forward plus sp and manual version, down, down forward, forward plus kick. Ex version should be the medium or high one. Now here is the tricky part, for holding the Fuhajin it could be the SP button depending on what Fuhajin the player activated. Letting it go would release the Fuhajin originally activated. If done manually holding P would be the medium Fuhajin and holding K would be the low Fuhajin.

    Long Story short:
    -Normals
    Stand Low Punch (and/or Stand Close or Far Medium Punch Cancelable without a hit confirm), Stand High Punch, Stand Far Medium Kick (and/or Stand Far or Close Low kick), Overhead (Stand Forward plus kick), Crouch Medium kick (and/or crouch low kick), Crouch High Kick, Crouch Medium Punch (and/or crouch low punch), Crouch High Punch, Jump Medium Punch, Jump Medium Kick, Jump plus down plus punch for jump high punch.

    -Specials
    Mid or High Senpusha, Ex Senpusha, Mid and Low Fuhajin (hold sp, p or k depending on the one activated), EX Mid or High Fuhajin, High Shikusen, Ex Shikusen, Low Katsushi and Ex Katsushi (direction sesitive).

    -Super Ultra Moves
    Ultra 1 or Ultra 2 preferably Ultra 2, and a fixed super so it can hit corner and mid screen after cancelled into it.
     
  17. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    Good point on Rog - he should be able to combo st p into sweep.
     
  18. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    Yo Capt, ever hear of these new things called paragraphs?
     
  19. DROQQA

    DROQQA Well-Known Member

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    The low tier.
    Counterpoint: Juri would be a terrible addition to Volt. Her jump arc being super quick, her annoying divekick, her diagonal fireballs and her pinwheel kick would make her a spammers delight. She would be impossible to fight against in lag.

    I like Gouken a lot too, but I think any character with a directional fireball wouldn't work well in Volt.
     
  20. CaptYadierPR

    CaptYadierPR Well-Known Member

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    #60 CaptYadierPR, Jul 8, 2013
    Last edited: Jul 8, 2013
    XD is it any better now?

    We have akuma, blanka, sagat..... Blanka has an annoying jump, sagat has directional fireballs, akuma is pretty lame to fight against, and so is sagat. Also i didnt suggest her diagonal fireball in the post, I only said the ex version could be the diagonal one. And we have many chars with dive kicks.
     

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