I like the idea of adding his standing far HK. The ideal for Zangief right now is getting him away from the one-knockdown monster he is now, and into a character that rewards smart play with solid damage options. I got no problem adding his far standing k. iirc, the hitbox on the headbutt is really small and it's primary use is catching people neutral jumping right in your face. I don't think it's a great option for stopping jump ins.
Sakura -Less pushback on her st.hp like in AE. -I would take out cr.lk and give her cr.mk. -Add Stand jab. and move st.hp to forward + P. -Better hit box for cr.hp.
Good idea on point 4. I think it's vertical hitbox is great, but could use a horizontal hitbox buff. I do love that cr. mk, but I am really weary of losing her cr. lk. I'm torn on this one. I'm leaning toward keeping the cr. lk b/c cr. mk's primary use in AE is as a footsie counter-poke that gets option selected into uppercut. Let's face it, there isn't a lot of footsies in Volt, so I don't know if that move would have as much practical use.
No i didnt say it could combo into low tatsu, but it would definetly give sakura some nice pressure options. After low tatsu, cr.mk, shouken. Crouch jab to cr.mk. Stand jab to cr.mk. Cr.mk, hadoken if you dont feel its will hit confirm to be safe. tatsu, st.hp (with fixed pushback), tatsu, cr.mk, shouken would be a nice combo.
Thought of a suggestion for Makoto. Give EX Hayate better corner carry for Makoto like it has in AE. Makoto can do EX hayate into fukiage at a decent range in AE, in Volt you have to be super close to the corner.
In Volt she kinda stops after hitting the opponent with EX Hayate. And I will repeat it: she needs cr.LP!! st.MP, Hayate, FADC, st.MP is a really tough combo. With cr.LP you at least can hit confirm into st.MP (well, the combo also uses st.LP, so maybe cr.LP, st.MP isn't possible, but we could give cr.LP slightly more hitstun to avoid adding st.LP too). And cr.LP gives her the proper pressure she needs. Also, I don't know if this is character specific in AE or something, but Makoto can do FA (crumple), FA (crumple) (at least on Oni). Makoto was released with that infinite, and maybe to get ride of that infinite Capcom went the easy way and just made it unable to crumple any char again. But well, I'm not sure on what chars you can do it. EDIT: it can be done on Vega, so it doesn't seem to be character specific. Makoto's FA needs to be fixed. It should allow her to do FA (crumple), FA (crumple), FA (air juggle) on any char. Also, st.HP (CH) xx Chop, cr.LP xx EX Hayate is a combo in AE. That's not only +1 for cr.LP, but also for Chop to be changed. We have the Hard version, but it doesn't knockdown. I think it should be changed to Medium Chop so we can combo after it or keep the actual version with same damage but with knockdown. Makoto's potential after knockdown isn't that good, so I'd say that Medium is better than Heavy. And in AE she can do st.MP, Ultra. How's that? It's a very risky combo, but also rewarding. Without CH of course. I did my research on those things so I hope no one will yell at me again saying that those changes would make her the new Sagat or something 7.7
The s.mp is meaty so it has more frame advantage, in AE she has a bunch of meaty set ups but they are almost non existant in volt. There is one set up in volt that guarantees a meaty; use ex oroshi, dash, netral jump land and then do s.p. It will be meaty so then you can combo ultra,sweep or her standing back punch. In AE she also had set-ups where she could do meaty c.lk or s.lp, but not in volt.
Maybe because of the pace of the games. While in KoF you can literally run into the opponent, in Volt approaching is not that easy. Logic could say that, since Volt has a slower pace, close/far normals would suit to it. But running away is a common strategy that doesn't ensure close combat. Spacing can be odd and pretty much screw you (just like in KoF) and you still have to choose which close P or K to add.
Aesthetic wish: Add the original soundtrack of all stages/characters/modes, and not shortened versions. And, obviously, the manly commentator.
well you can just give them their respective version. Example if sakura has close st.hp than give him his far st.hp also, simple. And also their neutral jumps respective kicks/punches.
Sakura: db+k is cr.lk, d+k is cr.mk. That's it. Vega: Seems fine the way he is... Yun: No need for any buffs. He eats Bison and Sakura alive. I'm sure there's other matchups that he's really dominant in. Zangief: - Less stamina: from 1200 to 1100 - Less damage on SPD - Less active frames on FBA - Less damage on super/ultra - Do something with his lariat...
Again, the problem in Volt is that characters don't bounce high enough so you don't get the dashunder against the full cast. EX Shou'oken has 13 frames of invinc in AE. For comparison, Ryu's H Shoryuken has 4 frames. No way is EX Shou'oken getting more invinc. xxx/xxx is damage/stun. CH does a solid +25% across the board for damage and stun. Yun's st.HK is used quite a bit. It's a really good poke and it's a good combo starter after Genei Jin. his cr.MP is +6 on hit in AE. his cr.RH is 10f startup. Not gonna happen What's the problem with yun's Overhead against Ryu's cr.MK? Some good points, noted and will make a Sakura summary. Added Good points. I remember vividly using Blanka and trying to slide a Gief. He did Lariat when I got close and I was beat out, clean. U2s are kind of a given. I hope all chars would get them. His headbutt is a really narrow move. It's a bit gimicky and people just like it because it does 600 stun. AKA CH stun combo heaven. I'm a bit hesitant about giving Gief another aerial. He may be able to protect the skies, but he is no Batroc the Leaper I used to think that too, that it was hard to aa with cr.HP. It's possible. I've seen it man. It's real. I really like this. Zangief shouldn't be about bruteforcing every matchup. Giving him that far st.HK gives him a very good aa that zones AND moves him forward. What I like: -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 Again, more floatiness would let you do that. Noted Noted