the suggestion already in (the first page) there about the push back for st.hp will fix the problem of cr.hp not reaching after st.hp, tatsu.
Whats Fine? Any thoughts on the first page posts? Feedback is appreciated (go to the links below). Why Capcom Should Update Volt http://forums.toucharcade.com/showthread.php?p=2890490#post2890490 18 Character Changes http://forums.toucharcade.com/showthread.php?p=2890493#post2890493 4 Character Changes http://forums.toucharcade.com/showthread.php?p=2925083#post2925083 Wants and Bugs to be Fixed http://forums.toucharcade.com/showthread.php?p=2890495#post2890495
Add ex armor cancel makoto/balrog/abel can benefit from it. Ex Special moves that absorb 1 hit, can be cancelled into ultra's
I think in my opinion, Zangief is too extreme. He does stupid damage, and it's stupid hard to get there. It's the ultimate risk/damage option, and if he gets to you, there's less risk with the same damage. I think if he could get there easier, but do less damage, it might be better. He's too extreme. *Zangief comes, ultra, you're dead* Case in point^
:\ Off topic, but I don't really have anything else to say for the current characters. Well, in general, if blocks are gonna be autoblocked for crossover projectiles, could we reduce the teleport time? I mean, I see lots of gameplay with Dhalsim revolving around side to side mixups to finish people off. It'd be sweet to have a Dhalsim that can actually play somewhat offensively, without everything being blocked.
I was watching some fei long matches from DR Ray at VxG tournament. In AE stuff like st.lp, cr.lp (blocked), ex command grab will grab you (if the opponent doesnt press a button or srk, it can be punished but is a damm awesome mix up) so definetly less pushback for his cr.lp please.
Tick throws in general are way better in AE. I like how we think Tenshin, Ultra for Fei Long is busted, yet it's perfectly acceptable for Makoto...
Fei can FADC his SRK and get an Ultra (yeah, I know, it isn't a full Ultra, but still). Makoto can't.
That's because fei is a much better overall character than Makoto, with better defensive options and a 1 frame chainable low poke. Giving him ultra after command grab completely changes his character archetype. With Makoto it fits. A character that has a hard time getting in, poor defensive options, but deals huge damage when she does and makes her opponent play a guessing game.
Just thought of another suggestion for Viper. Reduce blockstun on EX Seismo so that it's not a blockstring into burn kick. Was watching the Latif/Poongko match today on eventhubs and Poongko was routinely blocking EX sesimo and then focusing the follow up burn kick. You can't do that in Volt, but I think you should be able to, especially at max range.
Yes you can, even srk it and AA it with a good normal. The front hurtbox of burn kick is the most vulnerable.
Oh well, if we can already take on previous chars, then: Guile: cr.HP MUST be unsafe on hit. Otherwise, I request giving Akuma's Zanku Hadouken bigger hitbox so it can hit the opponent no matter where he is and instant KO both on hit and on block. Just that. That move is unsafe on hit in every SF game. As far as I know, that move is only "safe on hit" in the vs series, where you can cancel it into SJ. If you want to make it better, do what Capcom did with him in SFxT: it's still unsafe on hit, but unlike in the console version of STxT, in the mobile version they made it special/super cancelable, so in Volt you could do cr.LP, cr.LP, cr.HP xx Flash Kick, which would be better damage-wise and easier than cr.LP, cr.LP, st.MP xx Flash Kick. M. Bison: close st.HP with better hitstun, so st.HP, cr.LK is possible. Right now st.HP is just a cool AA, since cr.HP trades more and it's slower. It doesn't give Bison anything really cool in terms of damage and combos, which is what he's missing with the current version of Volt. cr.LK, cr.LK, cr.MP xx Psycho Crusher and that's almost all. Sagat: nj.MK. It would be a great overhead and would let Sagat players forget for a while the annoying spamming routine and go offensive. It's also a nice tool for corner pressure. To avoid jump ins by neutral jump attacks Sagat players would still have j.MP, so I don't see any problem with this.
Just like HeartWong (CT.Sg) suggested, inbetween fights messaging. Like SFxT but with more options. In friendlies before match chat too.
Technically, cr.HP is guile's launcher in vs series so giving it a safe/unsafe description is moot. Making cr.HP special cancellable would be bonkers. I get your point though, I will keep it's unsafeness on hit (ground) +1f hitstun for st.HP. Noted. You'll also probably want less pushback on st.HP so cr.LK can connect afterwards. I don't really see the use of the combo though nj. MK will add. The current changes for now: Note that the changed moveset for Sakura is tentative. Now the plan is we can quickly go back and add anything that we missed. I know I will be checking damage values more closely. This will still be orderly though. So for the next few days we will go over the first 4 chars. Here is where we left off
Abel damage comparisons: He does more damage in volt almost across the board. Some differences that I would like to suggest -Finish Mid damage from 100/40-->100/50 (same as AE) -Tornado Throw damage from 200/180-->200/200 (same as AE) -Ultra damage from 551-->461 (same as AE) As a general comment, I'd like to see Ultra damage decreased across the board. Reducing Ultra damage makes the game more interactive and less about lucking out and hitting the ultra. Akuma damage comparisons -st.HK from 100-->80 (same as AE) and -1f on block -cr.MK from 70-->60 (same as AE) -Zugaihasatsu (overhead) from 110-->80 (same as AE) -Gohadouken from 70-->60 (same as AE) -Shankunetsu Hadouken from 120-->99 (same as AE) -EX Shankunetsu Hadouken from 150/210-->141/240 (same as AE) -Goshoryuken from 170-->150 (same as AE) -EX Goshoryuken from 210-->190 (same as AE) -Tatsumaki Zankukyaku from 70-->60 (same as AE) -EX Tatsumaki Zankukyaku from 200/250-->175/200 (same as AE) -Throw from 150-->130 (same as AE) I know we all hate Akuma, but across the board damage reductions seem really harsh and turn him into a glass peashooter. Which is less than ideal because as is, he is a strictly worse C Viper. Any ideas on how to incorporate some damage nerfs but keep him still respectable? Balrog -j.K stun from 100-->200 (same as AE) -Buffalo Head from 120-->140 (same as AE) -EX Buffalo Head from 130-->150 (same as AE) -Ultra from 549-->491 (same as AE) Wow! Rog does consistently less damage in AE than Volt. about 20 damage on all his special punches and his jabs do 20 damage... Blanka -st.HK from 130-->100 (same as AE) -st.LP from 40-->30 (same as AE) -cr.HP from 130-->100 (same as AE) -st.HP from 130-110 (same as AE) -cr.LK from 35-->30 (same as AE) -cr.RH from 110-->90 (same as AE) -j.HP from 120-->90 (same as AE) -Rolling Attack from 160-->130 (same as AE) -EX Rolling Attack from 180-->120 (same as AE) -Backstep Roll from 140-->130 (same as AE) -EX Backstep Roll from 140-->120 (same as AE) -(EX) Vertical Roll from 150-->120 (same as AE) -Electricity from 150-->140 (same as AE) -EX Electricity from 160-->150 (same as AE) -Super from 400-->500 (same as AE) (?!?!?!) -Ultra from 540-->620 (same as AE) (?!?!?!) Does Blanka do a lot of damage? Yeah! Does he deserve nerfs? Not that much. Also bizarrely, his super/ultra do ridiculous amounts of damage in AE...
No need to add hitstun on his st.hp. For st.hp, cr.lk, it would require +2 to the current hitstun. And if you can link cr.lk, then cr.mp will also link. Welcome to his new bnb: st.hp, cr.mp, psycho crusher for 320 dmg....... Imagine the damage with a j.hk or ex skull crusher starter. Even Sagat would be jealous.