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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    #661 VaroFN, Aug 8, 2013
    Last edited: Aug 8, 2013
    Poor Akuma... T_T
    Less pushback/more blockstun and hitstun to avoid whiffing cr.MK xx Hadouken? But that's not how it works in AE.
    Giving him far st.LK as back + K? Fast normal with good reach that can be used for poking and as AA. st.HK was his best tool, but since it will be nerfed with negative frame advantage and whiff on crouching chars...
    And then another version of the Zanku, the one which goes downwards. This wouldn't work as a zoning tool but as a pressure one. It would be something like QCB+P and down+SP, but I'm not sure about this.
    Since his game relies on vortex, how about giving him cr.LK as db+k? This would be great for hit confirms (cr.LK, cr.LP, cr.HP xx Tatsu) into another hard knockdown or reset. Otherwise with cr.MK you never know if you'll hit the guy while standing or crouching, so you can't tell if Tatsu will whiff or not, and well, it's not like someone will try cr.HK after a close safe jump or something like that.

    We should focus on things that would improve his rushdown game instead of his zoning. His rushdown game with vortex relies a lot on his Demon Flip, but here we only have one distance and the EX version. The game reads the button input in one frame and starts the move on the next one, so there's no way to do something like db+sp (tap) and db+sp (hold) since both moves are different on startup (different angle and such), so there's no room to tell the console which version we want.
    How about db+sp -> far Demon Flip and db, db+sp -> close Demon Flip? More pressure, more setups... This can only improve his game.

    Oh, and his throw fixed. In AE forward throw, dash, EX Demon Flip Dive Kick is a safe jump, but not because in AE safe jumps exist because of the higher framerate and all that, but because Akuma reaches the opponent there. Here in Volt if you try that you'll only get a nice bait, but it won't go beyond the opponent if you don't hit him or any other thing.

    BTW, I have the full list of changes for SFxT, and that means balance, new features and move sets for new characters with SP and SP off commands and such. Should I create a thread or wait? :confused:
     
  2. HarlequinRogue

    HarlequinRogue Well-Known Member

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    From 3-chorddork
     
  3. User58394

    User58394 Well-Known Member

    Oct 23, 2011
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    If Fei Long can do Tenshin, Ultra, it's fair. He has pretty much no other way to land his full ultra anyways, and his Tenshin doesn't really contribute much other than micromanagement of meter.

    As for Balrog, what if you exchange his st.clp to st.flp? I believe his standing far light punch has better frames after hit, and will allow him to combo into cr.hk anyways. I feel that if cr.hk was faster, it could be too strong of a sweep.

    For Blanka, could you replace his Roll attack with his Light version? For punishing, you could always use the sweep, or even his ex version. His light version allows for easy mixups, from crossovers, tricky setups with his surprise forwards, and allows for a mixup with his electricity and throw. I think it would be a great addition to his arsenal, and build on his character of mixups, and trickiness, instead of a character with poopy special moves.
     
  4. User58394

    User58394 Well-Known Member

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    #664 User58394, Aug 8, 2013
    Last edited: Aug 8, 2013
    Balrog is really good in AE, which is why his damage is low, I think. His standing far light punch is devastating, and if you versus a person that gets hit by it when they're crouching, it's gg. It has stupid amounts of advantage frames on block, and it comes out super fast. I literally beat a Zangief in AE just by mashing it, as he couldn't jump, focus, banish flat, lariat, etc. it.
    He also has great set ups, mixups, and a good ground game, coupled with pros that will AA you out of the air with his dash upper into ultra for fun. If you watch PRBalrog, he's pretty sick with AE Balrog.

    As for Blanka, he can't really combo into his ultras that well, and you can't really land it unless it's after an FA. I mean, even as a counter, it sorta comes out slow. It's sluggish, and can be easily countered, and has horrible recovery. I think for Volt, it should be the same though, because it's much easier to land.

    For Akuma, I think aside from the addition of his light demon flip, (I don't even know what the command would be) if his st.hk still hit crouching opponents, it'd be nice, seeing that it comes out slower than a lot of pokes, and the fact that it would be bad, if you could punish it after block, because of the whiff. He would be a worse Ryu, as his cr.mk isn't as fast, and his hadoken isn't as fast. I think st.hk not whiffing would keep him fine, as he has an easy way of dealing lots of damage, while he keeps his damage reductions.

    The damage for Akuma in AE is for his entire moveset, something we can't have in Volt, so maybe keeping his st.hk is a good trade-off for worse damage, and limited moveset.

    And, what if Akuma had light srk instead of hard? That way, Akuma won't have to fadc his long ranged srks to be safe, reversals would be more consistent, and it would do less damage, while being useful, and even allows him to combo into red fireball if he AAed. (Long range as in Ken uses cr.mk to poke, you reverse it with srk, but only the first hit hits, and the rest whiff, because the guy is still grounded.

    Also, have we also talked about new characters yet?
     
  5. tognesimo

    tognesimo Well-Known Member

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    Create a thread also for sfxt so Capcom will appreciate our effort to improve this games instead to create shitty social and card games.
     
  6. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    That's a problem all shotos have. At max range, cr.MK xx Hadouken isn't airtight.

    No one actually uses that move. And he already has multiple aa options.

    -1 on block in volt is a very small window. I feel like it is abused in Volt because it's safe on block. It's -2f on block in AE. -1f on block isn't enough for most uppercuts to punish.
    An additional Air Hadouken? We are trying to make the games more interactive
    You know what else works for hit confirms? cr.LP. You can do cr.LP x2, cr.MK xx Hadouken which is the standard hitconfirm blockstring for shotos. There's a reason people don't randomly throw out cr.MK xx Tatsu

    Interesting idea, but the controls get really murky. d,d+sp is an awwwwkward button press. But it's not like Akuma has trouble with mobility.

    Setups are Volt/AE exclusive. I won't say that's 'problem' that needs to get 'fixed.' You gotta find your own setup. And yes, this is mainly due to different framerate.
    If only people played that game and cared about it. Sometimes I play it to remind myself how bad it is
     
  7. HarlequinRogue

    HarlequinRogue Well-Known Member

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    His Ultra does do a lot of damage as is, and this doesn't exist in AE. For the record, I wasn't advocating for Fei to actually get this, but I was just amused by our thinking about it

    Sounds like we just give +1f hitstun to st.LP and that would solve it. His 2 st.LP are very similar and quite hard to distinguish anyway.

    Not having Light Blanka Ball is definitely a loss. Maybe replacing it but giving it slightly better damage say, 120 would give us the best of both worlds; a meterless way to end cr.LK strings and the mixup potential. And it's not like people seriously use normal ball from full screen anyway.

    I agree. I just though it was pretty interesting.
    Blanka's Ultra is actually (tied for) the fastest in the game. Keep in mind if his Ultra did 620 and his Super did 500, Ultra, Super would be 1020 damage, unscaled.

    What about letting his st.HK still hit crouching, but making the startup slightly slower and the move -1f on block? It still has the same combo potential. In AE that move is reaaaally slow and not really used much since the semi-infinite was removed.

    in USF4, they are planning to have Akuma's Goshoryuken be only FADCable on the first hit.


    So for Akuma I am currently looking at
    -+1f startup to St.HK and -1f on block
    -Add EX Demon Flip to EX Zanku Hadouken
    -More recovery on jump back Zanku Hadouken (USF4 change)
    -Goshoryuken only FADCable on first hit (USF4 Change)
    -Some damage nerfs
    -Improve cr.HP hitbox (make it more distinguishable from st.HP)

    I plan to do that after we quickly run back through all the chars
     
  8. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    #668 DROQQA, Aug 8, 2013
    Last edited: Aug 8, 2013
    I was mistaken, it is not a block string at all, ryu can dp out of it.

    That said, I've been playing around with it, and I cannot seem to be able to block an ex seismo and then focus the follow up instant air burn kick. I can mash out supers and DP in the middle, but no focus.
     
  9. VaroFN

    VaroFN Well-Known Member

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    #669 VaroFN, Aug 8, 2013
    Last edited: Aug 8, 2013
    WUT? But that can't happen. The first hit doesn't launch the opponent. Doing SRK, FADC, Shakunetsu would be impossible.
    Making FADC possible on only the first and the second hit would be more appropiate.

    About cr.MK, the rest of shoto characters don't have that problem. At almost max range, cr.MK xx Hadouken works on Ryu, Ken and Sagat. Akuma has to be closer to do that than the rest of those characters. Yun for example can block Akuma's cr.MK and go under the Hadouken with meterless Shoulder, or even eat the cr.MK but still avoid the Hadouken. That's why Akuma can't rely on cr.LP, cr.LP, cr.MK xx Hadouken as a hit confirm string.

    About Light DF, we could make it reverse SRK + K only, kinda like how some moves like his teleport and Zangief's Lariat are with SP even when you play SP off.
    Another stupid idea would be making it kinda... different. We could make it the Light version by default, and let the player set the distance by pressing forward till Akuma reaches its higher point. Some moves in the game aren't exactly like in the console version. For example, Viper's Seismic Hammer autotracks the opponent, so that change for DF wouldn't feel... out of place, and it would be better than db, db + SP.

    About SFxT, well, there are still people playing it and talking in the chat, so it's still alive. Not in the Volt level, but still. I'll create the thread and post the link later. While it's not exactly finished, there's an introduction that could be also used for the Volt petition. I think I made some interesting points on why Capcom should invest on those two mobile games.

    EDIT: wait. If st.HK will be slower at startup, then he will also lose st.HK, st.HP xx Hadouken, FADC, st.HK. After st.HK, st.HP xx Hadouken, FADC he would only be able to use cr.MK xx Tatsu, SRK/whatever. That's not enough reward for a FADC combo with tight links.
    In AE both Hadouken and st.HP don't have that huge pushback we have in Volt. He can do j.HP, st.HP xx Hadouken, FADC, st.HP xx Hadouken, FADC, st.HP xx Tatsu, full SRK (three hits). That would at least let him perform good FADC combos while leaving st.HK with a 1 frame slower startup.
     
  10. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    #670 DROQQA, Aug 8, 2013
    Last edited: Aug 8, 2013
    akuma's srk has 3 hits, yo

    and is FADCable on the 3rd hit

    also cr mk, hado is NOT a blockstring, shit, it's not even a combo for ken at max range
     
  11. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    Isn't it that in AE Akuma can't FADC the third hit?
    If he can't FADC the third hit, and now he won't be able to FADC the second hit, that leaves the first hit to be the only one FADCable. That means no more SRK, FADC, Shakunetsu.
    That's why first hit FADC, second hit FADC, and third hit without FADC is better than only first hit FADC.
     
  12. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    he can srk 3rd hit
     
  13. User58394

    User58394 Well-Known Member

    Oct 23, 2011
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    Okok! :) I like this so far! :O That means srk - red fireball is only possible after a juggle. I like the new changes to st.hk too, and I think the reason people don't use it is because it's unreliable, due to the range. If you even hit it, you might be out of range for cr.mk anyways.

    Oh yeah, as for light roll, I think it would be a great addition, but some people are still thinking about it, as it has better recovery and more pushback than other moves, and I think it's fair, because it'll be his only good long range chip move. It can be punished, but only by long ranged guys like Fei Long.

    Hmm, the AE Blanka Super and Ultra is interesting. XD That's a loooot of damage.
     
  14. VaroFN

    VaroFN Well-Known Member

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    Oh, then Akuma will be able to FADC on 1st and 3rd hit in Ultra.
    Anyway, if SRK will be nerfed in regards to FADCing it, FADC on 1st and 2nd hits would be the best option. This way Akuma players need better reflexes to make SRK safe and all that, but they can still do combos after SRK. FADC on only 1st hit would make him almost unplayable.
     
  15. User58394

    User58394 Well-Known Member

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    #675 User58394, Aug 8, 2013
    Last edited: Aug 8, 2013
    XD I feel bad for anyone working at Capcom that's trying to make SFxT work, but his buddies won't help him or anything, and he ends up with a crappy version of it. If it is working that way. SFxT is the neglected child of Capcom.

    I don't he need his vertical Zanku, because he can still do cross up set ups with his current Zanku, albeit more finnicky. His sweep, dash, zanku works fine as a set up.

    Oh yeah, I think reduced Ultra damage is a great option. It rewards people less for ultra mashing, something people in AE dun worry about as much compared to Volt, haha.
     
  16. CaptYadierPR

    CaptYadierPR Well-Known Member

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    #676 CaptYadierPR, Aug 8, 2013
    Last edited: Aug 8, 2013
    >.< nevermind
     
  17. slrc_91

    slrc_91 Well-Known Member

    Dec 18, 2011
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    For Akuma I think the changes on his st.hk are fine (modifying startup and recovery), and Goshoryuken should be FADCable on second hit (max). Maybe we should change his current Zanku for other one, to limit his zone game. Damage nerfs on all of his moves seems harsh, and I agree with ultra damage FOR SOME CHARACTERS, being Akuma one of them.

    For Abel I only have the suggestion of fixing his ultra. It doesn't deal any damage if trades. I'd rather go for changing the motion of the roll instead of adding another version.

    I'm not sure about changing Blanka's Roll. But changing his electricity version to another one is ok for me.

    We should change Rog's hurbox (just like in Abe'ls current suggestions). He shares a quality with Abel: it's hard to land an AA fireball on both of them.
     
  18. HarlequinRogue

    HarlequinRogue Well-Known Member

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    #679 HarlequinRogue, Aug 9, 2013
    Last edited: Aug 9, 2013
    I think we need to draw the line about not putting in USF4 changes, and letting Capcom put that in, otherwise, it's gonna be a bit of a mess.

    I was thinking that we are probably too harsh on Akuma and making st.HK less damage and either slower startup or -1f on block would be fine.

    This is what I'm looking at for this crop of chars

    Abel
    -Buff st.P - larger hitbox, vertical and horizontal
    -Make forward kick comboable into stuff. +1 hit stun, +1 startup
    -replace st.RH with st.LK
    -(EX) Falling Sky Buff. Improve hitbox so it doesn't trade
    -Second Low and Finish Low for CoD
    -Finish Mid damage from 100/40-->100/50 (same as AE)
    -Add command for light Marseilles Roll (db+sp/df+sp for light/hard Roll. d+sp for Falling Sky) OR change roll to be qcf+k
    -Fix hitbox. He is deceptively thin
    -Additional hitstun on j.K
    -Tornado Throw damage from 200/180-->200/200 (same as AE)
    -Ultra damage from 551-->461 (same as AE)

    Akuma
    -+1f startup to St.HK OR -1f on block
    -Add EX Demon Flip to EX Zanku Hadouken
    -Improve cr.HP hitbox (make it more distinguishable from st.HP)
    -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)

    Balrog
    -+1f hitstun on st.LP so it can link into cr.RH
    -1frame less startup on Headbutt and EX version. 1 frame less blockstun
    -j.RH 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)

    Blanka
    -Decreased and uniform bounce back distance after blocked blanka rolls and Ultra/Super
    -Make d+k cr.lk in line with other chars
    -Change jump arc to go out further
    -Electricity to build 20 meter
    -j.HP from 120-->90 (same as AE)
    -Electricity from 150-->140 (same as AE)
    -EX Electricity from 160-->150 (same as AE)
    -cr.LK from 35-->30 (same as AE)
    -Rolling Attack range changed to light and damage from 160-->140


    The general theme I have with the damage changes is firstly, reduce Ultra damage and reduce damage for the more annoying moves. Characters that are lower tier get damage increases.
     
  19. VaroFN

    VaroFN Well-Known Member

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    No one wants an option to change the VA without changing the language of the game? :(

    Should Akuma's glitched combos be deleted? They are cool and not too powerful (in fact I'm working on a combo video for them...).

    And... ugh, I'm not sure if I should say this...
    OK, I'll tell. Blanka's Ultra whiffes on Makoto at midscreen.
     

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