Cody -All good except the knife. Viper -m.tk is already unsafe. If you make even less safe (makes it useless). zanguief can punish a blocked m.tk. cr.mk to m.tk is a very thight link and cr.mk to m.tk is not a true blockstring. Dee Jay -Why the light jackknife? (i dont know much about dee jay) Chun-Li -Ex fast kicks juggle points same as before? (3 or 2 hits fadc stomps). -Normal sbk +1 hit stun on last hit (super should link after any normal sbk) -She should also have cr.mk BUT i would sacrifice cr.mk for her down forward low kick anti air. So db+k = cr.lk, d+k = sweep, df+k=anti air kick (unique move) How about an additional stand punch? -Her close stand hard punch would add alot more damage to her combos. OR -Far stand hard punch would be one of her best tools zoning/anti-air/poke (hit stun is so good you can link super)
Why the changes to her Ex Thunder knuckle? It seems useless now, as pretty much anything can hit you out of it anyways. Oh and if you're keeping heavy instead, increase hitstun for first hit, like the upcoming AE so that it can combo.
And, for Guile, EX Flash Kick (1), FADC, Target Combo (#2) is mandatory. He must be able to do that, or he won't have enough swag. (Maybe EX Flash Kick knocks a bit higher? And also, (#2) means second hit, so that would be the overhead.) This would be a system change, as any change involving Guile's swag is too catastrophic to be deemed as a character change. If you had to do this in a later update, you would have to make a new game, similar to the console version.
If it has faster startup you can, Punish back dashes and FA attemps. Its not fireball invincible in AE. She already has ways around fireballs. You can also do fa crumple, ex tk (crumple) if it has a faster startup and continue to combo for a max damage combo. Huh???? What heavy?
Oh, I get it then, if it's like AE, I'm all for it. Heavy Dread Kicks. (I think that's what Deejay's ground kicks are called) It said it'll be changed into light Dread Kicks, but if you wanted to keep the Heavy version instead, you could change to how it's like, or gonna be like, (not sure) so that it can be comboed after FADC.
Damage comparisons (AE damage listed second): Cammy -st.HP from 90/200-->85/150 -st.MK from 80/100-->70/100 -cr.HP from 110/200-->90/200 -cr.MK from 75/100-->65/100 -cr.RH from 95/150-->95/100 (95 damage? What the heck?!?!) -Cannon Spike does 100/100 but 160/200 if it hits high in AE. In Volt it does 140/200 low and 90/100 high) -EX Cannon Spike does 150/200 but 95/100 if it hits high in AE. In Volt it does 150/200 low and 100/100 high) -Spiral Arrow from 120/100 -->120/180 -EX Quick Spin Knuckle from 200/200 to 160/200 -Cannon Strike from 70/100 to 60/100 -Crossed Scissors (Hooligan-->Air Throw) 130/140-->140/150 -Super from 365 to 350 -Ultra from 505-->480 -Ultra from 467-->390 (no animation) -Throw from 155/140-->135/140 Her normals aren't too egregious. What normals would you like to see hit with a damage nerf? She has some minor damage/stun buffs which I wouldn't mind to give her. Again, super/ultra nerf seems fair. The differences between Cannon Spikes boggles my mind... Comments? Chun Li (most moves with reduced damage omitted) -Tenshokyaku (d,u+k after f+k, k)from 120/80-->100/250 (?!?!?) -Kikoken from 70/75-->70/100 -Hazanshu from 110-->130 -Super from 360-->340 -Ultra from 510-->460 Is Hazanshu obnoxious? Yes! Will it break the game if Chun-Li gets more damage? Not even close. I'm pretty happy with giving her slightly more damage/stun. Also, +1f after Spinning Bird Kick would be cool Cody (most moves with reduced damage omitted) -Bad Stone stun from from 100-->150 and +10 stun per level -Ultra from 498-->506 Cody does decent damage already. Would look more at improving his movement and frames. In addition to previous stuff would like knockdown time and frames on block after (EX) Criminal Upper standardized. C. Viper -st.LP from 35-->20 -st.HK from 110-->100 -cr.LP from 30-->20 -cr.HP from 100-->90 -cr.MK from 70-->60 -M TK from 120-->110 -H TK from 100-->70 -Seismic Hammer from 140-->120 -EX Seismic Hammer from 140-->100 -Burning Kick (ground) from 125-->100 -Burning Kick (air) from 125-->90 -Throw from 155/140-->130/100 -Super from 340-->300 -Ultra from 503-->441 I don't think a damage nerf on her normals bar cr.MK is warranted. I'm happy with nerfing her throw damage. Her throw is stupid good. DeeJay (most moves with reduced damage omitted) -cr.MP from 60-->80 -Machinegun Upper from 110-->120 -Machinegun Upper (max mash) from 188-->192 -Ultra from 503-->473 Some minor changes. He needs some help, but needs to retrain his identity so he isn't just a bad Guile
Agreed. I think the knife is unnecessary Well, it's safe against 1f hits. A lot of moves lose to stupid 1f command grabs with imba range. I guess by safe, we mean it isn't negative frames on block cr.MK xx M TK is a cancel. Much easier. Better comboability afterwards. Not everyone agrees on this though Will add the first 2 points. How to add cr.MK, esp if you want her df+k aa kick. Her cr.LK is already godly so I don't think her cr.MK is too necessary. How to implement her far st.HP? f+P? I agree that it is really good and would be a nice tool for her. Wouldn't you prefer FA 3, Sunglasses, Ultra? So what's the argument for Light Rolling Sobat over Heavy?
I would prefer both, as Guile must contain enough swag to meet Dan. I actually have no argument for Light and Heavy Sobat, so no idea.
If you were able to read previous posts, I have reiterated that we will go through new chars when we have gone back through all the characters
Yes but mine is a critic to this thread, do you think that Capcom is going to apply all the changes? It's not able to optimize their apps with the new iPhones! If we get the same app with 3-4 characters more is too much for me!
Yes u're right man and I hope Capcom is going to listen us but I don't expect a game with so much changes,at their lazy programmers don't like Ios!
The whole idea of this is we try and do as much of the work for them to show how committed we are to this.
So no comments, I assume everyone is happy. So this is where I'm at for the current round Next round of chars:
Not sure if it is necessarily better. It's hitbox is very vertical and doesn't reach out much. I guess Viper already has good aa moves that hit out
Damage comparisons Dhalsim -Yoga Spear from 60-->70 -Yoga Flame from 100-->110 -Yoga Blast from 150-->180 (better recovery on whiff) -Super from 320-->330 He needs buffs. I'd like to see better recovery on Yoga Blast. E. Honda -s.HP from 110-->120 -cr.LP from 30-->40 -cr.HP from 120-->140 -s.HK from 80-->100 -Worse recovery on EX Headbutt? -More projectile invincibility on Headbutt startup -Sumo Smash from 90-->100 (on the way up) -Sumo Smash from 110-->120 (on the way down) -Better juggle point on Sumo Smash so it can be followed up by Super (aa) Fei Long -ultra from 533-->495 Guile -st.K from 120-->110 -cr.LP from 35-->30 -cr.HP (low) from 120-->100 -cr.HP (high) from 100-->70 -Spinning Back Knuckle from 120-->100 -cr.RH from 120+140/200+200 to 100+110/100+100 -Guile High Kick from 130-->110 -Sonic Boom from 55-->50 -EX Sonic Boom from 110-->100 -Flash Kick (low) from 160-->140 -Flash Kick (high) from 100-->80 -EX Flash Kick from 220-->180 -Ultra from 503-->510 -Throw from 150-->120