Street Fighter IV: Volt - Update Proposal

Discussion in 'General Game Discussion and Questions' started by HarlequinRogue, Jul 7, 2013.

  1. User58394

    User58394 Well-Known Member

    Oct 23, 2011
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    Yo Harlequin!

    Play AE or watch a video on Fei Long.

    Fei Long needs jp.mp instead of jp.hp because it hits at a steep angle like Vega's jumping kick.

    And maybe (in air) f+k = jumping hard kick. It has great reach and stuffs a whole lot of things. This will give Fei Long what he's known in AE for: good jump ins, aside from good ground game.
     
  2. slrc_91

    slrc_91 Well-Known Member

    Dec 18, 2011
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    #742 slrc_91, Aug 15, 2013
    Last edited: Aug 15, 2013
    His sobat kick needs to be on both b+k and f+k. It's a tool used for spacing and having it for only one of them will be useless (depending of the pad direction, Guile will move either forward or backward). Knee bazooka must be on b+k, since it's a tool use to move forward without losing the charge (something you cannot do with the sobat kick).
     
  3. slrc_91

    slrc_91 Well-Known Member

    Dec 18, 2011
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    Sim:

    -I still want QCB+K/SP for Yoga Blast.

    Honda:

    -He can do a lot of damage already, so I think the damage buffs are just too good.
    -More range on ultra is ok if it doesn't become another Gief Ultra.
    -Less recovery on Ex Headbutt on block? In that case, the mve is already safe on block, so there's no point on reducing the recovery.

    Fei:

    -Current changes are ok IMO.

    Guile:

    -We can ditch sunglasses, since it's only for swag purposes.
    -I vote for knee bazooka, and we can ditch the sobat kick.
    -Cr. RH damage nerf seems so harsh, IMO.
    -If we're gonna nerf the damage of EX Flash Kick, we should set the damage for each hit.
     
  4. slrc_91

    slrc_91 Well-Known Member

    Dec 18, 2011
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    Actually we should take notes about any 2-hit special and the damage distribution if we're gonna change them.
     
  5. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    Shanghai
    Is d,u+k/sp really that annoying?
    The move is actually HCB+k in AE.
    -I wouldn't mind giving him some slightly better damage on his least used moves like his cr.HP.
    -For ultra range, I was thinking a very slight range increase. As is, his arms in the animation can reach you but not grab you.
    -Sorry, I meant slightly more recovery on block. Given the distance it recovers, -1 on block seems fine.
    The damage comparisons I'm putting up are just to show what it's like in AE world. Not all of them would be getting through.
    [/quote]
    -Sunglasses would be awesome!
    -Knee bazooka makes sense me for too.
    -cr.RH is pretty obnoxious as is. It's mainly a reduction in stun

    Do you want me to change all the damage breakdowns for multi-hit moves? That will include ultras too.
     
  6. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    Shanghai
    So change j.P to j.MP?

    How about giving him nj.RH?
     
  7. CaptYadierPR

    CaptYadierPR Well-Known Member

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    Yes i would like j.mp also.

    J.RH can be his jump in too, its pretty good and you can do crossovers with it if I'm not mistaken.
     
  8. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    #748 VaroFN, Aug 15, 2013
    Last edited: Aug 15, 2013
    I've been watching some AE matches, and I can tell that Makoto's Tsurugi doesn't have there the huge pushback we got in Volt, making it easier to land Ultra after it.

    Also, EX Tsurugi can be used inmediately in AE. That also can be performed in Volt, but unlike Cammy's EX Dive Kick, Makoto needs the QCB input and then a really fast input for a forward/neutral jump. Instant EX Tsurugi gives Makoto 2 things she misses: instant overhead and hard knockdown, but its input makes it easy to throw a random backjump or EX Oroshi with some little lag. QCB, up-back + SP would work better. The same goes for SP-off meterless Tsurugi so SP-off users can also use instant Tsurugi without those problems.

    IDK if this is too much, but along with less pushback on throw, better recovery (1/2 frames) so that throw, EX Hayate is a very tight frame trap, making the opponent guess if Makoto will do EX Hayate and therefore he should block or dash, Karakusa and therefore he should jump. Otherwise no one will use that throw after giving each character both forward and back throw.

    Then, Hayate Feint has some extra effects that we didn't get in Volt, like making Makoto move a bit forward after st.MP at the cost of some frame advantage, nullifying pushback on Makoto after cr.MP, st.MK and st.HP.

    Also, Harle, if you want safe jumps, request 30 FPS for the update. Every device that's already supported by Volt can achieve that without framerate drops or any other thing, and it allows safe jumps. SFxT, which works at 30 FPS, has some true safe jumps. For example, close Oni Kick, dash, forward jump (that's also a cross up). Without the input for j.MK, you'll block anything, from SRK (yeah, even Ryu's SRK) to jabs. With j.MK you can still hit the opponent if he doesn't do anything. If you still have SFxT installed, try it.
     
  9. User58394

    User58394 Well-Known Member

    Oct 23, 2011
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    Yeah! That sounds good!

    So Njp.HK

    Jp.mk

    Jp.mp

    Sounds goooood.
     
  10. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    Sorry to be blunt, but Makoto can instant air EX Tsurugi in Volt. You just need to improve your execution. She's not supposed to be able to Tsurugi on backjump.
     
  11. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    Neither Cammy, yet you can do QCB, up-back + SP/K.
     
  12. User58394

    User58394 Well-Known Member

    Oct 23, 2011
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    Oh, and if you want Harle, if you change his Flame Kick thingy to medium, it won't be two hit, but it'll do more damage in the air, since everything is one hit, and its one hit does more damage than the one hit the Hard version gives.

    It should be in eventhubs. Apparently it's a better anti air, but less damage for reversals.
     
  13. DROQQA

    DROQQA Well-Known Member

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    The low tier.
    Cammy can EX cannon strike on backjump in AE.
     
  14. VaroFN

    VaroFN Well-Known Member

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    But she can't do the Tiger Knee with the meterless version, yet she can do that in Volt.
     
  15. CaptYadierPR

    CaptYadierPR Well-Known Member

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    #755 CaptYadierPR, Aug 15, 2013
    Last edited: Aug 15, 2013
    Ken (All changes ok)
    -More juggle points to srk. FA crumple, late srk, fadc should have enough juggle points for a reset. But only ex srk does in volt. In AE both are possible.

    Makoto (All changes ok)
    -More Active frames to cr.lk (same frames but more of them active)
    -Hayate safe on block.

    M. Bison (All good except...)
    -Reduce/remove hitbox on his legs during Psycho Crusher? Why? Doesn't he have that hitbox in AE?

    Ryu (All ok except...)
    -+1 frame recovery on Hadouken? I thought he could spam in AE hadoken just fine. so why?

    Sagat (All good)
     
  16. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    hayate should not be safe on block imo
     
  17. CaptYadierPR

    CaptYadierPR Well-Known Member

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    is just a suggestion XD.
     
  18. User58394

    User58394 Well-Known Member

    Oct 23, 2011
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    Makoto's Ex hayate need fixing. You can't attack Through Ryu's ultra for some reason.
     
  19. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    #759 HarlequinRogue, Aug 16, 2013
    Last edited: Aug 16, 2013
    Tsurugi, Ultra on Volt is pretty easy to land. In fact, the reason it misses is due to thin characters such as Cammy and Yun.

    As DROQQA said. Try a qcb, uf+sp motion. It's easier with SP assist off

    Her throw is supposedly +1 on hit. EX Hayate followup isn't really a frame trap.

    I think it's fine that she has a bad throw. She already has the best command grab in the game.


    Seems like it also depends on what normal is used.

    Will add the suggestion for some momentum with Hayate Cancel
    Changing something like fps is HUGE. I don't think the game will be better if 3f (3 AE frames, or 1 Volt frame) safe jumps exist. I like where safe jumps are.

    Ken already has ridiculous juggle points! The trade off though, is that he can't do Shoryuken, FADC, Full Ultra. From memory, I think he gets better juggle point on aa Srk or on CH. Will add as a suggestion
    -cr.LK is 4f active in AE. Which is pretty much 1f active in volt. I don't see a real need; her cr.LK is already pretty good.
    -Level 1 Hayate is -6 frames in AE. As is it's pretty much only unsafe to shoryukens. If it were safer, cr.MP xx Hayate, cr.MP would be ever more obnoxious.
    http://www.eventhubs.com/images/2011/sep/30/m-bisons-hit-box-information-super-street-fighter-4-arcade-edition-image-2/

    M. Bison's hitbox during Psycho Crusher doesn't extend to his legs.
    Recovery on Hadouken is 45 AE frames=15 frames in Volt. Considering most jumps are 16 frames, Ryu shouldn't be able to punish an empty jump in if you jump before the fireball, yet he can.

    Yes you can, I tested it. Need to do it super early or super late.
     
  20. CaptYadierPR

    CaptYadierPR Well-Known Member

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    Yes to that makoto hayate cancel forward movement.
     

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