It's all explained in the first post. The best we can do is show Capcom how they can make money from it and do all the work in terms of balance. And hopefully we can drum up interest in the FGC so they can't ignore us. It doesn't require much from us and I'm pretty dedicated and sometimes naive too
Yea like harle said, its all on the first post. Capcom wont do a free update, but if we can show them they can benefit from a new app or/and dlc they might make a new version of the game.
Capcom doesn't have faith in the mobile market, as evidenced by their release of the Phoenix Wright Trilogy without any support for the iPhone 5, the poor effort and sales of Street Fighter X Tekken, and the fact that Street Fighter IV and Volt don't support retina displays, and use pre-rendered sprites based on the models in the arcade and console releases.
Yes this is true, but Capcom has said they are interested in the Tekken Revolution model for fighters. Mobile would be one of their easiest grounds for experimentation. Dammit, can't we just be hopeful?
I haven't played Tekken Revolution. Is it any good? Also, didn't they already release a mobile fighter based around card battles? Look, I don't mean to be the bearer of bad news, but there's a difference between being hopeful and being desperate.
Apparently it's turning out quite popular. It's pretty similar to the SfxT coin system... but better and better game. Actually, it's somewhat similar to the LoL system. We're pretty much both
I think that Capcom will never read our petition, with the launch of the new consoles like ps4 and x360 they are working on next gen titles like Strider and the new resident evil! Their mobile titles are very poor compared to others! Square, Sega and other software house gave a great support to mobile but if you think there isn't a game with iPhone 5 support and old title don't get iPhone 4 support! So the conclusion is to finish the petition in a week, and pray that Capcom is going to listen us but IMHO it's very hard!
Well, Capcom isn't working on SF titles for the next gen consoles. And they said SF5 wouldn't be ready until like 2018 anyway.... What you have said are reasons why Capcom should invest a bit into mobile gaming. Volt is revolutionary in being the first(?) mainstream title with online play. Why do you want us to get this done within the week?
IMHO if the petition is ready within this week or the next and Capcom notices it(But in Capcom Unity the posts are ignored) maybe can start to develop a new app! At the end of the year with the new consoles Capcom is going to leave defintely the mobile gaming(only my suppositions). And you're right Volt is revolutionary but why Capcom won't update it? Cause is not interested in Mobile gaming, they make money easily with a remix for new consoles like the next SF4Ultra edition. It's only a question of money.
Mobile and main studios are two different studios. New gen consoles don't matter to us. And this petition is far from finished. We still have to finish the current characters and then talk about the new ones. Characters like Gouken can be easily added, but others like Juri are a pain. I didn't find any working moveset to keep her FB game intact for the SFxT petition.
Yes other characters easy to add are Evil Ryu, Gouken, Dudley, Dan! I will be very happy if Capcom is going to add retina display but I think that sprite collision will change a lot !
I didn't think Solar Plexus strike was needed or even easy to implement. It would be f+p which clashes with throw so it can't even be used as a punish after FA crumple. Corner cases are corner cases. Just because something weird happens in an extreme situation doesn't seem like it warrants a fix. Or anyone to care. I guess it does. I mistakenly thought it was larger in Volt. Will add. Are we really hating on autoblock? It's not completely unbeatable, but maybe we need to have this discussion? I'm all for changes making the game more interactive and fun but I don't think you can easily abolish something like Autoblock. Crossups are useful. Also, holy off-topic batman! I think having multiple demon flips helps to make a more offensive akuma BUT it clutters his commands a lot and the only difference is range between the different strengths. st.HP doesn't have any pushback problems. You can link everything after it, except Shankunetsu Hadouken at max range... You do bring a point that we can't really muck around with the frames of st.RH without changing his combos too much. As is I think the move is pretty dumb. It's safe, hard to focus and gives you a lot of time to plan follow ups. Maybe it's just easier to nerf the damage on it? Normals that no one uses! No thanks. She doesn't need random aa help and particularly with her decent grab range, b+p is just gonna muck up her commands. The issue with cr.HP isn't anything to do with the move. It's about the opponent doing a move with huge range that probably crosses over and those frames clashing with the cr.HP. You can test this by setting the dummy to jump and walking underneath and doing cr.HP. Abel.s cr.MK already has good frames and hence good priority. And it's not really his best aa normal. No one uses Cody's j.HP (unless they suck). Ok I lie. Sasaki uses it for his EX Ruffian (corner), dash x2, j.HP which is really awkward to block (requires you to block towards even though it doesn't actually crossover). It's not even usable like Bison.s j.HP which changes his hurtbox drastically. His Jump in move du jour is really his j.HK. I hope you get my point though
This is where I'm at for the most recent set of characters. Ken -b+k for overhead -Sliiiiightly faster walkspeed -More hitstun on first hit of Shoryuken -2nd hit of Target combo from 50-->70 -cr.HP stun from 180-->200 -cr.MK from 70-->60 -cr.RH stun from 200-->100. 1f faster startup -Super from 400-->370 -Ultra from 520-->500 Makoto -Less recovery on st.HP -Add cr.LP (db+p for cr.LP, d+p for cr.MP) -Less pushback on Throw/change throw to back throw -Tsurugi damage from 110/180-->150/200 (same as AE) -Oroshi from 140/220-->150/200 (same as AE) -(EX) Fukiage airborne for first frame -Ultra damage from 510-->480 (same as AE) -Fix EX Hayate movement after hit so it stops and doesn't continue -Oroshi to be +1f after hit M. Bison -Separate Head Press and Devil's Reverse. -Headstomp: down, up+k (manual)| down, up forward+SP (EX)|down +sp (tap) (SP assist) -Devil's Reverse: down, u+p (manual)| down, up back+SP (EX)|down + sp (hold) (SP assist) -+1f startup on st.HK. Change to whiff against most crouching characters -Less invincibility on EX Head Press -cr.RH FADCable -+1f hitstun and less pushback on st.HP so it can link to cr.LK -+1 hitstun on first hit of Knee Press -More pushback on cr.LK and/or reduce damage from 30-->20 (same as AE) -st.RH from 120-->110 -cr.RH from 110-->100 -j.RH from 120-->100 -Psycho Crusher from 150-->140 -EX Psycho Crusher from 180-->150 -Headstomp from 140-->120 -EX Headstomp from 220-->180 -Somersault Skull Diver from 130/150 to 120/100 -EX Somersault Skull Diver from 180-->160 -Devil's Reverse from 140-->110 -EX Devil's Reverse from 180-->160 -Ultra from 540-->492 -Throw from 150-->140 Ryu -st.HP stun from 180-->200 -cr.HP stun from 180-->200 -cr.MK from 70-->60 -Change Shoryuken to MP version. 150-->130. Additional juggle points -EX Hadouken from 130-->100 -EX Tatsumaki Senpukyaku from 180/250 --> 160/200 -Ultra damage from 398-->369 -Throw from 150-->130 Sagat -st.RH from 140-->120 -cr.LP from 35-->30 -cr.HP from 130-->110 -cr.MK from 80-->65 -cr.RH from 120/160 to 100/100 -High Step Kick from 110-->100 -High Tiger Shot from 75-->65 -Low Tiger Shot from 70-->60 -EX High/Low Tiger Shot from 140-->120 -Tiger Knee from 140-->110. Late hit from 60-->50 -Tiger Uppercut from 160-->120. Late hit from 100-->160 -EX Tiger Uppercut from 220-->200 -Ultra damage from 551-->500 -Reduce hitbox on Tiger Knee (around the head) -Additional recovery on Tiger Knee -f+P for Heavy Tiger Elbow overhead -St.HK to whiff against most crouching characters. -Increase hitbox on 2nd and 3rd parts of ultra (reduce dropping) -Change st.HP to st.LP -Add nj.MK Last set: Sakura -EX Hadouken Damage from 100/120/140-->120/130/140 (level 1/2/3) -EX Shunpukyaku stun from 125-->140 -Bigger hitbox on (EX) Otoshi -better horizontal hitbox for cr.HP. Increasing both the hitbox but extending the hurtbox out more so it doesn't dominate too much -+1f hitstun for Shunpukyaku -Improve hitbox and juggle point of 2nd part of EX Shouoken so opponent's aren't dropped/fall out on aa hit -Change st.HP to st.LP -Add st.LK as K. b+k for far st.HK. Flower Kick unchanged -Add db+k for cr.LK, d+k for cr.MK, df+k for cr.RH Vega -Additional frame to cancel/rapidfire cr.LP -cr.MP damage from 80-->60 -Scarlet Terror 170-->160 -EX Scarlet Terror 170-->180 -Sky High Claw from 130-->110 -EX Sky High Claw from 140-->120 -Ultra from 495-->450 -Slightly taller crouching hitbox -Reduce recovery on a blocked slash from Flying Barcelona Attack -+1f hitstun on (EX) Rolling Crystal Flash (last hit) Yun -Zesshou Hohou damage from 120-->130 -Zesshou Hohou properly cancellable -replace st.MK with far st.HK -950 HP Zangief -st.LK from 40-->30 -st.MP from 90-->70 -More pushback on cr.MK -j.MK from 90-->80 -Flying Body Attack from 110-->100 and reduced hitbox and bigger hurtbox. Should be for crossups and not just for jumping at people and trading with everything -Double Lariat (d+sp/P Lariat) to have legs projectile invincible only, no longer strike invincible -Decrease hitbox of both Lariats, particularly near the ground on startup so it doesn't beat slides and increase hurtbox near the arms so Lariat doesn't beat out most moves -(EX) Banishing Flat to knockdown on counter hit -EX Banishing Flat from 160-->140 -Remove EX Banishing flat, Lariat bugged 'combo' -+1f recovery on both (EX) Banishing Flat -Spinning Piledriver from 260-->250 and reduced range -EX Spinning Piledriver from 280/200-->200/150, strike and projectile invincible for 2 frames. -Lands further away after (EX) SPD -Add Running Bear Grab/Flying Power bomb. (360+k or df+SP. HCF+sp for EX) -Add Headbutt (up+P in vertical jump) -Atomic Suplex/Double German Suplex from 230-->220 (same as AE) -EX Atomic Suplex/Double German Suplex from 260-240 (same as AE) -Super from 500-->450 -Ultra from 600->520 -f+K for far st.HK -HP from 1200-->1100 To me the biggest problem is still Sakura's moveset. Everything else seems fine.
Change Bison's devil's reverse so it doesn't auto correct. With these changes, will it be possible to cr.hp, l.tatsu, cr.hp anyone? If not, then was the change implemented in mind to lower the bnb combo dmg output?
Is that how it is supposed to work? I will note that Bison actually has his headstomp fakeout "lolno" Devil's Reverse in SFxT. I'm at a bit of a loss with how to make Sakura better though. Also, I added damage breakdowns for everything. So take that leonel!
Sakura -Better horizontal hitbox for cr.HP. Increasing both the hitbox but extending the hurtbox out more so it doesn't dominate too much? It also needs Vertical hitbox. -Change st.HP to st.LP? Either add st.lp or not, but dont take out st.hp. Lower st.hp pushback. Vega (All Good) Yun (All Good) Different shoulder and Zesshou versions? Zangief (All Good) C.Viper -st.lp for close st.hp or st.mp
Well the idea was the make cr.HP a hybrid between cr.HP and st.HP to free up button space so we can give her st.LP and replace cr.LK with cr.MK. As in, you want additional versions of Tetsuzanko and Zesshou Hohou or you want the strength changed? [/quote] I was thinking about it and I don't think Viper really needs that much in terms of special cancellable normals. She has jabs to link into her godly cr.MK and she has cr.HP for her crazy damage punishes. I thought the whole point of the Devil's Reverse and Headstomp separation was because it didn't exist in AE? And those moves have 0f landing recovery? Is this the case in Volt?
If it counts for something, I don't have any problems with using Solar Plexus after st.HP CH crumple in SFxT. Solar Plexus is not only a tool for combos, but it's also for pressure. Slow startup but safe on block. And well, some characters like Makoto and Yun also have f+P commands that would mess with the throw after crumple, but no problems there. We should remember that we're not only balancing the characters, but also the game. There isn't any way to make Autoblock ON vs OFF fair. In the case of SP, the cooldown should be enough, but autoblock just kills a huge part of the game. Cross ups are useful, sure, but you can't deny that since you can just leave the joystick alone and block any attack they aren't still as powerful as they should. The thing about cross ups is not only that you have to block them towards the opponent, but that the other guy can also setup fake cross ups and such. Having autoblock deleted just adds lots of things for the game. Well, you could say the same thing about the rolls for Abel. The distance between the DF makes a HUGE difference. Baits, further pressure, tricky setups... And all without spending meter. It's a must. About st.HP, take a look at some videos in AE. Both st.HP and Hadouken have way less pushback there than in Volt. You can loop st.HP xx Hadouken, FADC there, but you can't do the same thing in Volt. It would not only make his combos better but also nerf his zoning due to less pushback on Hadouken. Then, about st.HK, well. In the first version of SFxTK it was pretty much the move from AE. Unsafe, opponents could crouch... No one used it outside combos, just like in AE. In 2013 opponents can't crouch under it, but it's still unsafe on block. It wouldn't surprise me to see it buffed in Ultra. No one really uses it in AE. So if you're going to nerf it, I'd say 1f less safer. I said 1f more to startup because that would make j.MK, st.HK a false blockstring more than usual, but well, that's also OK. Having one single attack for all b+P, P and f+P seems stupid. That's why I thought about giving her another standing P normal that would seem good. Well, Abel has close st.HP, cr.HP, cr.MK and (EX) FS. He has a good number of AA, but none of these are really cool AA tools. st.HP, even while it has an ok hitbox, it's recovery is too high, making it a very risky option. (EX) FS isn't really great, cr.HP is slow and cr.MK has almost the same hurtbox as standing idle. cr.MK should have the hurtbox around the head smaller and the leg hitbox bigger. Just imagine the kind of things you could get by canceling it into light Marseilles Roll. cr.HP and st.HP don't need any buffs as AA since they are more for combos and such, and (EX) FS is already buffed in the list.
Yooooooo If Bison's St.Hk is +1 to startup, please make it still comboable from cr.lk. He can do the same from AE; in fact, he can do st.hp, cr.lk, st.hk If anything, at least make his cr.lk combo into it. I'm conflicted with Autoblock. Many people surprisingly use it, even though in some cases, I know they'll do perfectly fine without it. With Autoblock, cross ups are only for safe usage, makes setups for crossovers useless unless the other person is bad enough to be confused, and makes defense a hella lot easier.