Deleted. DELETED. Autoblock is a curse. And damn man, received 4 e-mail notifications in a row for your reply. I was about to hit Ultra and ZASCA, e-mail app opened. Thankfully it was Arcade.
AutoBlock suffers too in 3D edition. You take grey damage if you overuse autoblock, though im not so sure how it works. (even while blocking normals)
Re:Akuma you haven't given me a reason why he would want less pushback on st.HP xx Hadouken, apart from being able to do long useless combos. In fact you told me that it makes his zoning worse. So you want to give guile a second overhead? If you had your way, he'd have a b+k, neutral+k, f+k, db+k, d+k and df+k. That seems a tad messy to me. Thanks. We are trying to stay hopeful though! By what, giving you more time to FADC shoryuken? He can already FADC after 1 or 2 hits; he has a huge window to do so
Ok, I'm pretty happy with the current round of changes, EXCEPT for sakura's new normals. So that's 'done' for now. Discussion on them is still fine, but the new focus will be NEW CHARACTERS. So the unimplemented (pre-USF4) chars are: Adon Dan Dudley El Fuerte Evil Ryu Gen Gouken Guy Hakan Ibuki Juri Oni Rose Rufus Seth T.Hawk Yang First discussion: Adon Dan Dudley I'm not quite sure how this would play out, but I'm looking at something like this: normals for commands (including air attacks) specials + EX versions (manual and SP assist inputs and specify which version) 1 Throw 1 Ultra Special comments (links, anything you want to avoid, things character 'absolutely' needs etc). Keep in mind this is Volt, and we want to maximise fun and minimise clutter
Sexylicious Ex-Tiger King Adon: Normal Slots: J.P - Jumping Hard Punch - Generic Big Boy Combo Jump In NJ.K - Jumping Medium Kick - Can punish throws, and cancel into Jaguar Kick, though only Light Jaguar Kick will hit. J.K - Either Jumping Light Kick or Jumping Medium Kick, as both are crossovers. St.P - Standing Light Jab - Special cancelable and rapid fire, not sure if close or far yet. (Who is???) It should hit crouching opponents. Stb.P - Standing Light Jab Stf.P - Jaguar Crunch - Two hitting overhead St.K - Standing Far Light Kick - Generic jabby pokey tool, special cancelable, not sure if rapid fire or not. Stb.K - Standing Far Light Kick Stf.K - Standing Hard Kick - Apparently it's one of the best pokes in the game. It's like Sagat's hard kick except horizontal only. Cr.P - Crouching Medium Punch (pending) - This move is a good counter poke move, and is used to beef up hit confirm combos. Crb.P - Crouching Light Jab - Yeah it's cluttered, but Standing Light Jab might not necessarily work on everyone. Crf.P - Crouching Hard Punch - This move is staying. Not only is it a good normal anti-air, it also has great reach. It doesn't look like it, but it is. It's essentially a better Standing Hard Punch. (Has more range too.) Cr.K - Crouching Medium Kick - Special Cancellable Crb.K - Crouching Medium Kick Crf.K - Crouching Hard Kick - Hard Knockdown, and it's supposed to be faster than most normal sweeps. I'll work on Specials later.
Post for Adon, how you think he would be implemented in Volt, with movesets and all. Ill submit my posts at night, already have something written for adons normals.
you should probably read what we're doing. I'll give you a hint, it has nothing to do with voting. I should also point out that for new character designs, you should also comment on what kind of role you see this character playing (may be different to AE) and how you think his moves help them do that.
Specials, specials! Don't we all love to mash specials! (I'll be using special move slots, as #input slots would take too much effort.) Light Jaguar Kick - B,D,DB + K D+SP I believe the Light Kick is the far travelling Jaguar Kick. It will help close distance, and I think it can be comboed from. Air Light Jaguar Kick - (In Air) D,DB,B +K (In Air) SP I think this the the kick that travels the least farthest in the air. It also combos off of NJ.Mk. Light Rising Jaguar - F,D,DF +K DF + SP, F + SP Not sure if Hard, Medium, or Light version, but I'm leaning towards light. It's a good pressure tool, as you are invincible, and it can juggle after an AA LRJaguar. Jaguar Tooth (Either auto like C.Viper, or multiple commands) F,DF,D,DB,B + K DB + SP,#B + SP My reasoning for different variations is that Light one is mainly used as a feint, similar to Yun's Palm, and his medium/hard is used for actually attacking. i was thinking that if you held the kick/SP, it would to Light. If not, then you do Hard. As for the Medium, with SP you can make it D or DB + SP, but not sure for manual. Maybe for manual, make it B,DB,D,DF,F + K Ex Versions are all the same I believe, no need for discussion on input layouts, as it'll be the same as always. I the Jaguar Kicks vary, keep the same EX versions as the normal versions. Jaguar Varied Assault - Super - D,DF,F,D,DF,F + P or Super press Mash P after for hits and more damage, Press K for more damage in scaled combos, Press nothing for something I don't even know. Basically, it's a super that requires knowledge to use, so use it wisely. Jaguar Revolver - D,DF,F,D,DF,F + SP or Ultra press Pressing back and forward during first Jaguar Kick will change distance. Jaguar Revolver is mainly used to punish moves. It can't really be comboed into, but it also doesn't make it that good of a wake up mash Ultra either. It gives Adon more versatility though, instead of damage.
Adon: Moves Rising Jaguar: F D DF + K or F + special or F D DF + Special for EX move Jaguar Kick: B D DB + K or DB + special or B D DB + special for EX move Air Jaguar Kick: B DB B or B + special or B DB B + special for EX move Jaguar Tooth : F DF D DB B + K or DF + special or F DF D DB B + special for EX move Super Jaguar Varied Assault D DF F D DF F + P or push the bar Ultra I vote for Ultra 1, Jaguar revolver, maybe is more easy to implement
Adon Normals -close St.mp (neutral position + P and the unused direction slot) special cancelable and can link other normals after -Either/Both far st.hp and/or Overhead (f or b + P) far st.hp is a very good poke but i would choose overhead -close St.mk (neutral position + K and the unused direction slot) special cancelable and very good poke -far St.hk (f or b + K) His best poke (2 hits like sagat st.hk) -crouch mid punch (df + P) like dee jays crouch medium its a good special cancelable normal -crouch low punch (d and db + P) better than his st.lp for combo pressure -crouch low kick (d and db + K) used very often on his BnB combos and hits low, special cancelable -sweep (df + k) -Jump Hp (his best Air to Air and jump in move) -Neutral Jump MK (fuzzy guard, good hitbox, can be canceled into jaguar kick) -Diagonal Jump MK (crossover tool) Specials -Hard Jaguar Kick (grounded) (b,d,db + K or SP ex version) (b or db + sp) good range, armor breaker, jump over fireballs -Light Jaguar Kick (Air) (d,db,b + K or SP ex version) (tap SP while in the air) for that instant jump kick into jaguar kick pressure (fuzzy guard) -Light Rising Jaguar (f,d,df + K or SP ex version) (f or df + SP) better for juggles and combo options -Jaguar Tooth (f,df,d,db,b + K or SP ex version) (d + sp) (I like J6U's Automatic Idea like C.Viper's Hammer were the system chooses the distance for you) -Supers would have Kick, Punch or no input Variation like in AE and would work like balrog system, holding or mashing. [2x(d,df,f) + P] (Tap Super) -I don't know which ultra to pick. Ultra 1 can go through fireballs and Both ultras can be linked from a fadc combo. In Ae Ultra 2 is the most used. (tap Ultra) [2x(d,df,f) + SP] for Ultra 2
Dudley Normals -St.MK (b + K) his best AA normal -St.HK (neutral + K) His standing RoundHouse is his best normal for combos and makes opponent stand. -Overhead (f + K) who doesn't want an over head -crouch low kick (d and db + K) hits low, combo starter -sweep (df + K) (that awesome sweep that throws you in the air) -crouch high punch (df + P) also good AA (not as good as st.mk but has more damage-stun) -crouch low punch (db and d + punch) combo starter -far St.HP (f + P) lots of active frames, awesome range (can link jabs after) -St.Mp (in AE its f+mp) (neutral and b + P) good start up, safe on block, combo starter -Jump Hk (good jump in) -Jump HP (good Air to Air) (Still Looking at his Target combos will edit this post if any of them are good) his best target combo would be cr.lk to st.mk cause its special cancelable so in volt (d and db + K, stand any direction K)
COMPLETE Sexylicious Ex-Tiger King Adon: Normal Slots: J.P - Jumping Hard Punch - Generic Big Boy Combo Jump In NJ.K - Jumping Medium Kick - Can punish throws, and cancel into Jaguar Kick, though only Light Jaguar Kick will hit. J.K - Either Jumping Light Kick or Jumping Medium Kick, as both are crossovers. St.P - Standing Light Jab - Special cancelable and rapid fire, not sure if close or far yet. (Who is???) It should hit crouching opponents. Stb.P - Standing Light Jab Stf.P - Jaguar Crunch - Two hitting overhead St.K - Standing Far Light Kick - Generic jabby pokey tool, special cancelable, not sure if rapid fire or not. Stb.K - Standing Far Light Kick Stf.K - Standing Hard Kick - Apparently it's one of the best pokes in the game. It's like Sagat's hard kick except horizontal only. Cr.P - Crouching Medium Punch (pending) - This move is a good counter poke move, and is used to beef up hit confirm combos. Crb.P - Crouching Light Jab - Yeah it's cluttered, but Standing Light Jab might not necessarily work on everyone. Crf.P - Crouching Hard Punch - This move is staying. Not only is it a good normal anti-air, it also has great reach. It doesn't look like it, but it is. It's essentially a better Standing Hard Punch. (Has more range too.) Cr.K - Crouching Medium Kick - Special Cancellable Crb.K - Crouching Medium Kick Crf.K - Crouching Hard Kick - Hard Knockdown, and it's supposed to be faster than most normal sweeps. I'll work on Specials later. Specials, specials! Don't we all love to mash specials! (I'll be using special move slots, as #input slots would take too much effort.) Light Jaguar Kick - B,D,DB + K D+SP I believe the Light Kick is the far travelling Jaguar Kick. It will help close distance, and I think it can be comboed from. Air Light Jaguar Kick - (In Air) D,DB,B +K (In Air) SP I think this the the kick that travels the least farthest in the air. It also combos off of NJ.Mk. Light Rising Jaguar - F,D,DF +K DF + SP, F + SP Not sure if Hard, Medium, or Light version, but I'm leaning towards light. It's a good pressure tool, as you are invincible, and it can juggle after an AA LRJaguar. Jaguar Tooth (Either auto like C.Viper, or multiple commands) F,DF,D,DB,B + K DB + SP,#B + SP My reasoning for different variations is that Light one is mainly used as a feint, similar to Yun's Palm, and his medium/hard is used for actually attacking. i was thinking that if you held the kick/SP, it would to Light. If not, then you do Hard. As for the Medium, with SP you can make it D or DB + SP, but not sure for manual. Maybe for manual, make it B,DB,D,DF,F + K Ex Versions are all the same I believe, no need for discussion on input layouts, as it'll be the same as always. I the Jaguar Kicks vary, keep the same EX versions as the normal versions. Jaguar Varied Assault - Super - D,DF,F,D,DF,F + P or Super press Mash P after for hits and more damage, Press K for more damage in scaled combos, Press nothing for something I don't even know. Basically, it's a super that requires knowledge to use, so use it wisely. Jaguar Revolver - D,DF,F,D,DF,F + SP or Ultra press Pressing back and forward during first Jaguar Kick will change distance. Jaguar Revolver is mainly used to punish moves. It can be comboed into, but it doesn't make it that good of a wake up mash Ultra either. It gives Adon more versatility though, instead of damage. Throw: Adon's Forward Throw You can still get close to the person after a Forwards Throw like a Backwards Throw and the throw will help them get into a corner. (Forward Throw throws far, Backwards is closer.) His Ex Moves are pretty much the same so whatever.
Chun Li suggestion: b+p for far st.HP Dan st.P: cl.MP (special cancellable. +8 AE frames on hit, can be linked into other stuff) db+p: cr.LP (rapidfire, special cancellable) df+p: cr.HP (special cancellable) st.K: far st.MK (ranged poke) f+k: cl.HK (super cancellable. +6 AE frames on hit) db+k: cr.MK (special cancellable) df+k: cr.HK (standard sweep) j.P: j.HP (standard shoto stuff) j.K: j.mk (can cross over) nj.P: nj.HP (hard knockdown on air hit. Can combo after certain moves) Specials qcf+p/sp (qcf+sp): Hard Gadouken (FADCable) dp+p/f+sp (dp+sp): Hard Koryuken (FADCable) reverse dp+k/b+sp (qcb+sp): Light Dankyaku dx2+sp: Crouch Taunt Air: qcb+k/sp (qcb+sp): Light Dankyaku up+sp: Jump Taunt Throw: Back Throw (gotta watch Dan struggle a bit!) Super qcfx2+p (meter): Hissho Buraiken qcfx2+k (b+meter): Legendary Taunt (Ultra cancellable) Ultra qcf+sp (meter): Haoh Gadoken (generic easy to use fireball ultra)
-Throw (forward throw) Specials -Hard Jet Upper (f,d,df + P or SP for ex) (df + SP) Its his fastest upercut (faster than sagat but a bit slower than ryu) Also it can be FADCed on first hit (hits x2). If you want to make him like Balrog then give him his Light Jet Upper so he can combo into ultra. -Light Machine Gun Blow (d,df,f + P or SP for ex) (neutral + SP) Here we can give him Light version (safe on block) cause the EX version already has good damage. -Medium Cross Counter (f,df,d,db,b + P or SP for ex) (d + SP) Its the happy medium between hard and light, light stays active for short time, hard stays active for long time and medium is in between, Damage is the same on all of the versions except for EX that has alot of damage and can combo into ultra. -Light Short Swing Blow (d,db,b + K or SP for ex) (b + SP) its the fastest and is safe on block, good to punish before someone tries a tech throw on you. -Light Ducking, Straight or Upper (d,df,f + K or SP for ex) (f + SP) (No input = just duck) (Press P for straight) (Press K for Upper) Medium is the best cause it can be linked after a st.hk or a juggle. Its also a happy medium for all his versions in terms of distance. -Low Thunderbolt (charge db, up + K or SP for ex) (charge db + SP) best for wakeup crossovers. -Super [2x(d,df,f + P) or tap super] -Ultra 2 [2x(d,df,f + SP) or tap ultra] best ultra for dudley, can be comboed into many ways.