Street Fighter IV: Volt - Update Proposal

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

  1. CaptYadierPR

    CaptYadierPR Well-Known Member

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    Add forward throw
     
  2. CaptYadierPR

    CaptYadierPR Well-Known Member

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    Yes :D
     
  3. User58394

    User58394 Well-Known Member

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    XD I remember seeing that on Chatzy!
     
  4. HarlequinRogue

    HarlequinRogue Well-Known Member

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    #844 HarlequinRogue, Aug 26, 2013
    Last edited: Aug 26, 2013
    Consolidated Adon information and did my own research.

    Adon

    s.P: cl.LP (rapidfire normal, +6 AE frames on hit)
    f+p: Jaguar Crunch (overhead)
    db+p: cr.MP (special cancellable poke)
    df+p: cr.HP (super cancellable. aa normal)

    s.K: cl.MK (generic punish special cancellable normal)
    f+k: far s.HK (huge ranged poke)
    db+k: cr.MK (special cancellable)
    df+k: cr.HK (knockdown)

    j.HP (generic combo starter)
    j.MK (generic crossover)
    nj.MK (special cancellable)

    Jaguar Kick (light) reverse dp+k/b+sp (reverse dp+sp)
    Air jaguar Kick (light) qcb+k/sp (qcb+sp)
    Rising Jaguar (medium) dp+k/f+sp (dp+sp) (Invincibility at startup and greater range so it'll combo from normals)
    Jaguar Tooth hcb+k/b+sp (hcb+sp) (hold back for light, hold forward for heavy)


    Forward Throw

    Super
    Jaguar Varied Assault (qcfx2+p/meter)
    Press P during for Thousand Jaguars
    press K during for Jaguar Assassin

    Ultra
    U2 Jaguar Avalanche (qcfx2+sp)


    Notes:
    -Rising Jaguar is going to be a hybrid of his AE versions. I think he deserves full invincibility and better range on it
    -My reconciliation for Jaguar Tooth is just for an additional input after between the 2 versions.
    Reasons for U2 over U1:
    -Better damage, full animation after Rising Jaguar, FADC
    -Easier to combo after FA

    Feel free to discuss
     
  5. CaptYadierPR

    CaptYadierPR Well-Known Member

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    -Does his st.cl.lp hit crouching opponents? if not then change to st.cl.mp, if yes then keep.

    -I would add cr.lk or change cr.mk to cr.lk, its more used in AE for his BnB combos, reason is pushback (making many rising jaguars whiff if your not close), its pretty slow too. He isnt like sagat that has that safe distance knee or a fireball.

    -What about grounded hard jaguar kick? it breaks armor, has more distance, jump over fireballs, and he already has the light version for the AIR. so if you want to travel less just jump instant jaguar kick.
    -What about Jaguar tooth, no direction for medium?
    -Hard Rising Jaguar already has full invincibility, best AA tool but needs the range from the low rising jaguar version to combo from normals. It needs to be a hybrid in volt.
     
  6. HarlequinRogue

    HarlequinRogue Well-Known Member

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    With regards to normals and Rising jaguar Kick, I hope for a hybrid version of Rising Jaguar Kick with better range and full invincibility. So in fact, a complete hybrid of all versions. It's pretty much is standard combo ender anyway.

    I don't feel Jaguar Tooth needs a medium version. A binary versions seems sufficient.

    Hard Jaguar Kick is favoured for ground. Better range and safer all around. Valid concern though, since Instant Jaguar Kick will be easy to do. Will look into some more
     
  7. HarlequinRogue

    HarlequinRogue Well-Known Member

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    #847 HarlequinRogue, Aug 26, 2013
    Last edited: Aug 26, 2013
    Dudley
    s.P: s.LP (rapidfire. Will need to buff so it doesn't whiff on crouching)
    db+p: cr.LP (rapidfire)
    df+p: cr.HP (aa normal)

    s.K: s.HK (generic punish special cancellable norma)
    b+K: st.MK (aa normal)
    f+k: Dart Shot (overhead, can link into stuff)
    db+k: cr.LK (special cancellable)
    df+k: cr.HK (godly juggle-sweep)

    Target Combo 2: d+k, k (special cancellable)
    Target Combo 4: p, p, k (special cancellable)

    j.HP (big damage combo starter)
    j.HK (big damage combo starter)

    Jet Upper (hard) dp+p/df+sp (dp+sp)
    Machine Gun Blow (light) qcf+p/sp (qcf+sp)
    Cross Couner (medium) hcb+p/b+sp (hcb+sp)
    Short Swing Blow (light) qcb+k/db+sp (qcb+sp)
    Duck (light) hcf+k/f+sp (hcf+sp)
    Ducking Straight P after Duck
    Ducking Upper K after Duck
    Thunder Bolt (Medium) (charge d, u+k (charge d, u+sp)) (No SP assist version)


    Forward Throw

    Super
    Rocket Upper (qcf x2 +p/meter)

    Ultra
    U2 Corkscrew Cross (qcf+sp/meter)
     
  8. CaptYadierPR

    CaptYadierPR Well-Known Member

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    What about adding far st.hp? it moves forward a bit, giving dudley a good poke and has enough hitstun and active frames to link a crouch jab after. He already has crouch jab why not make it instead a st.cl.mp, i think they call this one the kidney blow, good for pressure, safe on block, combo starter, special cancelable.

     
  9. HarlequinRogue

    HarlequinRogue Well-Known Member

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    This was tough. Dudley really needed a special cancellable Target Combo. We could do 1 since it requires a f+p that is very close. I had to give him 4, which necessitates him having st.LP
     
  10. CaptYadierPR

    CaptYadierPR Well-Known Member

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    I see, i agree then :D.
     
  11. CaptYadierPR

    CaptYadierPR Well-Known Member

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    that armor cancel tech again
     
  12. User58394

    User58394 Well-Known Member

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    My reasons for U1 over U2 is that if someone were to mash Rising Jaguar as a get out of pressure move, they wouldn't be rewarded as much. It's sort of the same situation as Ken.
     
  13. CaptYadierPR

    CaptYadierPR Well-Known Member

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    #853 CaptYadierPR, Aug 26, 2013
    Last edited: Aug 26, 2013
    Heres my proposal, take out all down + Sp, srk, dp

    Reason: you can do crossovers without getting srk in the face.
    Takes out options for sp mashers. Either move them to forward + Sp and down forward + SP. Of course reverse dp will still work (manual motion). And if you press the correct direction + SP it will work also. But down + SP is pretty much helping the mashers (just throw it out there no respect)

    (All chars, charge charcters dont apply to this they wont have problem cause they all charge down their reversals and then press up any direction or down plus sp for their reversals)
     
  14. HarlequinRogue

    HarlequinRogue Well-Known Member

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    Both ultras have pretty much the same invincibility. I see no reason to give the one that deals less damage and is harder to combo into.

    Which chars have d+sp for a srk?
     
  15. DROQQA

    DROQQA Well-Known Member

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    The low tier.
    Ryu, Ken, Cammy, Viper & Yun.
     
  16. HarlequinRogue

    HarlequinRogue Well-Known Member

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    I like the suggestion. It's an easy enough fix for the shotos but for Viper and Yun, it'll be a pain to change their specials up
     
  17. CaptYadierPR

    CaptYadierPR Well-Known Member

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    Viper has db + sp and b + sp for grounded burn kick.
    (Like fei) Move high thunder knuckle to (db and b + sp) and d + sp for grounded burn kick. (Rest same)

    Yun d + sp palm, b + sp and db + sp kicks (rest same)

    Both only change b, db, d + sp inputs

    Shotos = tatsu for d + sp, turn punch cammy
     
  18. User58394

    User58394 Well-Known Member

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    U1 is more of a utility thing I guess, while U2 is damages.
     
  19. HarlequinRogue

    HarlequinRogue Well-Known Member

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    How about

    Viper:
    b+sp/db+sp: H Thunder Knuckle
    d+sp: burn kick

    Ryu/Ken
    d+sp: Hadouken (makes cr.MK xx Hadouken easier)

    Cammy
    d+sp: Spiral Arrow (makes cr.MK xx Spiral Arrow easier)

    Yun
    b+sp/db+sp: Nishokyaku
    d+sp: Kobokushi
     
  20. CaptYadierPR

    CaptYadierPR Well-Known Member

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    Yes i agree that would be cool.
     

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