Gen. Changing Style: D,D+SP. Plain SP won't work, since he'll end up changing styles during EX HHS. Up+SP won't work, since he'll chance styles during an EX Divekick. Mantis Style Moveset: Hundred Hand Slap - P,P,P - give him M version, since everyone else's HHS is M. EX Hundred Hand Slap - SP,SP,SP Upkicks - [F,D,DF]*+K, hit K w/ proper timing for subsequent hits. Give him the H version, since everyone else's SRKs are also the H version. SP shortcut [F or D or DF]+SP, EX UPkicks - [F,D,DF]*+SP plus [DF,D,DF]+SP, hit SP w/ proper timing for subsequent hits. * also allow for DF,D,DF as shortcut for SRK motion St.P - MP or HP, not sure. HP->MK is a target combo, but MP allows for links. St.K - MK Cr.P - MP DF+P - HP (long poke) Cr.K - HK (sweep) J.P - HP (since Gen's HK whiffs on grounded opponents) J.K - MK (crossup) Gen's St.MP, st.HP, cr.MP, st.MK are all cancellable. Crane Style Moveset: Rolling Ball [B or DB or UB] Charge, [F]+P. Medium seems fair, much like Vega's rolling ball. EX Rolling Ball - Would be Back-Charge-Forward+SP - with the MP+HP version of the EX Ball Divekick - [D or DB or DF] Charge, [U or UB or UF]+K. The UB vs UF dictates which wall he flies to. Just before he touches the wall, if he's holding towards the wall, he harmlessly lands just next to it. If he's neutral, does a divekick at opponent. if he's opposite wall, he divekicks past opponent. If he's holding up, he flies upward instead, with a forward dive kick, straight down divekick, or backward divekick option, or just sails part harmlessly (keep holding up or neutral). Yep, it's a pain in the ass to control, even more complicated than Claw. EX Divekick - Would be just Down-Charge-Up+SP St.P = HP (underhand) B+St.P = MK (overhead) St.K = HK (doublekicks) J.K = MK, crosses up. J.P = .. either HP or the 2xHK target combo Cr.P = MP DF+P = HP (mantis strike) Cr.K = LK (juggle kick) DF+K = HK (upkick) His only cancellable move is Cr.MP and St.LP Would Gen be the only character to get 2 Ultras, depending on his Stance? (his U1 = 2 diff Ultras, his U2 = 2 other diff Ultras). In either case, likely go with U1.
The app just ate my giant Gouken post. Ack. Specials Sp, up back + sp, up + sp - his 3 fireballs, all chargeable. Qcf + sp for ex. Back + sp - tatsu. I think lk is best for AA purposes. Qcb + sp for ex. Down back + sp also works for normal. Forward + sp. Palm. Hp one, damage and it punishes fireballs and combos after ex palm and AA fireball. You lose some corner combos that lp gives you, but it's worth it. DP motion for ex. Down back and sp. demon flip. Sp in air for focus, p for throw, k for divekick. Nothing for sweep. Mk one, still has decent range and allows for corner knockdown setups while hk does not. Reverse DP motion for ex. Down + sp for the get off me move. Down down + sp for ex. Ok, ex gets full body armor. As for the regular one? Tough to say. I think a unique one to volt that covers grounded attacks but not overheads/jump ins would be good. The 3 zone thing won't work in volt. Super is super. Ultra - I think the fireball would be nice and add the fun element of stun ultras to volt. You lose some damage tho. Normals Close stand mp for p Crouching mp for down + p Crouching heavy punch is df + p. AA. Forward + p for overhead Standing hk for k. Crouching mk for down + k. AA Sweep is df + k Jumping p should be mp version for obv reasons. Jumping k should be mk version - its a crossup and a good jump in. Buff it with some hitstun tho to allow for combos b/c his normals are slow. Jumping down + k or down forward + k on diagonal jump is dive kick.
If capcom could add all the characters that would be great, but if they can't and we had to pick characters to exclude, gen and el fuerte would be at the top of the list. Gen is just going to be an execution nightmare, especially in lag. And el fuerte just sucks.
I guess it's really just an exercise to see if they are implementable. Also, I assume you want Gouken's combolicious back throw
El Fuerte Habanero Dash: qcf+p/f+sp (qcf+sp) Sudden Stop: b+p, p or sp Tostada Press: u+p or d+p Fajita Buster: f+p Back Step: b+k Gordita Sobat: k/f+k Calamari Slide: d+k Habanero Back Dash qcb+p/b+sp (qcb+sp) Sudden Stop: b+p, p or sp Tostada Press: u+p or d+p Propeller Tortilla: f+p Picadillo Jump: k Quesadilla Bomb: Charge K (charge SP) Guacamole Leg Throw (hard): dp+k/d+sp Flying Tostada Press: f+p (near wall) Fajita Buster: f+sp (near wall) Super El Fuerte Dynamite: qcfx2+k/meter Ultra El Fuerte Flying Giga Buster (U1): qcfx2+sp/meter f+k: Shower Kick (overhead) s.K: cl.HK b+k: far s.HK db+k: cr.LK d+k: cr.MK df+k: cr.HK (slide) s.P: cl.HP (Stand HP chain) db+p: cr.LP df+p: cr.HP (aa normal) j.P: j.HP (crosses up) j.K: j.HK (not sure here) I think I've sorted out El Fuerte. Would appreciate for someone to go over his stuff
I've been out for some days. About Dudley, why not "autotracking" Thunder Bolt, like C.Viper's Seismic Hammer? It's already an underused movement in AE. By making it even more limited (only one distance), it would be totally unused in Volt. It could use Medium's effects. And if Guile's sunglasses are added, then also Victory Rose as down, down + SP (and down + SP for Thunder Bolt). And why are you guys saying Ultra 1 or Ultra 2? There's already a suggestion for U2s in the wants list. And then there's the dedicated throw button, that IDK if people still want it or not. Changing it with 2 throws per character would be better. And no sign of the select between Japanese or English VA And IMO we should delete the "Not DLC. possibly unlockable". We didn't think about what model (freemium with timers, freemium with pay-to-win (gems), high price premium, low price premium, etc etc etc), so we can't say wether they should or not be unlockable.
There is a chance the systen might not change much. Sakura has ultra 2 in volt and not ultra 1, same with E.Honda. We always suggest one of the ultras in case we dont get two ultras.
Then the suggestion should be both ultras for each character. And well, if we get the other changes from the list, I'm sure we'll get both ultras, but yes, I see your point.
The new character suggestions have to be according to the same system that volt already has. If we get new characters but not 2 ultras, then the suggestion would help in choosing which ultra to add. Same with the throws. Edit: If capcom adds 2 throws and 2 ultras then there isnt much to choose.
Actually about throws I've been thinking about a way to improve the current f+P/b+P system. What about extending the range for the throw so that if you're next to the other opponent and he has just jumped (about a few pixels from the floor) but isn't on juggle you'll get a whiffed throw? It wouldn't mess with combos nor with controls or options at wakeup, and for most characters a whiffed throw has less recovery than the whiffed normal, so it should give enough time to avoid the air move from the opponent. It's the only way to improve the current system without adding a throw button, since that's the only weakness from the current system.
The advantages of Thunder Bolt is that it is used for ambiguous crossups. That's pretty much it. Sure Autoguard renders it moot, some would argue though. I'm not really too fussed with the move either way, but I would rather leave it unchanged. Shades of Glory is a very popular taunt. Victory Rose is quite popular but Dudley has quite the cluttered moveset as is. This is still the community's suggestion. I'm pretty sure most people would not want IAP characters. Would you want IAP characters? Yes, it is a suggestion for Capcom to make, but it's not the path I would want to see the game go down. My suggestion: reduce size of exterior collision boxes
I think he means increase the range of throw detection so that throw whiffs happen more instead of punch moves.
I understand. That's another argument against AG though. About Victory Rose, well, the moveset isn't that cluttered. I mean, sure, it has b+SP, db+SP, df+SP, f+SP and SP, but it's not that difficult to get used to the moveset. IMO Balrog and Vega have a "worse" moveset, making it easy to get a move you didn't want even if you're experienced with those chars. Also Victory Rose is actually useful as a taunt, since it actually hits the opponent, and IDK about AE but in 3S it was useful as a wake up move. Using Flash Kick, FADC, Sunglasses may seem cool, but nothing beats stopping a Super/Ultra with a freaking rose. Maybe stopping them with Dan's crouch taunt, but that's all. Also, why not SP input for Thunder Bolt? Is there any problem with the inputs? Quote from the introduction: "In addition to a petition to Capcom, I believe that we need to convince them that an update is worth pursuing and that they can make a profit from it.". Right now we can all agree that freemium (aggressive FTP model with paywalls, for example in SFxT, while it was premium, the players themselves acted as paywalls when you got to play with guys with high level gems) is the best model if you want LOTS of money without many problems, and that's why Capcom's next mobile games will be freemium (the ones announced a while ago). HOWEVER, no one here or from BN will like that, believe me. Just go and play a Glu's game and you'll know what I'm talking about. Just like with the Ultra and throws, where if we don't get both at least we want one more than the other, here people will want new characters as IAP before making the game a freemium/FTP one if single price premium isn't possible. Free to play fighting games never work. Namco and the guys behind DOA are trying to find a FTP model that works for them, since you can't just paste gems onto a game and let the multiplayer, the most important mode of any fighting game, be pay-to-win. Please, take a look at the SFxT proposal, the intro part. There I gave arguments to make Capcom think that premium is the way to go. The more aggressive a freemium model is, the more money the company gets since people who complain about IAP are actually a minority (the casuals) no matter how bad it is, and no one wants another game with gems and timers. We have to talk about this matter more seriously once the new characters are finished. And what do you mean with reduce size of exterior collision boxes? If you mean that for the change for the throw system, I meant to say what you replied to fan, just explained it very bad. The change would be kinda like making f+P/b+P a throw when the opponent is some pixels from the ground, without juggle, opponent's jump just started and when it's next to your character. I can't see how the code actually works, but I think it doesn't only have to do with collision boxes but also with the state from both characters via if sentences.
Vega has 4 specials + 2 backflips. Balrog has 6 specials and a charge move. Both are charge characters which allow for more diversity of inputs If by useful, you mean only usable in super specific trade combos that would be otherwise impossible, then yes I agree it is useful. Wait, you don't mean that? It's a gimmick. Because his inputs are already cluttered and some crazy guy wants to add a taunt for him. The main reason is that it's a seldom used move with a very easy input. My intention was to avoid accidental inputs. We are seeking a middleground between an extortion and giving it all away for free. DLC chararacters is where I draw the line. Interesting you mention that FTP games don't work. Because I linked this article in the 2nd post. http://www.eventhubs.com/news/2013/aug/13/capcom-free-play-titles-will-be-big-part-next-generation-consoles/ This has been due to the success of the Tekken Revolution model, which as far as I can tell is based on League of Legends. What I would propose is that iPhone provides a very good platform to try this model out. This platform has an existing user base and Capcom has pretty much a monopoly on playable fighting titles with online play. This paragraph is confusing. You say a premium system is better. Then you tell me that freemium is better. We are trying to negotiate an optimal outcome for both parties, not trying to maximise profit for Capcom. By 'exterior collision boxes' I mean collision boxes that are exterior to character models. The most egregious example I can think of now is trying to do jump forward kick with Yun over Ryu. You will see a stutter as Yun goes over. This would make crossunders more common and performable. This has nothing to do with throws.
I know, but they still feel more cluttered than what is proposed for Dudley. It takes more time to remember how to execute their SP and EX inputs without getting unwanted attacks than with most characters, yet I didn't hear anybody complain about that even once. Look, I know you hate when I talk about SFxT since we are talking about Volt and all that, but since both games have the same SP button I'll tell you this: I've been using Hwo since I got the game and God knows that I never got an unwanted move with the SP button, and he has 6 SP inputs (SP for Flamingo stance change, b+SP for Hunting Hawk, db+SP for Air Raid, d+SP for Dynamite Heel, df+SP for Sky Rocket and f+SP for Special Step). 0 problems with his moveset. Of course it takes some time to get the hang of rhe controls, but what character's moveset doesn't? Otherwise I just don't understand why you're so against "cluttered" movesets. Even in the list of changes for the current characters everyone agreed on giving Abel one more special move (another version for Marseilles Roll), making it 6 SP inputs for one single character. Here we're not talking about giving Dudley another version of a move, but a special move that right now can only be done with the SP-off input. And about Victory Rose, yes, it's useful when compared with Guile's Sunglasses. If you really don't want cluttered movesets for any character, just make it so that you get a taunt if you touch the center of the screen/shake the device (IMO the best one, with option to set the sensitivity of course)/do a gesture. If you're crouched, then you get a crouch taunt and such. That would add Victory Rose, Sunglasses, Dan's crouch taunt and so on as a generic input, making it easier to remember how to do it and avoiding any problems with inputs in combos and such. About FTP success in fighting games, that thing about Tekken Revolution is nothing. Take a look at CSR Racing, a mobile game with shallow gameplay, timers and sh!t from freemium games. You'll never hear from a developer that they will make a freemium game. Just like you can hear from the devs of that game from the Xbox One about gladiators and such is very challenging and interesting (unless something changed and I didn't get to read that article, the game is an action game with QTE where you win even if you get the QTE wrong), Capcom will say that they want to build a FTP game instead of a freemium. Also for Tekken Revolution wasn't the player able to enhance the chars by upgrading them just like cars in NFS games and such? Maybe I'm just confused and this is from Tekken Card Tournament, but if that's from TR then it's obviously a pay-to-win game. About the "confusing paragraph", yes, it's confusing because both freemium and premium are good, but freemium is good for the dev and premium for the user. After seeing how freemium is the king in the mobile market thanks to the casual gamers, Capcom started to work on freemium crap (the games announced not so long ago), but that's not what we want. We want this game-update to be premium, but in a way where Capcom could earn money via IAP, similar to Infinity Blade. I already have some ideas that would make premium the right choice both for Capcom and for us, but I'd like to continue this discussion once the new characters are finished, otherwise we'll be stuck. Oh, and I'm ok with fixing collision boxes for the characters.
Some small changes, mainly to inputs for specials: Gouken Gohadouken: Light (qcf+p/sp/qcf+sp) Gohadouken: medium (qcf+k/df+sp/qcf+sp) Senkugoshoha: Hard (dp+p/f+sp/dp+sp) (Buff for slightly faster starter so it will combo off cr.MK) Tatsumaki Gorasen: Hard (qcb+k/b+sp/qcb+sp) (air version: Hard) Hyakkishu: Hard (dp+k/db+sp/reverse dp+sp) Hyakki Gozan: no input Hyakki Goheki: P Hyakki Gojin: K Hyakki Gosai: SP Kongoshin: Medium (reverse dp+p/d+sp/dx2+sp) Back Throw Super: Fobidden Shoryuken (qcfx2+p) Ultra: Denjin Hadouken U2 (qcfx2+sp) s.P: cl.MP (special cancellable) db+p: cr.MP (special cancellable, hits low) df+p: cr.HP (special cancellable, aa normal) f+p: Sakotsukudaki (overhead) s.K: far s.HK (poke) db+k: cr.MK (special cancellable, aa normal) df+k: cr.HK (sweep) j.P: j.MP j.K: j.MK (buff hitstun) j.dK: Tenmakujinkyaku (dive kick, like Akuma's)