They are not impossible, but they are if you havent sat down to think how. Its Juri. A boring petition would be to just send a paragraph to capcom.
Why can't we get all characters? I guess this is an exercise to see if they could be implemented. Previously I did think Seth and Gouken would be hard to implement but we shall see! Even El Fuerte and Gen haven't been too hard to implement
Guy s.P: s.MP (special cancellable) f+p: Neckbreaker (overhead) db+p: cr.MP (special cancellable) df+p: cr.HP (aa, and good frame advantage on hit) P,P: Target Combo s.K: far s.MK (long range poke) db+k:cr.MK (knocks down) d+k: Bushin Slide df+k: Ninja Sickle j.d+p: Elbow Drop j.df+k: Ninja Sickle j.P: j.HP j.K: j.MK (crosses over) Hozanto (Light): qcb+p/b+sp/qcb+sp Bushin Senpukyaku (Hard): qcf+k/sp/reverse dp+sp Bushin Izuna Otoshi (Hard): qcf+p/d+sp/dp+sp (p for followup) Run: qcf+k/f+sp/qcf+sp Sudden Stop: b/sp Shadow Kick: d+k Neck Flip: f+k Kaiten Izuna Otoshi (air): qcf+p/sp/qcf+sp Forward Throw (?) Super Bushin Hasoken: qcfx2+p Ultra Bushin Goraisenpujin (U1): qcfx2+sp I'm somewhat torn about giving guy his TC or his Bushin Chain. Bushin Chain allows for more juggles and is pretty iconic. His s.MP, s.HP target combo is really good and special cancellable
XD I think the best character to add would be one that's actually native to SFIV. Currently, there's only one SFIV native character, and that's Crimson Viper.
Bison has 4 teleports, dp+p/k and reverse dp+p/k. But there are only 2 SP assist versions. Well, triple press isn't the shortcut per se. In AE, it's 5 presses of the button, in volt, it's 3.
Hakan s.P: s.MP (poke) f+p: Hakan Spear db+p: cr.LP (special cancellable) df+p: cr.HP s.K: s.LK f+k: Step Knee db+k: cr.LK (rapidfire when oiled) d+k: cr.MK df+k: cr.HK j.P: j.HP j.f+p: j.MP (juggle state) j.K: j.HK Oil Shower (Medium): dp+k/sp/dp+sp Oil Slide (Light): qcf+p/f+p/qcf+sp (press p or sp for Body Press. Press K for Oil Shower) Oil Rocket (Hard): 360+p/u+sp/360+sp Oil Dive (Hard): 360+k/b+sp/hcb+sp (hold k or sp to delay throw) Guard Position: d+sp Forward Throw Super Flying Oil Spin (Hard): qcfx2+k (hold k or sp to delay throw) Ultra Oil Coast (U2): 720+sp
The only thing I'm not sure about is the Oil Shower strengths. Medium has too many total frames so you'll can't oil up after a slide follow up. It doesn't seem safe after a hard oil rocket either. It would be interesting if he had U2 for some variety.... Edit: changed some normals.
I agree with pretty much everything you've said. I did like Hakan Spear Though.. I was at a bit of a loss for a standing K for him. I did think about giving him a command kick for that; glad you suggested it too. Any reason you changed the strength of Oil Slide? Can you cancel into the medium version?
-I was thinking that since EX Bushin Senpukyaku is his best wakeup option, that making it a DP motion was more sensible -I guess your reasoning for flipping Ninja Sickle and Slide input was because people usually want the slide more. -I think we should be aware with moves like Run, that we should look into putting a SP command in it for some sort of action. -Does Guy need cl.HK? It's mainly a combo starter, to link into Bushin Chain, but he has cr.HP which gives him good +frames on hit too and links into his Target Combo. -If he were to get Bushin Chain, I think that his s.LP would need to get buffed a bit so it doesn't whiff on crouching characters. (I'm pretty sure all s.LP in Volt hit crouching chars) Thanks for helping me go through this!
(1) I'm not sure which is best, the way I have it just makes more sense to me. Not sure if cr.lk is more useful than either of them. (2) I messed up, should be k and sp to cancel. (3) That far s.mk as a poke will just be another under utilized normal in volt. The s.mp already does the job and it has a follow up for a combo. (4) Maybe both tc can be in. The s.lp chain can start with b+p and the s.mp with n+p.
Dan Agree to all of dan's normals, specials are good. El Fuerte You should specify that he has a wall jump. He also has a follow up after the wall jump that you already posted. (Flying Tostada P, Fajita Buster) He also has an air throw, so jump forward or down forward plus punch for the throw like chun, guile, sammy, vega. I love how you set up the the follow ups after the habanero dash and back dash. The rest is all good. Evil Ryu B+K for that close hk, for some awesome meaty setups. J.LK can crossover aswell. Ryosokyaku is the axe kick? Everything else is good. Gen All normals seem to be the best this is good. Gekiro (up kicks) to f + sp also. u + SP to change stance. Medium fast hands is the one you can do more combos after fadc? I like the Oga flying setup. Gouken Actually there are only 2 fireballs for gouken, medium and low are on the same direction. Hard is the on that goes upward. Senkugoshoha (running palm) - the medium version should be better. The Counter (kongoshin) how about giving him 2 different counter strengths like up + sp for the other counter? If its U2 specify that you can hold it for more damage and that it has stun properties. Again like ken, evil ryu, and ryu, we want to see that close st.hk meaty stuff. (b+k) J.Lk can crossover too. Im not sure about the jump mp, i have to check it out.
Guy s.P: s.MP (special cancellable) f+p: Neckbreaker (overhead) db+p: cr.MP (special cancellable) df+p: cr.HP (aa, and good frame advantage on hit) P,P: Target Combo (special cancellable) s.K: far s.MK (poke) db+k: cr.MK (knocks down) d+k: Bushin Slide df+k: Ninja Sickle j.d+p: Elbow Drop j.u+k: Ninja Sickle j.P: j.HP j.K: j.MK (crosses over) Hozanto (Light): qcb+p/b+sp/reverse dp+sp Bushin Senpukyaku (Hard): qcb+k/sp/qcb+sp Bushin Izuna Otoshi (Medium): qcf+p/d+sp/dp+sp (p for followup) Run: qcf+k/f+sp/qcf+sp Sudden Stop: k/sp Shadow Kick: d+k Neck Flip: f+k Kaiten Izuna Otoshi (air): qcf+p/sp/qcf+sp Forward Throw Super Bushin Hasoken: qcfx2+p Ultra Bushin Goraisenpujin (U1): qcfx2+sp That's where I am at now for Guy
I will add who has Wall Jumps and Air Throws. Thanks. His cl.HK is like Ryu's... if we give it to Evil Ryu, should we give it to Ryu? Evil Ryu already has awesomesauce combos with his Ryosokyaku (yes, the axe kick (if I've learnt anything from these new characters is that kyaku=kick)). j.LK has bad hitstun. It's mainly used as an ambiguous jump in. -U+sp as a shortcut interferes with Oga. -Moo did most of the work with Gen. From what I see though, all versions of hands are fine for combos, except the extension on Hard can't be cancelled Medium is 15 degrees, Light is normal horizontal. Hard goes up like 45 degrees For Running Palm, I think the distance and invinc of the hard one will be better (like Yun's Shoulder), but a slight buff to startup to it is comboable For the counter, I added a suggestion for it to have a bigger active box. Considering what I've done for other characters, I'll add for him to have 2 jumping Ps
Random stuff with old chars: -Add suggestion for Ryu to have j.f+p for j.MP and j.P to be j.HP -Increase recovery on Demon Flip into divekick/palm? As far as I can tell, he has 4f landing recovery in Ae but 0f in Volt. -With what I'm seeing with new chars, I would like to see some more f/b+k moves for characters and I see how we could add some new jumping attacks too
Dhalsim has a baddddd throw range. Is it like that in AE? You can be like dead close and not get a throw instead a stand punch.