Sorry I haven't read through all this thread, just wanted to say that maybe someone should start a thread/post this suggestion over on Capcom unity forum where it has more of a chance of being noticed by Capcom staff? I'm all for an update of Volt, as I used to play it often, I'm talking several times a day.. but the lack of updates, characters and no support for iPhone5/iPad made me lose major interest. When SFxT got released, I jumped ship as I was thirsting something new...but now its the same all over again... Capcom have just left the game to die and now im losing interest in it too. To be honest I haven't played it months.
Thanks for noticing and commenting. I think, for now, this is more of just working out. We are all here at TA, and I don't think everyone would bother signing up for an account there JUST to post in my thread. Once the 'proposal' is sorted out, I would put it in all of its entirety on Eventhubs, Shoryuken and definitely Capcom forums for greater exposure. I think I might make a thread there now just to let people know what's going on. Capcom Unity Post
Thoughts about making Balrog's headbutt +1frame recovery and -1frame startup? As is, it doesn't have full invinc and is 4f - one of the slowest 'uppercuts'
It's a thing that sorta defines him though. I dunno, maybe just see his buff/nerf in the new AE update thing?
Another general suggestion: The game allows blocking on wakeup despite mashing normals. Example: Set Bison to mash cr lk while holding down back as the dummy. Do a meaty setup after a knockdown, for example, with Abel do ch hp, falling sky, jump toward punch, step kick. The step kick is a meaty, but more often than not, the game allows Bison to block the meaty, despite the fact that he's mashing a normal. This should not happen. If a player is hitting a normal on wakeup, he should not be able to block.
i agree... not much to think about, but if you add 1 more frame to recovery wouldn't that make ultra whiff?
I think I know why that's happening. The game has the SP assist option. Pressing it is like doing the joystick+button input at the same time. During a wake up you can keep on pressing SP without problems, and the SRK/whatever move will come as reversal. That's because the game doesn't read the button inputs your doing while waking up until the very first frame after the animation, otherwise you couldn't mash Guile's Flash Kick after a knockdown since you would lose the charge by mashing SP. That's why sometimes people can block a meaty even when they are mashing normals because the meaty hits that very first frame, and since the game only reads after the first frame, the game read the input after that frame. If you want to test this theory, use the recording trick in lab. Select rec, close, quickly press d-b+k, and then pause. Then try that again. The whole wake up system needs to be revamped. EDIT: the same happens in hitstun, blockstun, etc.
Going back to option selects, holding down back + pressing a normal, that would generally be low punch or low kick, means the game engine will select what to do in a certain situation, in this example, block or low kick or low punch. So on wake up a meaty setup will always be first since the normal has not even started its startup animation. I tested this since cammys crouch high punch has alot of active frames. If you set up the meaty, bison (doing cr.lk spam holding down back) will block as option select. If you time it right when he wakes up its not a meaty but it will counter hit meaning cammy still has the advantage. So you have to be carefull what you consider a meaty and what is not.
Did you guys noticed they changed balrogs ultra on the last minor fix update Now you can hold SP button after headbutt + ultra and the ultra will be full hits, no miss on all chars. Before you had to hit sp, release, then full hold or if not the last hit of the ultra would whiff. I guess they changed the hitbox of the ultra
I'm not sure about the changes on Akuma's st.HK. First, only some chars should be able to crouch under the attack. Second, instead of AE's crouch under second hit, IMO it would be better to crouch only under the first hit. It's still a disvantage to Akuma with one of those characters with small hitbox, but it wouldn't be that bad. We must remember that there are lots of moves missing in Volt. I still think that more moves can be added for each character. About the st.HK slower startup I'm not sure either. Right now it's already too slow. Most of the time the air attack gets blocked and the blockstun isn't long enough to use st.HK to add more pressure. If it's even slower, then it will have no purpose in the game, and he doesn't have any good move for poking. No problem with the rest of the changes.