Street Fighter IV: Volt - Update Proposal

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

  1. fffan7777

    fffan7777 Well-Known Member

    Jul 1, 2011
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  2. User58394

    User58394 Well-Known Member

    Oct 23, 2011
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    ^^^^
     
  3. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    About Cody's knife, I think it would be better to make it like Vega's claw and mask, so you can pick it up without pressing a button.
     
  4. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    Wow a lot of posts since when I went to sleep! Let's go through this!

    -1 Vote for less invinc on cannon spike! Most likely for a damage reduction though...

    -Knife is a terrible idea. Adding the knife and inputs for it? Probably a huge waste and it doesn't add much to his game for the effort...

    -If you make Cody's st.P any faster, you'll get cr.LP, st.HP as a combo... which doesn't exist in AE. It already does insane damage/stun as is.

    -H TK as capt has pointed out is sloooooow. It's already 7f in AE and doesn't have full invinc.

    -I would lean towards making m TK punishable on block. However, it is only -1 in AE does 110 instead of 120. Might do that instead.

    -EX MGU doesn't have grab invinc in AE and is already very good in Volt, due to not requiring charge. Would leave as is.

    -I would leave unchanged for DJ. It's already slow as hell. Super xx Ultra is a great suggestion though.


    Actually Cammy has great damage output if you link some normals. cr.HP, cr mk (or st P on Bison) does very good damage.

    Cammy
    I agree with most of the suggestions, except:
    st.P, cr mk isn't a link in AE.
    I also query about replacing st.MK. It has its uses.

    Chun
    cr.mp is one of the most useless normals in the game. Definitely needs replacing.
    What is her most used jumping Kick in AE? I'm happy with j.lk
    Judging by frame data, it seems our Lightning Legs is the HK version. The MK version seems preferable as it has greater frame advantage on hit. But Chun sucks so much, I wouldn't mind giving her +1 frame hitstun on her Lightning Legs as is.
    It seems like a lot of people want more f+p inputs. Will need to look into this.
    If you want more damage, I would make comparisons with AE data, that would give you the most compelling argument for it

    Cody
    Stomach Blow or Hammer Hook is the choice here it seems.
    Criminal Upper having +1 frame hitstun on the first hit seems like the correct call. Also, currently it is bugged on CH, not giving additional hitstun. This doesn't break anything much and gives him more options. Me likey!

    C Viper
    Maybe having 2 jabs is too much. What other normals does she have which are widely used? She already has very good normals with cr.MK and cr.HP
    Overhead? Sure
    More TK feints seems fine.
    EX TK - 1 frame faster(?) and no Projectile invinc seems fair. (It was made faster in AE)
    You want to give Viper more juggles? A bit risky, but it is in line with AE...





    Her cr.lk is clutch in the game, I would say. It has more hitstun than her st.mp!

    EX TK:
    1 frame faster startup, 1 frame less blockstun, no projectile invinc seems fair
    m TK is only -1 on block in AE.... We would need to see how to nerf this
    I'm all in favour of changing EX Seismo to be like AE. And nerfing Viper wouldn't hurt (well, it hurts viper players)

    Hard to nerf Burn Kick. I think burn kick is one of those moves that seems imba if you don't play the character (like Zonk Knuckle), but it actually has some faults.



    H RK is golden. Without it, he loses his main Ultra link. I would give him m RK in addition to H RK (dp motion + k, df+sp motion, the Viper treatment)
    Bad Spray (and FADCable) would be an awesome wakeup option.

    Good point.

    More to follow...
     
  5. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
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    The low tier.
    I was joking about the knife, fwiw, I just think it's a hilarious game mechanic. Shankin' bitches in the showers.

    Good call, he could have both.

    A lot to ask here, but give him Ultra 2 instead :eek:
     
  6. DROQQA

    DROQQA Well-Known Member

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    The low tier.
    Man, I can't wait until we get to Sakura, I have so many suggestions.
     
  7. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    #167 HarlequinRogue, Jul 12, 2013
    Last edited: Jul 12, 2013
    Made suggestions for Damage reductions on Viper's moves to be in line with AE.(And with Cammy too)

    Sobat doesn't knockdown in AE. We will look at additional ways to buff DeeJay.



    Spiral Arrow, FADC, cr.LP, cr.MK xx Spiral arrow seems like a fairly rewarading combo to pull off. The reason she does well in AE her vortex, not being able to FADC her Spiral Arrow. It's mainly used as a style option and it gives her an additional way to use that seldom used Super too.

    -Looking at data, Hard Jackknife does 150 and light does 110. Seems like it could be interesting and opens up more combos

    -You must've remembered incorrectly. That doesn't combo in AE
    st.HP doesn't link into cr mk in AE.

    -Change Ultra on block so last hit doesn't hit crouching on block (cammy)
    -st.HP +1 frame on hit for Cody is what I would like. Gives him more damage output and doesn't lead to anything too crazy. I wouldn't want an increase in hitstun for cr.MP though
    -Light Kikoken? Recovery is very similar but does quite a bit less damage. Main change is that it is sloooooower. I find chasing Kikoken fine as is.
    -Yes, the EX Ruffian buff is just a very minor thing. It's not like we're giving him a wall bounce!
    -I would actually nerf Cody's cr mk. Just reduce it's range a tad. It's a very obnoxious move as is.



    I know you've hated ultras and have wanted them to be nerfed for a looong time. However, I feel that it would require the need for a huge rebalance as is. Not to mention fireball + SP for SPD would be really confusing.

    I feel it would be easier to change some properties instead of rebalancing the game in terms of ultras and working everything else around that. In the end, we would have a product that is very different from AE. Not to say this should be just like AE. I think some leeway should be given, taken in mind Volt does work differently and it should have it's own identity, but I wouldn't want 3DS-style Guile with no charging or Flying Zangief with Teleports and Fireballs.

    It will have to require a button press. Otherwise people will avoid the knife when they don't want it, creating feelbad situations, if for example, you jump over the knife (because you don't want it) and into an uppercut.
     
  8. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    Time for my own personal input/changes to make Cody top tier! *Evil Laugh*. *Ahem*

    Cammy
    She's pretty good as is. Compared to AE, her vortex game isn't as good. She is a pretty solid character as is (and fun). I think changing Spiral Arrow will make her more fun and give her more options.

    Chun Li
    Seriously in need of buffs. I will note that a lot of her moves do more damage in Volt than they do in AE. However I will advocate these additional changes:
    -Hazanshu from 110-->130 (same as AE)
    -+1frame hitstun on st.MP. As is, it has less hitstun than cr.LK!

    Cody
    Where do I start?!
    -Have Medium Ruffian Kick in addition to Hard Ruffian Kick. This also allows for a meterless followup to Crack Kick
    -Hammer Hook isn't very good. It's only comboable on standing opponents, which with Autoguard, isn't gonna happen. I would prefer Stomach Blow for a f+p motion (Side Note: Stomach Blow has good juggle points and resets! Woo!)
    -Increase movement speed AND backdash (AE 2012 changes)
    -Better juggle point on Crack Kick (Same as AE)
    -Crack Kick to be airborne and whiff against crouching opponents
    -Allow for Zonk Knuckle to be performed by holding K (in addition to current input)
    -In addition to nerfing cr.MK range, damage from 75-->70 (same as AE)
    -I'm not a fan of giving him the knife (gimmicky and unnecessary)
    -Make Ultra 1 frame faster.
    -Change st.MK to st.HK (far)

    C. Viper
    - I'm very happy with these suggestions. Giving her more to play around with in terms of feints, but bringing in her damage a bit

    DeeJay
    DeeJay was changed in AE, so I would give him some of those changes:
    -Change st.HP to his 2 hitting st.MK (special cancellable)
    -Reduce recovery on Air Slasher
    -EX Machinegun Upper from 114-->152 damage (162 damage in AE, but that feels like a lot...)
    -Throw stun from 80-->100



    Thanks for the input and discussion guys. Thank god there's been no outlandish suggestions like giving C Viper eyebeams....

    Feel free to disagree with my suggestions (check the first posts to see where we're at!) or to tell me if my suggestions to Cody are too crazy
     
  9. Snooper

    Snooper Well-Known Member

    Jul 14, 2011
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    #169 Snooper, Jul 12, 2013
    Last edited: Jul 12, 2013
    Not going to comment on this weeks other characters as I have little experience with them (especially Cody), but here's my thoughts on cammy:

    -Nerf her uppercut damage. It's too good at the moment. Depending on how other top tiers are nerfed take it down to 120 or 100 from 140.
    -Less invincibility on uppercut. All characters with good uppercuts need this nerf imo.
    -Easier to punish uppercut and ultra.

    That's it. People saying she needs rh spiral arrow are probably just thinking of combo opportunities (looking at you Harle). Right now spiral arrow is perfect for meaty setups. She needs meter for other stuff so super hardly gets used anyway. Uppercuts should be easier to punish, whether it's more landing lag or less pushback. She doesn't need other damage nerfs.

    BTW cody needs his st hk

    Edit: Just read Harle's post. 155-140 damage for her throw is fair. And replacing st mk with st hk is an option.
     
  10. Snooper

    Snooper Well-Known Member

    Jul 14, 2011
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    Disagree. What if you don't want to pick up the knife?
     
  11. User58394

    User58394 Well-Known Member

    Oct 23, 2011
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    Cody
    -Add Overhead move from AE
    -Reduce startup frame on cr.mp or increase hit stun on st.hp so that you can link st.hp to cr.mp for stronger punishes
    -yeah, mk ruffian kick

    that's all I can really think of right now.

    XD Give C.Viper + 8 hit stun for jumping burning kick?
     
  12. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    Actually less invincibility on same uppercuts is a buff. One of the reasons Sagat ruled Pre-Super Street Fighter 4 was Tiger Uppercut trading for free FADC into Step Kick, Ultra.

    I think full invinc on uppercuts that have full invinc in AE is fine.

    I wouldn't want to nerf her too much. She's A tier and quite fun to play. Making her uppercut/Ultra more punishable seems like a good fix
     
  13. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    My suggestions are in addition to what has been said.

    I would prefer Stomach Blow over Hammer Hook.

    cr.MP is already 2 frames in Volt. Can't make it faster, really.
     
  14. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    The problem is that I can't think of a button press that isn't tedious and that can't mess with other inputs. If people want knife, them no button press or a touch gesture, but otherwise no one will use it.
    As long as Cody gets Medium RK and some other moves (Bad Spray is cool), I'm happy.
     
  15. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    Up+SP. I already mentioned that for knife pickup. But the implementation of like 5 more normals isn't really worth the effect it feels
     
  16. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    I can confirm the thing about less invinc. In SFxTK there are some crazy combos with every SRK since, apart from Ryu's EX SRK and Guile's (EX) Flah Kick, no one has good invinc. Ryu's SRK into Hadoken is very famous there.
     
  17. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
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    Then there's no need for knife, but it can still be added, just for the sake of giving him something new :p
     
  18. VaroFN

    VaroFN Well-Known Member

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    About Autoblock, I think we can all agree to drop it. It's the only thing that can really balance the game and that doesn't mess with the controls too much.
    About the post in Unity, I wonder if someone from Capcom will reply. I think only one thread about a mobile SF got a reply from Capcom, and it was about Android getting SFxTK.
    Sven's the guy that works in that section of Capcom forums. Is there a way to get his attention?
     
  19. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
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    Svensson? The guy that 'voluntarily left' today?
     
  20. VaroFN

    VaroFN Well-Known Member

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    o_O I didn't know that... Oh boy we're doomed D:
     

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