[QUOTE="ShenlongBo"]Oh, hey, well then Happy Birthday dude! :D Anyways, good game. I still gotta work on my Dhalsims teleport combos which I'm having difficulty with... But hopefully I can find that exact timing. And man, I thought you gonna pull a Sabre on me there :lol: Damn EX Shuunpu Kyanku with those overheard and low pokes :PYeah... it's actually kinda annoying because, in reality, I'm actually pretty damn consistent with that mixup. But like I said, because of this wonky stick, I can't even get fireballs to come out right 4/5 times. It even puts out random Otoshis where Tatsus are supposed to be, lol. Even if I don't get better on this stick, I'll eventually have the TE, so I'll get to show you first-hand then. Hopefully, lol.Good game, Martial. Sorry I couldn't stick around for more, but it's my birthday, and the lil' lady came by to take me out, lol. The stick I'm using is also total crap, lol. It's the Tekken 5 stick (for PS2), but it's running through an adapter. It makes it almost impossible to do basic stuff like FAs, let alone land those mixups with Sakura. Hopefully it's something I can overcome with practice, and not a true controller problem. I don't want to have to wait for my TE to arrive before I can be competitive again.
martialbullet
ShenlongBo's forum posts
Good game, Martial. Sorry I couldn't stick around for more, but it's my birthday, and the lil' lady came by to take me out, lol. The stick I'm using is also total crap, lol. It's the Tekken 5 stick (for PS2), but it's running through an adapter. It makes it almost impossible to do basic stuff like FAs, let alone land those mixups with Sakura. Hopefully it's something I can overcome with practice, and not a true controller problem. I don't want to have to wait for my TE to arrive before I can be competitive again.
I like this. I've advocated pulling Sagat down a bit, but I think if they left him exactly like he is while boosting the rest of the cast, that would be acceptable. I still think it's pretty crazy that his health and stun are past 1000 each, as his moveset doesn't call for it in the least... but I digress.I think that if they tweak the game, they should focus on improving the weaker characters instead of nerfing the stronger ones. Those that are considered top tier should remain as they are, even Sagat, because you don't want to have your main character getting weaker all of a sudden, I would hate that. However, the weaker characters with obvious shortcomings should definitely get a boost to make them more competitive. I can't imagine someone getting angry this his/her main has improved or got better tools.
notable weaknesses imo:
1. the Ultra for Ken, Vega (Claw), Guile, those should be able to link thier ultras in order to make them more competitive.
2. Damage output for Sakura, it is way too little against someone like Zangief.
3. Vitality and stamina for El Fuerte, Viper and Dhalsim(maybe Chunli too) should be boosted to 1000, or at least to 950.
4. E.Honda MUST have invincibility for his EX headbutt.
Those are the ones that I can think of right now, I am pretty sure there are other ones too.
games_soul
[QUOTE="Kreatzion"]
It's obvious that the next one will have new characters if it follows the SF3 rules. If SFIV goes the SF2 road, there is a chance that we may not see any new characters. All I ask is if they do add new characters, please no more shotos. We already have 6 in SFIV and we don't need any more.
ViewtifulScott
We need at least one more. SEAN. (yeah baby) Also, maybe Evil Dan. I think they should do more to add unique characters that play differently from everyone else. Maybe Oro from SF3? I'd also love to see Makoto, Hugo, Q, and Ibuki make a return. Heck, just put Third Strike on XBL with SF2 HD's netcode and get it over with.
If they're adding characters, I'd LOVE it if they put at least a few of the 3S characters in. A Sean that wasn't entirely pointless would be really cool, I'll admit.Whatever they do, I'm just like... so hopeful that they just tweak it a bit better. I mean damn, Sagat has been godlike for SOOOO long now. Do they set out to do things like that, or are they really just that thick that they don't notice?
Agreed. And if they can find it in their hearts to FIX the god-tier characters rather than simply replacing them, that would be grand too.It's obvious that the next one will have new characters if it follows the SF3 rules. If SFIV goes the SF2 road, there is a chance that we may not see any new characters. All I ask is if they do add new characters, please no more shotos. We already have 6 in SFIV and we don't need any more.
Kreatzion
Not sure, tbh. I had heard it long before, then had it more or less confirmed by DC who's input, I feel, has shown to be rather dependable.When did Capcom confirm new characters?
King9999
Didn't mean to ditch the thread after pushing this sub-topic, guys. After the text discussion I had with DC, I pretty much realized that speculating on SFIV revisions is almost definitely a waste of energy. We could theoretically conjure up ways to make every match-up 5-5, but it wouldn't matter anyway, because Capcom has confirmed that there are going to be new characters in the next version of 4. That alone means we can pretty much forget about it - all we can do is cross our fingers that they don't make the same GLARING mistakes in the next game as they did with this one.
To be honest, I'm not all that hopeful. Yeah, SFIV is "more balanced" than most fighters (it's a commendable effort for a first edition, too, I'll add), but that doesn't mean it's not still riddled with holes, nor that it's free from some stupid oversights. I mean, you've got characters like Ryu who have a GREAT attack/approach for every situation alongside characters like Sakura who couldn't even get a decent crossup. Blanka can EX cannonball through fireballs completely untouched (that is, without having to absorb a hit), yet Honda can't EX headbutt through fireballs at all. Vega's Ultra misses airborne opponents by a SLIVER, while Sagat can land a full Ultra after trading hits off of his Tiger Uppercut. The list of things that are just off in this game isn't what scares me. What scares me is that they're so damned obvious, I'm really starting to question whether they're "oversights" at all. I mean, let's face it, a high-quality, fine-tuned game hardly needs regular updates, does it? The more times Capcom gets to revise the game, the more times they get to sell it. I know it sounds like crazy conspiracy theory, but I mean seriously... anyone else know a good reason why this large amount of age-old faults didn't get ironed out? This is 2009, right?
For what it's worth, I'll take back saying that Ryu should not get his old F+MK hop kick back. I still think he doesn't need it, but since his bag of tricks is already stuffed full, why not overflow it? Maybe Capcom will throw in a fake fireball for him, too, while they're at it. It's not like they'll be busy trying to get the rest of the cast on the map.
Dude, that thing is soooooooooooo cooooool. Why am I addicted to arcade sticks?Arghhhh, yeah, I totally need a practice overhaul. I'll be on SFIV online more often once I get back to XBL Gold. Lately I've been focusing on Tatsunoko but it's not like it's be coming out anytime soon so back to what really matters.....
oh, and before I do, I should probably share the stuff I saw in CC.... (Last time I swear!)
I looked it up and apparently it's from Exar...er, yeah, I don't know what that is. But hey, it works really well. Please come to the US :cry:
and a video Comic-Con 09 TvC Grand Finale Tournament
People are already getting pro at this :/
martialbullet
Here's a glimpse at how I'd roll with it. It's not too much different from yours, but I have quite a bit of input to add for the console characters too. I'll do that another time.My personal SFIV v.2 would have these updates.
Sagat - damage scaled down 20%, no more than 30%. Remove the Kara knee, kara tiger uppercut, kara tiger shot.
Seth - remove the wall jump for camping purposes, or at least reduce the trajectory so that it doesn't position him behind you.
E. Honda - ex. headbutt goes through projectiles (like Blanka's ex. ball), Make his Ultra combo into something (lk. butt stomp to Ultra would be cool like Balrog's headbutt to Ultra). Ex. HHS should pop you up like ex. legs for comboing.
Chun-li - boost her HP to 1000 rather than that measly 900. Have her Ultra hit fully (like Abel's Ultra, no matter where the opponent is when they get hit, the Ultra will connect fully). Give her a reliable anti air (maybe her rising kicks, the SP with a K, from the Alpha series, or give more priority to mk).
Ken - Ultra needs to fully connect all the time (like Abel's).
Vega/Claw - increase the priority of some of his moves like his rolling crystal flash (I believe that's the rolling attack). Make his wall dives move quicker.As far as everyone else. I feel that they are good enough on their own and probably need minimal tweaks at best. The console characters, I don't know them well enough to comment on besides Seth.
Kreatzion
Sagat - I, too, would scale his damage down. I don't know by what percent, but it's just clear to me that with so many offensive and defensive options, it's a tad unfair that he gets the "big damage" icing too. I would also bring his HP and stun down to 1000 each. Again, with all his current perks, why does he need boosted stats? I would NOT, however, change his karas. They are very good moves, but honestly, I think that by simply toning him down a bit, the karas would simply be good, but not godlike.
Seth - I wouldn't change a thing. Maybe fighting a competent Seth one day will change my mind.
Honda - Let his EX headbutt go through fireballs, but not the way Blanka's do (Blanka's roll should not do this either). His EX headbutt should ABSORB normal fireballs and go through them, and should be beaten by fireballs that hit twice (EX or Akuma's Shakunetsu). I hadn't thought of the EX HHS idea... sounds interesting. As a non-Honda player, I really can't speak on that. Before I gave him that, though, I'd buff his F+RH so that it knocks down like it's supposed to do.
Chun - Your Chun is too good. I'd put her in a straigh-jacket to make it more fair, lol. Nah, I agree with boosting her HP to 1000, and that she needs a reliable anti-air other than EX SBK. Perhaps a Sim-styIe B+RH? I don't know... that would be WAY powerful for Chun. Hard to say.
Ken - Fully agree - give him a good Ultra out of Shoryu. Also, his Shoryus are currently only a tad bit stronger than Ryu's, so I'd buff them up just a bit, too. His Shoryu is a great part of his game; making them a little stronger makes him more viable without breaking him.
Claw - Somebody please give this guy an Ultra, and make it hurt. I think you could just let Vega's Ultra a bit easier to connect on airborne opponents and that would be enough to put him on the map. You could really make him better by giving him a slight damage buff as well, and by increasing his roll speed. But even if they don't do that, for the love of god... please give this guy an Ultra. Oh, and fix that stupid ****ing yodel sound. Ugh!
I'll post up a more comprehensive and organized list later on. This conversation isn't just for me and Kreatzion, though, so come on guys, what are your thoughts?
1) With *perfect*, spot-on timing, you can get Ken's full Ultra out of shoryu. I've seen it maybe TWICE in all the Ken footage I've ever seen. Compare that to how easy it is for Ryu to go into his Ultra after Shoryu. If Ken had it that easy, he'd be a more popular character.I don't disagree with anything you said. I just have 2 comments.
1) I thought with perfect timing that you could FADC into Ken's perfect Ultra. I could have sworn that I have seen it before.
2) Balrog is a beast, but I thought that his Ultra was doomed to never reach full potential since half the punches miss when you headbutt into it; even less when you do it in the corner. (I may have seen perfect timing remedy that, but I can't remember right now)
In any case, I've been thinking about some gameplay changes too, but I'm not the expert like you guys are, so it might just come off as whining and game breaking. I'll try to post my ideas later when I find the time.
MicWazowski
2) Rog's Ultra is guaranteed after his headbutt. It doesn't do *full* damage, but it corners the opponent and is super-reliable in and of itself. On top of that, his Ultra isn't ONLY useful after the headbutt, as it is a VERY useful option to beat fireballs.
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