DOOMSDAY-15RUS-
i'LL DESTROY YOU ALL
i am injustice and mk player and novice in SSF4AE, i main balrog and i know he is mid tier so i think he just need 2 changes to join top tier: 1st safe EX headbut and 2nd faster start up on EX charges
Yeah that's what I'm talking about, it make things easier. It's just another reason why I prefer SFxT, I don't have to worry about links as much.
And I'd argue that the learning curve is already massive with all the match ups and technicality within the game but yeah, I can definitely see both sides, some people just enjoy the challenge of hard combos, I just have a different preference. To me a game shouldn't be about if you can do a move but when.Traditionalists would argue that by making links easier, you tone down the learning curve considerably and that those who devote time to the game should be rewarded with better tech.
I agree with both sides, but I feel that SSF4 has already made things much easier compared to the past games, with shortcuts, p-linking, readily available frame data, etc. I've read on some forums that links in SF4 are much easier than links of the past SF's. However, I'm only a mid level player, and I generally rely on cancels instead of links (Though I am incorporating Cl.HK links, and cl.LK to Koryuken hit confirms).
And I'd argue that the learning curve is already massive with all the match ups and technicality within the game but yeah, I can definitely see both sides, some people just enjoy the challenge of hard combos, I just have a different preference. To me a game shouldn't be about if you can do a move but when.
Safe EX headbutt? In a game where no character has a safe invincible reversal like that?i am injustice and mk player and novice in SSF4AE, i main balrog and i know he is mid tier so i think he just need 2 changes to join top tier: 1st safe EX headbut and 2nd faster start up on EX charges
maybe i am dreaming to have something for my character like mk style ?Safe EX headbutt? In a game where no character has a safe invincible reversal like that?
Maaaaaaaan, SF4 is not for you, my good sir! >_<
Capcom UK Community Manager, David “Dawgtanian” Hinds, hopped on the mic at London Super Fights to provide some insight into the early changes to Ryu, Dudley, Cody and Zangief in Ultra SFIV. The changes are from the same build that was demoed at Evo 2013:
Ryu
Dudley
- cr.mk to dp shortcut removed. No longer will get accidental dp when walking forward and inputting cr. mk to fb
Cody
- Overall footsies improved
Zangief
- Ability to FADC his normal zonk
- SPD range nerfed slightly (not huge amount but a little bit)
His recovery is piss poor, it's why many top players rarely use teleport and even then it's always a huge risk, as nearly everybody can combo and get what they want. Like I said, I just want small buffsLess recovery on teleport would give him arguably the best wakeup defense of all characters. It already pretty much is, actually
This is exactly what I want. Maybe us Bison players are spoiled cause he only has 1 3-7 matchup but I'd like it to become a 4-6 or even 5-5 matchup. Maybe a little more priority on devil stomp or something? I don't know, I truly am very happy w/how bison is, even though he's 'mid'Bison has amazing horizontal control, some of the best pokes in the game and insane corner pressure. I'd love for his bad match-ups to be made slightly more manageable, Such as vs Guile
He's seth, he needs absolutely zero buffs of any kind.One thing That would be good for Seth is to remove the leniency on the toe taps or increase the leniency on the footdive.... because you cant tell if your holding straight down for his footdive because the toe taps come out even if you press df or db and since you need a straight down for his footdive a lot of the time you get j.HK
Its more of a fix than a buffHe's seth, he needs absolutely zero buffs of any kind.
no it just means you block instead of the game doing it for you... that's fine with meI'm wondering what you guys think of this change. Removing autoguard. Any attack that hits you while you're in blockstun is automatically blocked (You only need to hold back for the first hit of an HK Dan kick, the rest are guarded automatically). This allows people to mash on reversals while you're blockstringing / pressuring them. If we remove autoguard, people will have to hold back the entire time to block whatever's being thrown at you, making it more commitment based. It won't be terribly hard to reversal, since SF4's reversal window is still very large. This has been done in SF3 (Though SF3 probably didn't have autoguard because of red parries.)
Do you think this will make things too easy for the aggressor?
If you are worried about people mashing reversal in case you drop a link, then intentional stop your links in a block stun and bait the reversal for full punish. Or in the case of a Geif player churning butter during a block string, just jump so his SPD attempt misses and then full combo punish.I'm wondering what you guys think of this change. Removing autoguard. Any attack that hits you while you're in blockstun is automatically blocked (You only need to hold back for the first hit of an HK Dan kick, the rest are guarded automatically). This allows people to mash on reversals while you're blockstringing / pressuring them. If we remove autoguard, people will have to hold back the entire time to block whatever's being thrown at you, making it more commitment based. It won't be terribly hard to reversal, since SF4's reversal window is still very large. This has been done in SF3 (Though SF3 probably didn't have autoguard because of red parries.)
Do you think this will make things too easy for the aggressor?
This x1000SF4 is very casual friendly, Autoguarding, ultra's, huge reversal window's, input shortcuts.. but all of those tricks can be easily exploited by better players. So these features make the game more playable and gives it a larger playerbase, but the better players still wins.
Autoguarding has existed in SF since SF2...that's not a casual friendly aspect lol.Autoguarding
You are right, I know it has been in Sf2 since the beginning. I was just listing it with the other features since it was up for debate, and I've seen the complaint of people mashing out reversal's during block strings before. I have no issue with it myself.Autoguarding has existed in SF since SF2...that's not a casual friendly aspect lol.
That's not my main motive. Another thing removing autoaguard would do is allow for more offensive mixups. I can give you an example with Dan's Dan kicks. The MK version hits twice, and the HK version hits 3 times. If you expect the MK version, and try to reversal after the second kick, you'll get hit by the third kick since you let go of block. If you hold block the entire time in anticipation of the third kick, I can do a MK Dan kick and grab you.If you are worried about people mashing reversal in case you drop a link, then intentional stop your links in a block stun and bait the reversal for full punish. Or in the case of a Geif player churning butter during a block string, just jump so his SPD attempt misses and then full combo punish.
I have no issue with removing autoguarding, but it's not a huge enough deal to leave it in.
SF4 is very casual friendly, Autoguarding, ultra's, huge reversal window's, input shortcuts.. but all of those tricks can be easily exploited by better players. So these features make the game more playable and gives it a larger playerbase, but the better players still wins.
MK dan kick already has a long pause that could be mistaken for HK dan kick after conditioning. It already works lol.That's not my main motive. Another thing removing autoaguard would do is allow for more offensive mixups. I can give you an example with Dan's Dan kicks. The MK version hits twice, and the HK version hits 3 times. If you expect the MK version, and try to reversal after the second kick, you'll get hit by the third kick since you let go of block. If you hold block the entire time in anticipation of the third kick, I can do a MK Dan kick and grab you.