Street Fighter IV: Volt - Update Proposal

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

  1. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
    3,329
    0
    0
    Shanghai
    #1 HarlequinRogue, Jul 7, 2013
    Last edited: Jul 12, 2013
    Ok, so we all know that an update for Volt is really needed and long overdue. In addition to a petition to Capcom, I believe that we need to convince them that an update is worth pursuing and that they can make a profit from it. Essentially, I hope we can show how serious we are by developing our own proposal/business plan to them.


    To show how serious we are, we should be able to essentially discuss and create a changelog to send to Capcom of what we want (including character proposals). If we have a solid plan that reduces the work for Capcom and shows how they can make money, our proposal would be more likely go through. Hopefully, we can drum up more interest on Shoryuken.com, Eventhubs and the general FGC.

    So I will be running this in a few parts, all from this thread to keep away the clutter.

    Part 1
    Compelling reasons for Capcom to update and how it could make them money. This would be a discussion of what the community would want and what they are willing to pay.

    Part 2
    Character buffs/nerfs/fixes. This will be the ongoing aspect. Each week or so (we'll see how it goes), I will name 4-5 chars for discussion on how they should be tweaked. I am of the favour that Volt should be changed to be more in line with AE. I know this will be the contentious area. Some people will have outlandish wants like wanting Ryu to be oiled, but I will do my best to make it fair and balanced, whilst maintaining the spirit of Street Fighter and AE.

    Part 3
    New chars. We will discuss how the remaining 16 chars could be implemented in the game, with movesets. We will begin discussion after we have finished discussing changes for existing characters.

    Part 4
    General fixes, wants, suggestions and bug fixes. Character bugs can be discussed but I will merge them with character fixes.

    I will summarise each part in posts on the first page. Feel free to discuss anything here that is on topic. The only restriction is for the weekly(?) discussion of characters.

    Capcom Unity Post
    Capcom Unity Post 2

    tl;dr: With the help of the community, I would like to send a professional, fully detailed proposal of what Volt needs in future updates
     
  2. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
    3,329
    0
    0
    Shanghai
    #2 HarlequinRogue, Jul 7, 2013
    Last edited: Sep 16, 2013
    Part 1
    Why should Capcom update? How can they make money from this?
    -DLC, stages, costumes, art, ringtones, music
    -Paid update/New ap
    -Opportunity for Capcom to test ahead of USF4, not just characters but different pay models
    -SF4 Volt is not a substitute for AE, it is a complement

    Relevant: http://www.eventhubs.com/news/2013/aug/13/capcom-free-play-titles-will-be-big-part-next-generation-consoles/

    http://www.eventhubs.com/news/2013/sep/11/capcom-if-we-have-plans-create-new-version-game-we-wont-disrupt-users-if-theyre-enjoying-current-product-focus-dlc-incoming/
     
  3. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
    3,329
    0
    0
    Shanghai
    #3 HarlequinRogue, Jul 7, 2013
    Last edited: Aug 15, 2014
    Part 2.1
    Character buffs/nerfs/fixes

    Abel
    -Buff s.HP - larger hitbox, vertical and horizontal
    -+1 frame hit stun, +1 frame startup to Forward Kick
    -replace s.HK with far st.LK
    -(EX) Falling Sky Buff. Improve hitbox so it doesn't trade
    -Second Low and Finish Low for Change of Direction (press K)
    -Finish Mid damage from 100/40-->100/50
    -Add command for light Marseilles Roll (db+sp/df+sp for light/hard Roll. d+sp for Falling Sky) OR change roll to be qcf+k
    -Increase hitbox width
    -+1f hitstun on j.K
    -Tornado Throw stun from 180-->200
    -Ultra damage from 551-->461 (60+8*6+60+383-->45+8*6+45+323)


    Akuma
    -s.HK from 60+40-->50+30
    -Add EX Demon Flip to EX Zanku Hadouken
    -Improve cr.HP hitbox (make it more distinguishable from st.HP)
    -Hyakki Gosho to not hit high
    -Gohadouken from 70-->60
    -Shankunetsu Hadouken from 105-->99 (35*3-->33*3)
    -EX Shankunetsu Hadouken from 150/210-->141/240 (50*3/70*3-->47*3/70*2+100)
    -1f landing recovery on Demon Flip into Dive Kick/Palm/Grab
    -Additional hitstun to first hit of (EX) Goshoryuken


    Balrog
    -+1frame hitstun on st.LP so it can link into cr.RH
    -1f less startup on Headbutt and EX version. 1f less blockstun
    -Less pushback on Dash Swing Blow
    -j.HK stun from 100-->200
    -Buffalo Head from 120-->140
    -EX Buffalo Head from 130-->150
    -Ultra from 549-->491 (45*2+30*2+45*2+30*2+83*3-->45*2+38*2+45*2+38*2+53x3)
    -Change cl.HK to far HK


    Blanka
    -Decreased and uniform bounce back distance after blocked Rolling Attack and Ultra/Super
    -Make d+K cr.LK in line with other chars
    -Change jump arc to go out further
    -Electricity to build 20 meter
    -j.HP from 120-->90
    -Electricity from 150-->140
    -EX Electricity from 160-->150
    -cr.LK from 35-->30
    -Rolling Attack range changed to light and damage from 160-->140
    -1050-->1000 stamina


    Cammy
    -Change Spiral arrow to 2 hits (120-->40+80), FADC/Super Cancellable
    -Slightly less bounceback on Ultra/Super/Cannon Spike
    -Throw damage from 155 to 135
    -Last hit of ultra whiffs on block against crouching chars
    -Cannon Spike damage from 140-->120
    -EX Cannon Spike damage from 150-->140
    -s.HP stun from 200-->150
    -Crossed Scissors (Hooligan-->Air Throw) 130/140-->140/150
    -Super from 365-->350 (50+35*5+140-->40*6+110)
    -Ultra from 505-->480 (75+53*5+75+90-->30*6+60+240)
    -Ultra from 467-->390 (no animation) (75+53*4*180-->30*6+210)
    -d+sp: Spiral Arrow
    -Change s.K to far HK


    Chun-Li
    -Replace cr.MP with cr.LP
    -+1 frame hitstun on Lightning Legs
    -Hazanshu from 110-->130
    -+1 frame hitstun on st.MP and less pushback
    -Yosokyaku can be performed with df+K
    -Kintekishu to be +1 frame on counterhit
    -Kikoken from 70/75-->70/100
    -Lightning Legs to be +1f on hit (both 4 hit and 8 hit versions)
    -Super from 360-->340 (30+25*7+155-->30*8+100)
    -Ultra from 510-->460 (30*9+15*11+75-->30*9+8*11+102)
    -b+p for far s.HP
    -Allow her to maintain back charge during EX Spinning Bird Kick


    Cody
    -+1 Hitstun to first hit of Criminal Upper. Also allow for additonal hitstun on CH
    -Stomach blow for f+P
    -Add Medium Ruffian Kick. (dp+k motion/df+sp motion)
    -EX Ruffian to juggle the opponent up slightly when aa
    -Add Bad Spray (up+P on techable knockdowns). FADCable and Super Cancellable
    -Reduce range on cr.MK and damage from 75-->70
    -+1 frame on hit to s.HP
    -nj.HP to knockdown on air hit and to have additional juggle points
    -Increase movement speed AND backdash
    -Better juggle point on Crack Kick
    -Crack Kick to be airborne and whiff against crouching opponents and have better juggle point
    -Allow for Zonk Knuckle to be performed by holding K (in addition to current input)
    -Make Ultra 1 frame faster
    -+1 active frame on Jaw Crusher
    -Change s.MK to far s.HK
    -Bad Stone stun from from 100-->150 and +10 stun per level
    -Ultra from 498-->468 (98+38*4+68+30*6-->83+38*4+53+30*6)
    -Consistent knockdown time and frames on block after (EX) Criminal Upper
    -Fix Super dropping 1 hit on Zangief and Makoto
    -Criminal Upper 1f safer on block


    C. Viper
    --1 frame startup to EX Thunder Knuckle. +1 frame recovery (and finishes closer on block). No longer projectile invincible
    -Medium Thunder Knuckle 120-->110
    -f+P for Viper Elbow
    -Change s.LP for s.MP
    -Medium and Hard Thunder Knuckle Feints
    -EX Seismo not grab invincible
    -Remove EX Seismo unblockable
    -Increase juggle point for EX Burn Kick
    -Burning Kick (ground) from 125-->100
    -Burning Kick (air) from 125-->90
    -Seismic Hammer from 140-->120
    -EX Seismic Hammer from 140-->100
    -Super from 340-->300 (100*2+140-->80*2+140)
    -Ultra from 503-->441 (60+105*3+128-->60+89*3+114)
    -Throw from 155/140-->130/100
    -b+sp/db+sp: H Thunder Knuckle
    -d+sp: Burning Kick


    DeeJay
    -Allow for Super xx Ultra
    -Change s.HK to his 2 hitting far s.MK (special cancelable)
    -Reduce recovery on Air Slasher
    -cr.MP from 60-->80
    -Machinegun Upper from 110-->120 (30*2+50-->35*2+50)
    -Machinegun Upper (max mash) from 188-->192 (30*2+20*2+24*2+40-->35*2+15*2+24*2+44) (Scaling starts on 5th hit)
    -Machinegun Upper to be projectile invincible for the first 8 frames (AE frames, so that would be 3 Volt frames)
    -Ultra from 503-->473 (60*5+203-->60*5+173)
    -Extend hitbox for s.HP horizontally slightly
    -cr.MK to juggle the opponent up slightly when aa
    -Additional hitstun on first hit of Double Rolling Sobat


    Dhalsim
    -Make Yoga Blast faster, less recovery, better hitbox and juggle state after hit
    -1frame less recovery on Yoga Fire
    -Yoga Spear from 60-->70
    -Yoga Flame from 100-->110
    -Yoga Blast from 150-->180
    -Super from 320-->330 (64*5-->75*2+60*3)
    -b+p for back s.MP


    E Honda
    -Reduce hitbox on j.LP
    -Body Splash for j.d+K
    -f+K for overhead and cancellable to Oichi throw
    -Slightly more range on ultra
    -s.HP from 110-->120
    -cr.LP from 30-->40
    -cr.HP from 120-->140
    -cr.LK to be +1 on hit so it can link into itself (not rapidfire)
    -More recovery on EX Headbutt on block but lands further away
    -More recovery on both versions of Sumo Smash
    -Sumo Smash from 90-->100 (on the way up)
    -Sumo Smash from 110-->120 (on the way down)
    -Better juggle point on Sumo Smash so it can be followed up by Super (aa)
    -Larger crouching hitbox


    Fei Long
    -+1f hitstun on Tenshin
    -Reduce pushback on normals, (s.HP, c.LP, c.LK)
    -Ultra from 533-->495 (60+75+23+15*7+90+180-->60*2+15*8+75+180)
    -Better hitbox on 3rd hit of (EX) Rekkukyaku
    -Rekkukyaku to no longer crossup
    -Add nj.HK


    Guile
    -Knee Bazooka for b+K
    -Shades of Glory as taunt
    -Fix bug allowing 2nd hit of Target Combo additional hitstun when Counter Hit
    -Additional juggle points so Super, Ultra can connect.
    -Fix bug with Ultra not going the correct distance
    -Increased hitbox on second part of ultra
    -Additional hitstun on first 2 hits on ultra
    -Reduce active frames on s.MP
    -cr.LP from 35-->30
    -cr.RH from 120+140/200+200 to 100+110/100+100
    -Sonic Boom to gain 10 meter at start and 10 more on hit
    -Sonic Boom from 55-->50
    -EX Sonic Boom from 110-->100 (55*2-->50*2)
    -EX Flash Kick from 200-->180 (120+80-->100+80)
    -Ultra from 503-->510 (90+45*7+98-->90+24*6+66+210)
    -Throw from 150-->120
     
  4. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
    3,329
    0
    0
    Shanghai
    #4 HarlequinRogue, Jul 7, 2013
    Last edited: Mar 18, 2015
    Part 2.2
    Ken
    -b+K for overhead
    -Sliiiiightly faster walkspeed
    -More hitstun on first hit of (EX) Shoryuken
    -2nd hit of Target combo from 50-->70
    -cr.HP stun from 180-->200
    -cr.MK from 70-->60
    -cr.HK stun from 200-->100. 1f faster startup
    -Super from 400-->370 (50*4+100*2-->40*3+50+100*2)
    -Ultra from 520-->500 (60+23*5+30*10+45-->60+29*7+24*8+45)
    -d+sp: Hadouken
    -Super to travel further


    Makoto
    -Less recovery on s.HP
    -Add cr.LP (db+p for cr.LP, d+p for cr.MP)
    -Change throw to back throw
    -Tsurugi damage from 110/180-->150/200
    -Oroshi from 140/220-->150/200 and +1frame on hit
    -(EX) Fukiage airborne for first frame
    -Ultra damage from 510-->480 (90+45*3+285-->75+45*3+270)
    -Fix EX Hayate recovery to recover as soon as it hits
    -1000 stamina


    M. Bison
    -Separate Head Press and Devil's Reverse.
    -Headstomp: down, up+k (manual)| down, up forward+SP (EX)|down+sp (tap) (SP assist)
    -Devil's Reverse: down, u+p (manual)| down, up back+SP (EX)|down + sp (hold) (SP assist)
    -+1 frame startup on s.HK. Change to whiff against most crouching characters
    -Less invincibility on EX Head Press
    -cr.HK FADCable
    -+1 frame hitstun and less pushback on s.HP so it can link to cr.LK
    -+1 frame hitstun on first hit of Knee Press
    -More pushback on cr.LK and reduce damage from 30-->20
    -s.HK from 120-->110
    -cr.HK from 110-->100
    -j.HK from 120-->100
    -Psycho Crusher from 150-->140
    -EX Psycho Crusher from 180-->150 (100+80-->75*2)
    -Headstomp from 140-->120
    -EX Headstomp from 220-->180
    -Somersault Skull Diver from 130/150 to 120/100
    -EX Somersault Skull Diver from 180-->160 (90*2-->80*2)
    -Devil's Reverse from 140-->110
    -EX Devil's Reverse from 180-->160 (90*2-->80*2)
    -Ultra from 540-->492 (60*5+240-->48*4+60+240)
    -Throw from 150-->140


    Ryu
    -s.HP stun from 180-->200
    -Replace cr.HP with cr.MP
    -cr.MK from 70-->60
    -Change Shoryuken to MP version. 150-->130 (80+50). Additional juggle points
    -EX Hadouken from 130-->100 (65*2-->50*2)
    -Better juggle point on EX Tatsumaki Senpukyaku
    -EX Tatsumaki Senpukyaku from 180/250-->160/200 (35*4+40/50*5-->30*4+40/40*5)
    -Ultra damage from 398-->369 (45*7+83-->42*7+75)
    -Throw from 150-->130
    -d+sp: Hadouken
    -Better juggle point on EX Hadouken


    Sagat
    -s.HK from 140-->120 (40+100-->80+40)
    -cr.LP from 35-->30
    -cr.HP from 130-->110
    -cr.MK from 80-->65
    -cr.HK from 120/160 to 100/100
    -High Step Kick from 110-->100
    -High Tiger Shot from 75-->65
    -Low Tiger Shot from 70-->60
    -EX Tiger Shot from 140-->120 (70*2-->70+50)
    -Tiger Knee damage from 80+60-->100+40
    -Tiger Knee +1f startup
    -Tiger Uppercut from 160-->120. Late hit from 100-->160
    -EX Tiger Uppercut from 220-->200 (140+20*4-->120+20*4)
    -Ultra damage from 551-->500 (38*7+45*5+60-->35*7+42*5+45)
    -Reduce hitbox on Tiger Knee (around the head)
    -Additional recovery on whiffed Tiger Knee
    -f+P for Heavy Tiger Elbow overhead
    -s.HK to whiff against most crouching characters.
    -Increase hitbox on 2nd and 3rd parts of ultra (reduce dropping)
    -Change s.HP to s.LP
    -Add nj.K: nj.MK
    -Better juggle point to Tiger Uppercut
    -1050-->1000 stun


    Sakura
    -EX Hadouken from 100/120/140-->120/130/140 (level 1/2/3) (40+60/50+70/60+80-->60*2/60+70/60+80)
    -EX Shunpukyaku stun from 125-->140 (50+25*3-->50+30*3)
    -Bigger hitbox on (EX) Otoshi
    -Better horizontal hitbox for cr.HP. Increasing both the hitbox and the hurtbox
    -Improve hitbox and juggle point of 2nd part of EX Shouoken so opponent's aren't dropped/fall out on aa hit
    -Add s.LK as K. f+K for far s.HK. b+K for Flower Kick
    -Add db+k for cr.LK, d+k for cr.MK, df+k for cr.HK


    Vega
    -Additional 1 frame window to rapidfire cr.LP
    -cr.MP damage from 80-->60
    -Scarlet Terror 170-->160 (100+70-->100+60)
    -EX Scarlet Terror 170-->180 (100+70/110+70)
    -Sky High Claw from 130-->110
    -EX Sky High Claw from 140-->120 (70*2-->60*2)
    -Ultra from 495-->450 (150*2+195-->150*3)
    -Bigger crouching hitbox
    -Reduce recovery on a blocked slash from Flying Barcelona Attack and whiffed Flying Barcelona Attack
    -Rolling Crystal Flash to be +1 frame on hit. EX to be +2 frames on hit
    -Fix cr.MP hurtbox


    Yun
    -Zesshou Hohou damage from 120-->130
    -Zesshou Hohou properly super cancellable
    -replace s.MK with far s.HK
    -900-->1000 stun
    -b+sp/db+sp: Nishokyaku
    -d+sp: Kobokushi


    Zangief
    -s.LK from 40-->30
    -s.MP from 90-->70
    -More pushback on cr.MK
    -j.MK from 90-->80
    -Flying Body Attack from 110-->100 and reduced hitbox, bigger hurtbox reduced active frames
    -Double Lariat (d+sp/P Lariat) to have legs projectile invincible only, no longer strike invincible
    -Decrease hitbox of both Lariats around the legs
    -(EX) Banishing Flat to knockdown on counter hit
    -EX Banishing Flat from 160-->140 (80*2-->90+50)
    -Remove EX Banishing flat, Lariat bugged 'combo'
    -+1 frame recovery on both (EX) Banishing Flat
    -Spinning Piledriver from 260-->230 and reduced range
    -EX Spinning Piledriver from 280/200-->200/150, strike and projectile invincible for 2 frames.
    -Lands further away after (EX) SPD
    -Add Running Bear Grab/Flying Power bomb. (360+k or df+SP. HCF+sp for EX)
    -Add Headbutt (up+P during vertical jump)
    -Atomic Suplex/Double German Suplex from 230-->220 (100+130-->90+130)
    -EX Atomic Suplex/Double German Suplex from 260-240 (100+160-->90+150)
    -Super from 500-->450 (100*2+300-->100*2+250)
    -Ultra from 600->520 (150*2+300-->122+125+273)
    -f+K for far s.HK
    -1200-->1100 stun and 1200-->1100 stamina
    -cr.HK to be -2 on block
     
  5. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
    3,329
    0
    0
    Shanghai
    #5 HarlequinRogue, Jul 7, 2013
    Last edited: Nov 7, 2013
    Part 3.1
    New Character Discussion
    Adon
    s.P: cl.LP (rapidfire, special cancellable)
    f+P: Jaguar Crunch (overhead)
    db+P: cr.MP (special cancellable)
    df+P: cr.HP (super cancellable)

    s.K: cl.MK (special cancellable)
    f+K: far s.HK
    db+K: cr.MK (special cancellable)
    df+K: cr.HK (knocks down)

    j.P: j.HP
    j.K j.MK (crossover)
    nj.K: nj.MK (special cancellable)

    Jaguar Kick (Light): reverse dp+K/b+SP/reverse dp+SP
    Air jaguar Kick (Light): qcb+K/SP/qcb+SP
    Rising Jaguar (Medium): dp+K/f+SP/dp+SP (Invincibility at startup and greater range so it'll combo from normals)
    Jaguar Tooth: hcb+K/b+SP/hcb+SP (hold back for light, hold forward for heavy)

    Forward Throw

    Super
    Jaguar Varied Assault: qcfx2+P
    Press P during for Thousand Jaguars
    press K during for Jaguar Assassin

    Ultra
    Jaguar Avalanche (U2): qcfx2+SP


    Dudley
    s.P: s.LP (rapidfire, special cancellable. Buff to hit crouching)
    db+P: cr.LP (rapidfire, special cancellable)
    df+P: cr.HP

    s.K: s.HK (special cancellable)
    b+K: s.MK
    f+K: Dart Shot (overhead)
    db+K: cr.LK (special cancellable)
    df+K: cr.HK (knocks down)

    Target Combo 2: d+K, K (special cancellable)
    Target Combo 4: P, P, K (special cancellable)

    j.P: j.HP
    j.K: j.HK

    Jet Upper (Hard): dp+P/df+SP/dp+SP
    Machine Gun Blow (Light): qcf+P/SP/qcf+SP
    Cross Counter (Medium): hcb+P/b+SP/hcb+SP
    Short Swing Blow (Light): qcb+K/db+SP/qcb+SP
    Duck (Light): hcf+K/f+SP/hcf+SP
    Ducking Straight P after Duck
    Ducking Upper K after Duck
    Thunder Bolt (Medium): charge d, u+K/charge d, u+SP (No SP assist version)

    Forward Throw

    Super
    Rocket Upper: qcfx2+P

    Ultra
    Corkscrew Cross (U2): qcf+SP


    Dan
    s.P: cl.MP (special cancellable)
    db+P: cr.LP (rapidfire, special cancellable)
    df+P: cr.HP (special cancellable)

    s.K: far s.MK
    f+K: cl.HK (super cancellable)
    db+K: cr.MK (special cancellable)
    df+K: cr.HK (knocks down)

    j.P: j.HP
    j.K: j.MK (crosses over)
    nj.P: nj.HP (hard knockdown on air hit)

    Gadouken (Hard): qcf+P/d+SP or SP/qcf+SP
    Koryuken (Hard): dp+SP/f+SP/dp+SP
    Dankyaku (Light): qcb+K/b+SP/qcb+SP
    Dankyaku (Air) (Light): qcb+K/SP/qcb+SP
    Crouch Taunt: dx2+SP
    Jump Taunt: u+SP (in air)

    Back Throw

    Super
    Hissho Buraiken: qcfx2+P
    Legendary Taunt: qcfx2+K (Ultra cancellable)

    Ultra
    Haoh Gadouken (U2): qcfx2+SP


    El Fuerte
    f+K: Shower Kick (overhead)
    s.K: cl.HK (special cancellable)
    b+K: far s.HK
    db+K: cr.LK (special cancellable)
    d+K: cr.MK (special cancellable)
    df+K: cr.HK (knocks down)

    s.P: cl.HP (special cancellable)
    db+P: cr.LP (rapidfire, special cancellable)
    df+P: cr.HP

    j.P: j.HP (crosses over)
    j.K: j.HK

    Habanero Dash: qcf+P/f+SP/qcf+SP
    Sudden Stop: b+P, P or SP
    Tostada Press: u+P or d+P
    Fajita Buster: f+P
    Back Step: b+K
    Gordita Sobat: K/f+K
    Calamari Slide: d+K

    Habanero Back Dash qcb+P/b+SP/qcb+SP
    Sudden Stop: b+P, P or SP
    Tostada Press: u+P or d+P
    Propeller Tortilla: f+P
    Picadillo Jump: K

    Quesadilla Bomb: charge K/charge SP
    Guacamole Leg Throw (Hard): dp+K/d+SP/dp+SP
    Flying Tostada Press: f+P (near wall)
    Fajita Buster: f+SP (near wall)

    Wall Jump

    Forward Throw

    Super
    El Fuerte Dynamite (light): qcfx2+K

    Ultra
    El Fuerte Flying Giga Buster (U1): qcfx2+SP


    Evil Ryu
    s.P: cl.HP (special cancellable)
    db+P: cr.LP (special cancellable)
    df+P: cr.HP (special cancellable)
    f+P: Zugai Hasatsu (overhead)

    s.K: far s.HK
    db+K: cr.MK (special cancellable)
    df+K: cr.RH (knocks down)
    f+k: Senbukyaku (cancellable to Tatsumaki)

    j.P: j.HP
    j.K: j.MK (crosses over, needs hitstun buff)
    j.d+K: Tenmakujinkyaku

    Hadouken (Hard): qcf+P/SP/qcf+SP
    Shakunetsu Hadouken (Hard): hcb+P/d+SP/hcb+SP
    Tatsumaki Zankuukyaku (Light): qcb+K/b+SP/qcb+SP
    Air Tatsumaki Zankuukyaku (Hard): qcb+K/SP/qcb+SP
    Shoryuken (Hard): dp+P/df+SP/dp+SP
    Ryosokyaku (Medium): hcf+K/f+SP/hcf+SP
    Ashura Senkuu:
    ub+SP: teleport away
    uf+SP: teleport towards
    dp+K: teleport half screen towards
    reverse dp+K: teeport halfscreen away

    Back Throw

    Super
    Raging Demon: P,P,f,K,SP

    Ultra
    Messatsu Gohadou (U1): qcfx2+SP


    Gen
    Mantis Style:
    s.P: s.HP (special cancellable)
    db+P: cr.MP (special cancellable)
    df+P: cr.HP

    s.K: s.MK (special cancellable)
    db+K: cr.LK (rapidfire, special cancellable)
    df+K: cr.HK (knocks down)

    j.P: j.HP
    j.K: j.MK (crosses over)

    Target Combo 2: P, K (special cancellable)

    Hyakurenko (Medium): Px3/SPx3
    Gekiro (Hard): dp+K/f or df+SP/dp+SP (press K or SP for followup)
    Change Stance: dx2+SP or b+SP

    Forward Throw

    Super
    Zanei (Medium): qcfx2+P

    Ultra
    Zetsuei (U1): qcfx2+SP

    Crane Style:
    s.P: s.HP
    b+P: s.MP (overhead)
    db+P: cr.MP (special cancellable)
    df+P: cr.HP

    s.K: s.HK
    db+K: cr.LK (special cancellable)
    df+K: cr.HK (knocks down)

    j.K: j.MK (crosses over)
    j.d+K, K (Shakudan)
    J.P: j.HP

    Jyasen (Hard): charge b, f+P/charge b, b+SP
    EX Jyasen (Hard): charge b, f+SP

    Oga: charge d, ub, up or u+K/charge d, d+sp then ub, u or up/Charge d, then ub, u or up+sp (The ub vs uf dictates which wall he flies to. Just before he touches the wall, if he's holding towards the wall, he harmlessly lands just next to it. If it's neutral, he does a divekick at opponent. If it's at the opposite wall, he divekicks past opponent. If he's holding up, he flies upward instead, with a forward dive kick, straight down divekick, or backward divekick option, or just sails part harmlessly (keep holding up or neutral))
    Sudden Stop: b (during Oga)
    Close Kick: d or neutral (during Oga)
    Far Kick: f or df (during Oga)
    Ceiling Kick: u (during Oga)
    Falling Kick: d (During Ceiling Kick)
    Close Range Kick Right: df or f (During Ceiling Kick)
    Close Range Kick Left: db or b (During Ceiling Kick)

    Change Stance: dx2+SP or SP

    Super
    Jyakoha: qcfx2+K

    Ultra
    Ryukoha (U1): qcbx2+SP or b+meter


    Gouken
    s.P: cl.MP (special cancellable)
    db+P: cr.MP (special cancellable)
    df+P: cr.HP (special cancellable)
    f+P: Sakotsukudaki (overhead)

    s.K: far s.HK
    db+K: cr.MK (special cancellable)
    df+K: cr.HK (knocks down)

    j.f+P: j.MP
    j.P: j.HP
    j.K: j.MK (buff hitstun)
    j.d+K: Tenmakujinkyaku

    Gohadouken (Light): qcf+P/SP/qcf+SP
    Gohadouken (Medium): qcf+K/df+SP/qcf+SP
    Senkugoshoha (Hard): dp+P/f+SP/dp+SP (Decrease startup so it will combo off cr.MK)
    Tatsumaki Gorasen (Hard): qcb+K/b+SP/qcb+SP
    Air Tatsumaki Gorasen (Hard): qcb+K/SP/qcb+SP
    Hyakkishu (Hard): dp+K/db+SP/reverse dp+SP
    Hyakki Gozan: no input
    Hyakki Goheki: P
    Hyakki Gojin: K
    Hyakki Gosai: SP
    Kongoshin (Medium): reverse dp+P/d+SP/dx2+SP (increase hitbox detection)

    Back Throw

    Super
    Fobidden Shoryuken: qcfx2+P

    Ultra
    Denjin Hadouken (U2): qcfx2+SP (can charge)


    Guy
    s.P: s.MP (special cancellable)
    f+P: Neckbreaker (overhead)
    db+P: cr.MP (special cancellable)
    df+P: cr.HP
    P, P: Target Combo (special cancellable)

    s.K: cl.HK
    f+K: far s.MK
    db+K: cr.LK (special cancellable)
    d+K: cr.MK (knocks down)
    df+K: Bushin Slide

    j.d+P: Elbow Drop
    nj.K: nj.HK
    j.P: j.HP
    j.K: j.MK (crosses over)

    Hozanto (Light): qcb+P/df+SP/reverse dp+SP
    Bushin Senpukyaku (Hard): qcb+K/b+SP/qcb+sSP
    Bushin Izuna Otoshi (Medium): qcf+P/d+SP/dp+SP (p for followup)
    Run: qcf+K/SP or 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

    Wall Jump

    Forward Throw

    Super
    Bushin Hasoken: qcfx2+P

    Ultra
    Bushin Goraisenpujin (U1): qcfx2+SP


    Hakan
    s.P: s.LP (rapidfire when oiled)
    f+P: Hakan Tackle (special cancellable)
    db+P: cr.LP (special cancellable)
    df+P: cr.HP

    s.K: Step Low (special cancellable)
    f+K: Step Knee
    db+K: cr.LK (rapidfire when oiled)
    d+K: cr.MK (special cancellable)
    df+K: cr.HK (knocks down)

    j.P: j.HP
    j.f+P: j.MP
    j.K: j.HK

    Oil Shower (Light): dp+K/SP/dp+SP
    Oil Slide (Medium): qcf+P/f+SP/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. Press d to cancel to Guard Position)
    Guard Position: d+SP

    Forward Throw

    Super
    Flying Oil Spin (Hard): qcfx2+K (hold K or super to delay throw)

    Ultra
    Oil Coaster (U1): 720+SP


    Ibuki
    s.P: s.LP (special cancellable)
    s.P,P,P: Target Combo 4 (special cancellable)
    s.P,P,d+K,K: Target Combo 6
    b+P: Agemen (special cancellable on first hit)
    db+P: cr.MP (special cancellable)
    df+P: cr.HP (super jump cancellable)

    s.K: s.MK (special cancellable)
    f+K: Hammer Kick (overhead)
    b+K: Reverse Spin Kick (special cancellable)
    b+K, f+K: Target Combo 7
    db+K: cr.LK (special cancellable)
    d+K: Sazan
    df+K: cr.RH (knocks down)
    df+K, K: Target Combo 10 (super jump cancellable)

    j.P: j.HP
    j.P, f+K: Target Combo 1 (Buff second hit to hit crouching characters)
    j.K: j.MK (buff hitbox so it crosses over more easily)
    nj.K: nj.MK

    Kunai (Air) (Light): qcb+P/SP/qcf+SP
    Kunai (Air) (Hard): qcf+P/f+SP/qcf+SP
    Tsuijigoe (Light): dp+P/b+SP (Can cancel into Kunai or Super)
    Neck Breaker (Hard): hcf+P/d+SP/hcf+SP
    Raida (Hard): hcb+P/b+SP/hcb+SP
    Kasumi Gake (Light): qcf+K/f+SP
    Kazegiri (Hard): dp+K/df+SP/dp+SP
    Tsumuji (Medium): qcb+K/SP/qcb+SP (hold K or SP for knockdown)
    Hien (Medium): reverse dp+K/db+SP/reverse dp+SP

    Back Throw

    Super
    Kasumi Suzaku (Medium): qcfx2+P

    Ultra
    Hashinsho (U2): qcfx2+SP
     
  6. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
    3,329
    0
    0
    Shanghai
    #6 HarlequinRogue, Jul 7, 2013
    Last edited: Mar 18, 2015
    Part 3.2
    Juri
    s.P: cl.HP (super cancellable)
    db+P: cr.MP (special cancellable)
    df+P: cr.HP (special cancellable)
    j.P: j.MP
    j.d+P: j.HP

    s.K: cl.MK (special cancellable)
    f+K: Sekku (overhead)
    db+K: cr.LK (rapidfire, special cancellable)
    d+K: cr.MK (special cancellable)
    df+K: cr.RH (knocks down)
    nj.K: nj.HK
    j.K: j.MK: (crosses over)

    Fuhajin (light): qcf+P/SP/qcf+SP (Tap to throw, hold to store. Input again to release)
    Fuhaijin (medium): hcf+P/f+SP/qcf+SP (Tap to throw, hold to store. Input again to release)
    EX Fuhajin is light+medium
    Kasatushi: qcb+K/d+SP/reverse dp+SP (both normal and EX are direction sensitive)
    Senpusha (hard): qcb+k/b+sp/qcb+sp
    Shikusen (light): qcb+K/b+SP/qcb+SP (press K/SP for followup)
    Shikusen (hard): qcf+K/f+SP/qcb+SP (press K/SP for followup)

    Forward Throw

    Super
    Fuharenjin (light): qcbx2+SP

    Ultra
    Kaisen Dankairaku (U2): qcfx2+SP


    Oni
    s.P, P: Target Combo 2 (special cancellable) (buff so that it doesn't whiff on crouching)
    f+P: f+HP
    b+P: Zugai Hasatsu (overhead)
    db+P: cr.LP (rapidfire, special cancellable)
    df+P: cr.HP (special cancellable)
    j.P: j.HP

    s.K: s.MK (special cancellable)
    f.K: f+MK
    db+K: cr.MK (special cancellable)
    df+K: cr.HK (knocks down)
    j.K: j.MK (crosses over)

    Gohadouken (hard): qcf+P/SP/qcf+SP (Can be charged)
    Gorai Hadouken (hard): hcb+P/d+SP/hcb+SP
    Tatsumaki Zankukyaku (hard): qcb+K/b+SP/qcb+SP
    Goshoryuken (hard): dp+P/f+SP/dp+SP
    Rakan Dantojin (light): hcf+K/df+SP/hcf+SP
    Sekisei Jiraiken (hard): dp+K/db+SP/reverse dp+SP
    Zanku Hadosho (light): uf+SP
    Zanku Hadosho (medium): u+SP
    Zanku Hadosho (hard): ub+SP
    Air Tatsumaki Zankukyaku (hard): qcb+K/b+SP/qcb+SP

    Forward Throw

    Super
    Raging Demon: P, P, f, K, P (can be done in air)

    Ultra
    Tenchi Sokaigen (U2): hcfx2+SP


    Rose
    s.P: cl.HP (special cancellable)
    db+P: cr.MP (special cancellable)
    df+P: cr.HP (special cancellable)
    j.P: j.hp

    s.K: cl.MK (special cancellable)
    f+K: Soul Piede
    db+K: cr.LK (buff to make it rapidfire, but not special cancellable)
    d+K: slide
    df+K: cr.HK (knocks down)
    j.K: j.MK

    Soul Spark (light): hcf+P/f+SP/hcf+SP
    Soul Spiral (hard): qcf+K/SP/qcf+SP
    Soul Throw (medium): dp+P/df+SP/dp+SP
    Soul Reflect (light): qcb+P/b+SP/qcb+SP
    Soul Reflect (medium): qcf+P/db+SP/qcb+SP

    Forward throw

    Super
    Aura Soul Spark: qcfx2+P

    Ultra
    Illusion Spark (U1): qcfx2+SP


    Rufus
    s.P: cl.HP (special cancellable)
    f+P: far HP
    db+P: cr.LP (rapidfire, special cancellable)
    df+P: cr.HP
    j.P: j.HP

    s.K: cl.LK (NOT special cancellable or rapidfire)
    s.K, K: Target Combo (buffed so it doesn't whiff on crouching)
    f+K: far HK
    db+K: cr.MK (spcial cancellable)
    df+K: cr.HK (knocks down)
    j.K: j.HK
    j.df+K: Falcon Kick

    Galactic Tornado (hard): qcf+P/b+SP or SP/qcf+SP
    Messiah Kick (light): dp+K/d+SP/dp+SP
    High Attack Follow Up: K/SP (FADCable)
    Low Attack Follow up: d+K
    Mid Attack Follow up: f+K
    Snake Strike (medium): dp+P/f+SP/reverse dp+SP

    Forward Throw

    Super
    Spectacle Romance (Light): qcfx2+P

    Ultra
    Space Opera Symphony (U1): qcfx2+SP


    Seth
    f+P: far s.HP
    P: cl.HP (special cancellable)
    db+P: cr.MP (special cancellable)
    df+P: cr.HP (special cancellable)
    j.P: j.MP

    s.K: cl.HK (super cancellable)
    db+K: cr.LK (rapidfire, special cancellable)
    df+K: cr.RH (knocks down)
    j.K: j.HK
    j.d+K: Yosokyakyu
    j.df+K: Tenmakujinkyaku

    Sonic Boom (hard): qcf+P/SP/qcf+SP
    Shoryuken (hard): dp+P/f+SP/dp+SP (Press P/SP for followup)
    Hyakuretsukyaku (medium): qcb+K/b+SP/reverse dp+SP
    Tanden Engine (hard): qcb+P/d+SP/qcb+SP
    Spinning Piledriver (light): 360+P/u+SP/360+SP
    Yoga Teleport:
    ub+SP: teleport backwards
    uf+SP: teleport behind opponent
    dp+K: teleport in front of opponent

    Back Throw

    Super
    Tanden Storm (Hard): qcfx2+P

    Ultra
    Tanden Typhoon (U2): qcbx2+SP


    T. Hawk
    s.P: far s.LP (special cancellable)
    db+P: cr.MP
    df+P: cr.HP
    j.d+P: Heavy Body Press
    j.P: j.MP

    s.K: cl.MK (special cancellable)
    f+K: far s.HK
    db+K: cr.MK
    df+K: cr.RH
    j.K: j.HK

    Tomahawk Buster (hard): dp+P/f+SP/dp+SP (Press SP during EX version for Condor Dive)
    Condor Dive: SP/Hold SP for EX
    Condor Spire (medium): reverse dp+P/b+SP/reverse dp+SP
    Mexican Typhoon (light): 360+P/d+SP/360+SP

    Forward Throw

    Super
    Double Typhoon: 720+P

    Ultra
    Raging Slash (U2): hcbx2+SP


    Yang
    s.P: cl.MP
    P, P, P: Target Combo 2 (super cancellable)
    db+P: cr.LP (rapidfire, special cancellable. Need to buff for more +frames on hit)
    df+P: cr.HP
    j.P: j.HP

    s.K: far.HK
    b+K: cl.MK
    f+K: Senpukyaku (overhead)
    db+K: cr.LK (special cancellable)
    df+K: cr.RH (knocks down)
    j.K: j.MK (crosses over)
    j.K,K: Target Combo 1
    j.df+K: Raigeku Shuu (Hard)

    Torou Zan (hard): qcf+P/SP/qcf+SP (press P or SP for followup)
    Kaihou (medium): qcf+K/df+SP/hcf+SP
    Byakko Soushouda (medium): qcb+P/d+SP/qcb+SP (hold SP/P to feint)
    Senkyuutai (hard): dp+P/b or db+SP/dp+SP
    Zenpou Tenshin: hcb+K/f+SP/hcb+SP

    Forward Throw

    Super
    Seiei Enbu: qcbx2+P

    Ultra
    Tenshin Senkyuutai (U2): qcfx2+SP

    Part 4
    List of bugs and wants
    Wants/Suggestions
    -U2s
    -DLC or unlockable costumes, stages, art, ringtones, music, taunts! etc
    -New characters. Not DLC. possibly unlockable
    -Larger window for crouch teching
    -iPhone 5 compatibility
    -Menu swiping
    -SP button 'cooldown'
    -Improve ranked (server side BP check)
    -Improved replays with comments/ratings
    -Link BN data to Game Centre
    -Dedicated Throw button
    -Shake to taunt
    -Autosave replay option
    -Input display for training room and replays
    -One of the better announcers
    -Retina display
    -iCade support

    Bugs
    -Correct language heading in training room
    -Correct language in BN
    -Correct spelling for Guile's "Back Fist"
    -Correct move for Bison Combo Challenge no.8
    -Replay bugs with Sagat/Abel
    -General replay bugs (sending you to arcade mode, for example)
    -Fix random disconnects at char select screen, stage select screen etc
    -Makoto damage % in training room with Super and Counter Hit
    -Correct language in editing replays on BN
    -Correct rounding for scaled damage of moves that do an odd amount of damage
    -Sound bug after getting a call while playing Volt
    -Fix knockdown + projectile bug
    -Ken's Thunder Kick should be called Step Kick
     
  7. Snooper

    Snooper Well-Known Member

    Jul 14, 2011
    1,940
    0
    0
    Australia
    My thoughts on this weeks buffs and nerfs:

    Abel: Abel sucks ass. One thing that could help this is buffing his st.p. If it's made 1 or 2 frames quicker and with a slightly buffed hitbox it would be a more reliable anti air which is a big problem for abel. It would also allow him to combo off of step kick which is a huge part of his game in ae. Would also like his st k (currently far roundhouse) to be replaced by far short. It's a much better poke and I think it would really help his game. Outside of a few weird corner resets that are mostly useless and unused, st k can't really do anything that sweep or step kick can't anyway. Everything else is fine imo.

    Akuma: I think all characters with good uppercuts need them to be nerfed, as they're just too powerful in volt at the moment. Apart from Zangief, who is ridiculous for other reasons and Bison who has really good reversal options anyway, no top tier character is without an uppercut. Look at ryu, sagat, akuma, cammy, guile, viper etc. So yeah, I think akumas uppercut needs a bit of a damage nerf (possibly from 170 down to 140 or 130) as well as less invincible frames. EX uppercut is fine. Also his teleport and air fireball should probably have a little bit extra recovery to discourage flat out runaway tactics, which are more effective than they should be in volt.

    Balrog and Blanka I have very little experience with. I do find some of Blankas commands a bit annoying though. If you're not sure what side you're going to land on after a jump in it can really mess you up, because to do cr lk you have to hold db. I think his cr lk should be either db or just down +k. Also it kind of sucks how you can't do forward hop-ex upball, but I'm not sure how you could fix that without making cr lk db +k, sweep down +k and forward hop df+k, which brings up the problem I just mentioned.

    No ideas with Balrog, I think he definitely needs some love though.
     
  8. Snooper

    Snooper Well-Known Member

    Jul 14, 2011
    1,940
    0
    0
    Australia
    For general changes, I think there needs to be a much larger window for crouch teching. Especially with the (hopefully) nerfing of uppercuts, this would lead to frame traps besides safe spiral arrow-uppercut actually being effective. Also like squall mentioned, either the reversal window needs to be much smaller for non charge characters, or it needs to be much bigger for charge characters. I would prefer it if the reversal window for non charge moves was made smaller (possibly unable to mash, similar to how charge characters work now), as this would further reduce the LOL JUST MASH DP that is both popular and effective at the moment.

    On top of that, Ultra 2s for all characters, new stages, as well as DLC alt costumes and DLC characters would be really nice. We're happy to pay capcom!!!!
     
  9. Gov

    Gov Well-Known Member

    Jun 24, 2013
    2,257
    0
    0
    They should definitely update the screen for iPhone 5 at-least! I'm not buying any of capcoms' apps until they optimise screen. I know there must be more people who are in the same boat as me, and won't buy.

    This should be enough of a reason, for them to update!
     
  10. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
    3,329
    0
    0
    Shanghai
    #10 HarlequinRogue, Jul 7, 2013
    Last edited: Jul 7, 2013
    Agree. Also, if Falling Sky is getting buffed in AE, I don't see why it shouldn't get buffed in Volt too.

    How about Second Low and Finish Low? Would not be hard, just forward+k for input as a mixup for CoD

    His Shoryuken isn't that good. It already has huge recovery compared to other chars. I would look at a damage reduction, e.g. Goshoryuken from 170/150-->150/150 and EX from 210/200-->190/200. This is in line with AE.

    Balrog: Buff headbutt maybe?
     
  11. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
    866
    0
    0
    The low tier.
    #11 DROQQA, Jul 7, 2013
    Last edited: Jul 7, 2013
    Abel:

    (1) His biggest problem is that falling sky can do a zero damage trade. There is no reason this should ever happen, as it is a grab. Adjust his upper body hurt-box / grab hitbox so that it never trades, only wins or loses.
    (2) Agreed with Snooper regarding Abel's ability to combo off of step kick. But I don't know if buffing startup of st p is the way to go? I think the startup is fine for st. p, but the recovery is really ridiculous, perhaps reduce that? I'd rather adjust step kick so it has longer start up but better hitstun, so that it can only be combo'ed out of and not into.
    (3) Giving Abel a 3rd Marseilles roll. Right now after TT, roll puts you right in front of your enemy on his wakeup. Giving him another normal Marseilles roll that puts you in back after TT would be great. Change Falling sky to down + SP, rolls to db + SP and df + SP.
    (4) Agreed on buffing hitbox of st p.
    (5) Make his st p, cod, FADC cr hp combo easier to do. It's the only way for him to inflict solid damage, and it's probably the hardest FADC combo in the game. The link to cr hp is just too hard. Since his FADC is already super fast, I would say either reduce startup of cr hp (which would also add to his AA game), or increase hitstun of the first hit of COD.

    Akuma:

    (1) Teleport recovery increased. That recovery might be fine for AE, but in the world of Volt, it needs to be much easier to punish a predicted teleport.
    (2) Adjust the hitbox on his dive kick after demon flip. It's gigantic, and hits a lot of neutral jumps. Akuma's waist will beat out things like honda's neutral jump p, sakura's neutral jump p, and abel's neutral jump p, which shouldn't happen.
    (3) Adjust the hitbox on his st k so that it whiffs on most crouching opponents (maybe not big characters like sagat/gief). Also adjust it's hurt box to make it more balanced. It's too good of a poke and beats out too much.

    Blanka: No changes IMO. He's a pretty balanced character for what he is. He's just an outdated character design IMO, he's never going to be top tier without being OP. He's an annoying troll, that's about it. Perhaps increase hurtbox / reduce hitbox on jumping p, it's a bit too good in air-to-air situations.

    Balrog: I'll leave this to TenOnez.
     
  12. User58394

    User58394 Well-Known Member

    Oct 23, 2011
    1,101
    44
    48
    #12 User58394, Jul 7, 2013
    Last edited: Jul 7, 2013
    Why the buffs on crouch tech?

    Well, anyways, Ken needs his overhead. Cody too.

    Abel: Step Kick Hitstun +1, and Roll recovery -2

    If you do cr.hp, roll, he can't really do anything except super.
     
  13. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
    866
    0
    0
    The low tier.
    #13 DROQQA, Jul 7, 2013
    Last edited: Jul 7, 2013
    Agreed on crouch tech. Too many times you hear a crouching light come out, but never see it and you get thrown.

    I don't really agree on the reversal window though. What they need to do is change the system to allow for actual, true safe jumps. This would give the smart player more tools to beat mashers.
     
  14. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
    866
    0
    0
    The low tier.
    I agree that it would be really nice if Abel could do cr. hp, roll [falling sky or cr lp reset], but I feel like this might be too hard to implement, as it would involve changing the timing of all his other setups. If you reduce roll recovery, all his current setups after TT and falling sky go out the window. I feel like they left his cr. hp, roll shenanigans out for a reason. Doing falling sky/wheel kick/ultra/super after cr hp is prob enough.
     
  15. VaroFN

    VaroFN Well-Known Member

    Sep 28, 2011
    4,270
    0
    36
    New app instead of DLC update. Since it would be a huge update, every profile would need a reset. New apps are more often featured in new and noteworthy than updates. And for God's sake, better graphics, or at least Retina. Better 3D graphics doesn't mean bigger filesize. Just take a look at Soul Calibur. In fact, rendered sprites would take a lot more of space.

    Abel: more strike invinc to EX FS. Combos after step kick, but while avoiding the Abel infinites in the first SF IV.
    Akuma: slightly nerfing the damage on SRK would be enough. His teleport is predictable and punishable, there's no need to nerf it, and zanku already has a really bad recovery. Dive kick is good the way it is right now. It loses to Tatsu and doesn't have a great startup.
    Blanka: nerf j.HP's hitbox.
    Balrog: IDK.
     
  16. X4XP

    X4XP Active Member

    Mar 26, 2013
    34
    0
    0
    Dubai
    Ok. First of all let me introduce myself to you guys :D

    Age: 26 :cool:

    My BN ID: ~!Yujiro!~

    My main is Feilong and I'm really addicted to this game. I really feel as others do the urge for an update.

    So I will talk about part 1 which is "Why Capcom should think about upgrading SF IV Volt to a newer and better version?"

    1. First of all, Capcom should understand that SF IV Volt has a great popularity on iOS platform. I'm pretty sure that they can figure out this easily by checking the number of players or the traffic ratio of their online Battle Network server as a daily statistic. There are players who are really dedicated to this game and continue to play it online daily even though if they are busy in their own personal life. Capcom should be proud that they have created a really nice fighting game for iOS devices (not all devices though.. which I will talk about it later).

    2. Capcom, should focus more and more on the apple store and create better games for iOS devices. They can find out the games that get the highest number of downloads and positive ratings and target them with good updates like other app developers do. SF IV Volt, e.g., is one of the games introduced by Capcom and got a decent number of downloads and high rating. In the end, it is Capcom who is getting the whole credit if they satisfy us we the customers. We would like Capcom to know that we are loyal players to street fighter and we are ready to purchase any newer improved version for Street fighter on apple store for the value it deserves taking in consideration all the time, effort, and expenses that Capcom bear to bring us such a new enjoyable experience.

    3. Capcom Should understand that apple store is a good market and they can make some good money out of it. They will be saving a lot of money, because they do not need to pay for advertising companies or salesmen in the middle to promote their new game. Apple store is already popular and iOS users regularly check the store for any new app or update. They will be saving the cost of making the physical CDs, printing the logos, advertising, cost of running a retail shop, etc. If they think about it that way, they will come to conclusion that apple store is not a small place to make money out of. So Capcom, please we realy need an updated version for street fighter and we are ready to purchase it. Capcom can open a toll to check this by putting the question "Are you willing to put the extra money if we bring a newer version for Street Fighter on iOS?"

    In my opinion a target price of $6.99-$9.99 should be put by Capcom provided that they bring a new whole experience in street fighter. That is, more characters, balancing characters, better graphics, a faster server for online playing, a dedicate website for the players to meet, organize tournaments, chat, discuss about walkthroughs and characters' abilities.


    4. Capcom should take care about their fans' feelings and requests more seriously. If they just keep ignoring their requests and do not respond to their wishes properly then they will start losing their fans on the iOS platform and this will affect their reputation in the long run. Players are really desperate for an update and sometimes throw bad words on Capcom by calling them such as lazy, careless company. We want Capcom to understand that we are expecting much from them and they shall be willing to put more effort to satisfy us as their loyal customers for their brand name.

    5. Street fighter IV volt was designed to be played on iPhone device and so far the game is not really compatible with the latest iPhone 5. Most of app developers on apple store have already provided an update for their popular apps so they are compatible with iPhone 5. But Capcom have not done it yet. I understand that it might need a new whole setup for street fighter game to be compatible on iPhone 5 and it might cost them much more, therefore they might not be ready to provide us for a free update. Then just bring a newer version (BUT MUCH MORE BETTER THAN THE CURRENT ONE) of the game, and we are ready to purchase it. A lot of players have already quit the game because of the bad experience in controlling the buttons on iPhone 5. Many times I feel that the game registers input errors on iPhone 5 when I'm playing online, which leads to the loss of a lot of matches because of this silly problem.

    That's it for the time being. :eek: If anything else comes to my mind, I will add later :p
     
  17. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
    3,329
    0
    0
    Shanghai
    Please stay on topic with character discussion.

    I am happy with Step Kick Hitstun +1. Currently it is neutral on hit. With +1 hitstun you can combo into a jab but not into any other normal. Seems like a fine change.

    Instead of improving roll, I'm all for DROQQA's idea of adding in a light roll. (As a side note, I am in favour of making characters falling animations in the air longer so it's more in line with AE, opening the possibilities for more juggles)

    New app vs DLC is the call. I guess we can make compelling arguments for either and present both.
     
  18. HarlequinRogue

    HarlequinRogue Well-Known Member

    Jan 20, 2012
    3,329
    0
    0
    Shanghai
    Thanks for the thoughts and the post!

    Though, I would want to try and avoid being antagonistic towards Capcom. We want to convince them that an update is possible and monetarily viable for them. Currently, they have no reliable ongoing income stream from Volt, whereas I'm sure there are people buying DLC in SFxT.

    Part of convincing Capcom is leveraging that Volt has benefits over AE. Personally, for someone like me who has access to AE, Volt is easier and quicker to play. The lower entry barrier to play is a huge benefit to Volt.
     
  19. mooken

    mooken Well-Known Member

    Jul 4, 2011
    1,329
    0
    0
    Canada
    I think the low technical specs requirements is a huge draw for the game. I'm running the game on an ipod, and I found the specs for SFxT fairly taxing on my device. I also ran SF4 Vanilla on an Android last year, and despite the high-res specs, it really taxed the hardware.
    If folks remember Star Craft 1 + Star Craft Brood Wars, one of the reasons for its high rate of adoption in South Korea were the low machine specs required. I'm very concerned about a drop-off in users if they released a high-res version -- I can think of at least 4 players that would stop playing as a result, myself included.

    I think Balrog is fine as he is.
    I think Blanka benefits from lag a bit too much. I would like a mild damage nerf, or at least reduce his ability to abuse j.mk > mash cr.lk, esp with lag.
    I like giving Abel a mix-up high-low on his Change of Direction.
     
  20. DROQQA

    DROQQA Well-Known Member

    Sep 18, 2011
    866
    0
    0
    The low tier.
    It's really tough to factor lag into the equation w/rt character changes. Making some nerfs to Blanka based on lag concerns would almost certainly destroy him in lag-free matches. That said, he is by far my least favorite character to play against and abuses lag possibly more than any other character. There were 3k BP Blankas who got their points b/c jump k, cr lk is unblockable in lag.

    So something should probably be done, I think nerfing his jump p hitbox is probably the way to go. Maybe making his jump slightly more floaty? Slightly longer jump arc?
     

Share This Page