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  #1  
Old 07-07-2013, 04:11 AM
HarlequinRogue HarlequinRogue is offline
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Default Street Fighter IV: Volt - Update Proposal

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

Last edited by HarlequinRogue; 07-11-2013 at 08:58 PM..
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  #2  
Old 07-07-2013, 04:12 AM
HarlequinRogue HarlequinRogue is offline
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Join Date: Jan 2012
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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

Quote:
Originally Posted by fffan7777 View Post
Or, it could follow Tekken Revolution's Free to Play type of thing (minus their mobile SFxT coin implementation). Have something like 5 free characters a week and you earn points to permanently unlock your favorite fighter by playing online. Money could be used to purchase the points instead to speed up the process. A system where ragequitting decreases points could be implemented too.
Relevant: http://www.eventhubs.com/news/2013/a...tion-consoles/

http://www.eventhubs.com/news/2013/s...-dlc-incoming/

Last edited by HarlequinRogue; 09-15-2013 at 07:43 PM..
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  #3  
Old 07-07-2013, 04:14 AM
HarlequinRogue HarlequinRogue is offline
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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

Last edited by HarlequinRogue; 08-14-2014 at 08:45 PM..
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  #4  
Old 07-07-2013, 04:15 AM
HarlequinRogue HarlequinRogue is offline
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Join Date: Jan 2012
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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


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

Last edited by HarlequinRogue; 01-11-2014 at 05:11 PM..
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  #5  
Old 07-07-2013, 04:16 AM
HarlequinRogue HarlequinRogue is offline
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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

Last edited by HarlequinRogue; 11-07-2013 at 03:46 AM..
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  #6  
Old 07-07-2013, 04:17 AM
HarlequinRogue HarlequinRogue is offline
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iPhone 4S
 
Join Date: Jan 2012
Location: Australia
Posts: 3,055
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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 spelling for Vega's backflips
-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

Last edited by HarlequinRogue; 11-07-2013 at 03:44 AM..
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  #7  
Old 07-07-2013, 06:07 AM
Snooper Snooper is offline
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iPhone 4, iOS 6.x
 
Join Date: Jul 2011
Location: Australia
Posts: 1,940
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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.
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  #8  
Old 07-07-2013, 06:15 AM
Snooper Snooper is offline
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iPhone 4, iOS 6.x
 
Join Date: Jul 2011
Location: Australia
Posts: 1,940
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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!!!!
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  #9  
Old 07-07-2013, 06:27 AM
Gov Gov is offline
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iPhone 5s, iOS 7.x
 
Join Date: Jun 2013
Posts: 2,264
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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!
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  #10  
Old 07-07-2013, 06:54 AM
HarlequinRogue HarlequinRogue is offline
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iPhone 4S
 
Join Date: Jan 2012
Location: Australia
Posts: 3,055
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Quote:
Originally Posted by Snooper View Post
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.
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

Quote:
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.
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.

Quote:
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.
Balrog: Buff headbutt maybe?

Last edited by HarlequinRogue; 07-07-2013 at 07:04 AM..
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