Author Topic: SSF4 AE 2013!  (Read 67979 times)

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Offline Heavy Weapons

SSF4 AE 2013!
« on: August 10, 2012, 02:31:39 AM »
There's some pretty big rumors floating around right now about capcom reworking ssf4ae once again. Apparently some japanese players have spoken about it. But it remains a mystery for the minute. Here's a tweet from ryan hart

"Ok guys,what would you say if I said SSF4 AE 2013? The question is,do we need a re-balance or is 2012 ok?What would you change if you could?" It's rumored that he has spoken to some japanese players that usually know whats happening before the general fgc.

I personally welcome them putting more effort into the game as i feel its a great game and could be even better with some changes...


What you guys think? Any predictions or changes you'd like to see?

Buff sagat bitches!
  :dpf: :p:
Oi Oi Moi. Best Crunch Heavy Punch in melbourne! fimblers and fimblettes get slapped silleh!

AtomicX

  • Guest
Re: SSF4 AE 2013!
« Reply #1 on: August 09, 2012, 07:20:23 PM »
If it ain't broke don't fix it.

I like 2012 the way it is, only changes I would like is add Rolento, Hugo, Poison, Elena and others.

Offline Heavy Weapons

Re: SSF4 AE 2013!
« Reply #2 on: August 10, 2012, 03:21:40 AM »
imo seth is stupid id like to see him nerfed slightly to make him not so idiotic
Oi Oi Moi. Best Crunch Heavy Punch in melbourne! fimblers and fimblettes get slapped silleh!

Offline maxsze90

Re: SSF4 AE 2013!
« Reply #3 on: August 10, 2012, 03:29:13 AM »
Dudley needs 7 frame overhead, let's face it, Duds only has high low, make it count. Less knockback on st.hk CH.

Rufus needs 1000 stun, he is fat.

Guile needs 400 damage Sonic hurricane. Yes, a defense driven character also deserves a comeback mechanic.

Cammy needs damage nerf. Blockstun/Hitstun nerf on divekicks.

Viper needs increased recovery on seismo. She can jump cancel. If she commits I want to see her get blown up sky high. Less block stun on burn kicks.

Seth needs 800 stun.

Zangief needs to be deleted and replaced with Alex.

Urien, Q need in.

I'm biased.

Re: SSF4 AE 2013!
« Reply #4 on: August 10, 2012, 03:34:31 AM »
fatman is easy to tired, so Rufus 900 stun makes sense ;D
faKewell Ikuya.

Offline maxsze90

Re: SSF4 AE 2013!
« Reply #5 on: August 10, 2012, 03:42:11 AM »
Very well, 900 stun for 1100 stamina. He was bullied his whole life and beaten with ugly sticks, his ability to soak damage should be unparalleled. Lazy tank.

I never knew the Vanilla numbers but wasn't he like 1200 stamina? lol!

Meeks

  • Guest
Re: SSF4 AE 2013!
« Reply #6 on: August 10, 2012, 07:57:52 AM »
Big news if true.

Some characters that range from low to mid high tier are right on the cusp of being overpowered or just completely damaged if the wrong nerf or buff were applied. I just hope they get it right with the changes and not some bullshit change that nobody cared about like they did in 2012 for some characters.

Offline Gamogo

Re: SSF4 AE 2013!
« Reply #7 on: August 10, 2012, 09:53:44 AM »
Capcom Unity spoke briefly about this recently also. They encouraged people to make some noise so the higher ups could see how keen people are to have the game revisited.

Thing is, I don't think it should be - at least with respect to balance. 2012 is a very balanced game as it stands currently and if character balance was to be looked at I'd argue perhaps only Seth and Viper should be look at with any serious degree of scrutiny. There's only so much spit and polish you can apply before you start damaging the paintwork in my opinion and Capcom could do damage to the game if they got too gung-ho.

However, I do think it could be revisited from a function stand point:

- Permit lobby rematches for 2 player games
- Allow training mode sessions to accept ranked or endless challengers rather than just arcade mode
- Allow friends to participate in training mode sessions online
- Provide an offline lag simulator ala Marvel
- Hitbox displays in training mode option
- Extended record buffer options in training mode (i.e. 10 sec, 30 sec, 60 sec)
- Audible tone for counterhits + enlarged 'counterhit' text notification
- True music/effects mute option
- Bring back thumbs up/thumbs down guy from the lobbies!
- Re-instate Championship mode? I quite liked that from Vanilla.
- Button config on player select screen + implement HDR style button config
- Offline ladder/tournament generation. For example, SSF2 had this on consoles back in the 90s. Why not today?
- Offline match record. Why is this an online only feature?
- Extended start button input registers to prevent accidental pauses during matches

I'd really like to see ALL characters receive at least one NEW move if they seriously revisit the game though. Something to freshen it up.
It was really fun finding the new stuff in ST back in the day when it came out because SF2 had been somewhat static with respect to moves for years. ST dropped and suddenly we had new moves scattered all over the place - the addition of command normals, juggles and overheads for example was huge. A new move for each character in IV specifically targeted at addressing a potential problem in a character's worst matchup would be very cool. At the very least it would breathe a bit of life into things. Imagine ken received his knee-bash? Fuerte had a ground based command throw? Bison an overhead normal?

I'd also like to see Capcom experiment with some elements that don't impact the gameplay. One being character settings preferences. By this I mean you get to choose the preferred settings for your opponent's character, irrespective of their chosen colour or costume. So say for example you could force (much like say, character voice languages) predefined character colours and costumes to avoid Blanka's garish (and hitbox obscuring alts) or those irritating stencil colours (colour 12?). Your opponent would see their chosen costume, just on your end it would be set to your preference.

Secondly I'd really like to see Capcom revisit that USB dongle idea they had for SFxT's gem management albeit for SFIV. On the USB dongles they could not only store BP and PP, but also button configs, preferred character colours, names, costumes, win/lose stats, total games, etc - basically just like the gamecards used in Japan. I feel this could work quite well - you could also take it to locals/tournies and not only record your results, but also take with you your button config ready to roll. Its entirely possible it could retain recorded match buffers as the file sizes for the playback data is actually very tiny.

Of course, Capcom are very close-minded when it comes to this kind of thing and have revealed themselves to be pretty third rate developers in this arena so I doubt none of this will ever see the light of day.

I'd drop $10 if these features were released as DLC though. Perhaps that's the incentive they need.

Too much text, I blame coffee. Sorry Spencer.
So keep your bankroll lottery eat your salad day deathbed motorcade.

Offline Niah

Re: SSF4 AE 2013!
« Reply #8 on: August 10, 2012, 10:02:45 AM »
Big news if true.

Some characters that range from low to mid high tier are right on the cusp of being overpowered or just completely damaged if the wrong nerf or buff were applied. I just hope they get it right with the changes and not some bullshit change that nobody cared about like they did in 2012 for some characters.

Vega 2012 changes was cow dung, cosmic heel to ultra 1 can combo...riiiiiiiiiiiight....

I want invincible ex Scarlett terror and combo in ultra after an anti air scarlet terror!

gamogo's ideas are awesome, but some of the features might seem like they need an overhaul for the entire game to make them work...
Turning into nothing in 10 seconds flat cause the whole pc community are asses. I'm also 100% soji approved, making me 20% cooler

Offline Heavy Weapons

Re: SSF4 AE 2013!
« Reply #9 on: August 10, 2012, 10:09:52 AM »
Fantastic points gamogo. the only thing i disagree with is, characters all receiving a new move. My concern is that it could quiet easily throw off the games overall balance.

Rufus is a really good character if he were to receive a buff he would be too damn good. Atm i would rate rufus either high A or A+. I just hope they don't buff characters that are already strong enough as meeks pointed out it can make them bullshit. But i think it's fair to say that seth cammy and viper could really do with some small nerfs. Seth should be hit the most.
Oi Oi Moi. Best Crunch Heavy Punch in melbourne! fimblers and fimblettes get slapped silleh!

sojiokitaau

  • Guest
Re: SSF4 AE 2013!
« Reply #10 on: August 10, 2012, 10:17:43 AM »
I agree with everything Gamogo said. Good points as per usual.

However, give me a Yoga Uppercut, thanks.

Also, take Guile out of the game. No one wants to watch some clown spam sonic booms all day, and it's not like there's any other way to play Guile.

Offline Heavy Weapons

Re: SSF4 AE 2013!
« Reply #11 on: August 10, 2012, 10:38:12 AM »
LOL
Oi Oi Moi. Best Crunch Heavy Punch in melbourne! fimblers and fimblettes get slapped silleh!

Meeks

  • Guest
Re: SSF4 AE 2013!
« Reply #12 on: August 10, 2012, 10:50:14 AM »
I understand the balancing process is not an easy one, that's why it's important that Capcom take a lot of feedback in its stride and really take their time when bringing out a balance patch if they do intend on doing so in the first place. Tweaking one move, can really make or break a character. If I can speak for Chun, I feel as though she is one decision away from either being an overpowered character to a well balanced character. Maybe it's the same with every other character, so Capcom needs to be really careful about where they want a character's direction to take.

Offline HERECOMESBOTMAN

Re: SSF4 AE 2013!
« Reply #13 on: August 10, 2012, 10:50:54 AM »
it'd be cool to play around with a new version but they're done a pretty good job on 2012 and you could put even money on campcom screwing it up, so i say leave it alone

except maybe give ken a command throw and 1400hp

...and he should be able to dress up like arnie in terminator 2
omg ken lol

Offline KellyNUTS

Re: SSF4 AE 2013!
« Reply #14 on: August 10, 2012, 11:11:53 AM »
Im also with Gamogo, but you know because its common sense, and probably easy as piss to implement Capcom will instantly bypass it all :(

I still cant work out for the life of me why companies took away the old way of button config and replaced it with the newer, harder way?!?!?

IM also pretty happy with 2012 though, id be all for 2013 as long as Cappy didnt screw it up.
"Now just stand still. Move, and the wound will be deeper." - Leona Heidern