dogberry, post: 7841193, member: 1009 wrote:
1. Does the super (before and after the tweak) opens up option(s) the character previously did not have
2. Do any of the increased/decreased options push the character over the edge in any possible game scenario (no option should solve a character's problems too completely in any one situation, there should be a cost/penalty for using that option)
No matter what, you should ALWAYS be able to punish a move that virtually beats anything else after you successfully block it.
Spider-Dan, post: 7841385, member: 290 wrote:
why not hack the version with more characters?
I occasionally stream so you can see how boring poking around in the memory is.
[8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games
Jizzon, post: 7841466, member: 3027 wrote:
It's funny you mention these changes to supers, guys, because before all of this become the topic-of-the-moment, I changed the properties of many of them these very ways in the experiment you're playing around with. If only I knew how to fix reversal bugs...
And yeah, we have locations of the walk and jump speeds in the .03c ROM; thanks for looking out, though. Do you know where the locations are for special move velocity/acceleration, or how to alter those?
jedpossum, post: 7841427, member: 17765 wrote:
Having to edit 33 characters is already quite time consuming. Especially, everyone here is editing with hex editors and just figuring it out. But, asking to edit 65 (8 world warrior, 12 for ce, 12 for hf, 16 ssf2, and 17 for st) is just crazy talk.
Spider-Dan, post: 7841509, member: 290 wrote:
No need to edit 65 characters (or even 33). Trying to rebalance O.DJ or O.Blanka or O.Cammy is just pointless. I mean, characters like O.Honda or O.Sim or O.Boxer (i.e. characters that are different in interesting ways), sure. But there's a good chunk of the old characters that are the-same-but-better new, and fixing the old version is just a flat out waste of time. There's no way to make O.Blanka better than N.Blanka other than just giving him better hit/hurtbox, less startup, less recovery, or more damage. The best case scenario is a character with fewer, better moves. Real boring sh*t.
In any case, I'm not saying that you should try to fix WW Blanka or HF Claw or anything like that. Some versions of characters just get dustbinned, and that's fine. But if one is hypothetically willing to work on 33 characters, it makes more sense to fine tune HF Boxer, CE Ken, CE Guile, HF Gief, etc. than it does to fine tune O.Dic or O.Chun.
Born2SPD, post: 7841528, member: 28257 wrote:
Jedpossum, i think Jizzon is talking about the moves which can't be performed as reversals (Sagat's, Sim's and Ken's supers, O.Dic's Devil Reverse) as well as moves that dont work right (either T.Hawks DPs are buggy, the last used version always comes out, regardless of the button used).
jedpossum, post: 7841529, member: 17765 wrote:
Okay now you're contradicting yourself. "You have all these characters" "All those characters are waste"
Spider-Dan, post: 7841604, member: 290 wrote:
No, I'm saying that buffing characters that are the-same-but-worse is a waste. HF Blanka has significantly different strategies from ST Blanka. HF Gief has significantly different strategies from ST Gief. O.Cammy, O.DJ, O.Blanka, O.Dic, etc. are ST characters with less moves.
Spider-Dan, post: 7841604, member: 290 wrote:
fixing a trashy, useless O. character
Born2SPD, post: 7845680, member: 28257 wrote:
We already know how to change the sprite used. Sorry but i dont play these vampire games, that screen and nothing is the same for me lol..
jedpossum, post: 7845756, member: 17765 wrote:
Input window (data is encrypted)
oldschool_BR, post: 7848221, member: 7169 wrote:
the unusually short window for the Tiger Knee.
jedpossum, post: 7848578, member: 17765 wrote:
The motion itself has more to do with it than the timing which is the standard 8 to 12 frames per input. The problem is jumps happen 3 frames after the up forward input regardless how long you old it in Capcom games so on up forward you have 3 frames to press/release the button in order it to come out.
oldschool_BR, post: 7848682, member: 7169 wrote:
That's what one would expect, but one actually has just a single frame to press (or release) the button. The same applies for the Head Stomp. The motion part is fine: it is the restrictive button timing which most certainly makes it troublesome.
Cronopio, post: 7848763, member: 7031 wrote:
Turning O.Blanka into HF Blanka would be great...
As for Rog's super, invincibility should definitely stay the same. O. Sagat and Dhalsim would be a nightmare otherwise. A damage reduction would be fine though, and maybe you could make it so it always is punishable against every character when blocked in the corner (always leaving those "gaps" where you can punish him)?
Chun's super, a damage reduction and fixing the stored glitch would be enough. And Ryu also a small damage reduction and no invincibility at all (why should a projectile super give you invincibility?). The rest are fine as they are IMO.
Cronopio, post: 7849735, member: 7031 wrote:
No, Rog's super isn't fine as it is. It's damaging, it has tons of invincibility, it's safe. Something has to give. Invincibility not, because that would hurt him a lot vs. Sim and O.Sagat. But less damage and some sort of unsafety would be good.
I don't care if every other super has invincibility. Giving Ryu invincibility, damage and the ability to blow through projectiles with no drawbacks is too much. It just doesn't make much sense to give him such an all around solution for everything. Chun's stored super hurts non projectile characters a lot since jumping over a kikouken when she has meter often means eating a super. Again, damage, invincibility and storing all in one are too much.
Funny that you say I'm not a "real" ST player since I've debated on supers against HF players several times now. I think supers are a good mechanic in ST, but that doesn't mean overpowered supers are fine as they are. Just like overpowered specials (hi Vega), they should be fixed.
Cronopio, post: 7849878, member: 7031 wrote:
If you read my posts correctly I even say that, aside for those three overpowered supers, the rest are mostly fine.