hey rikuto .. (just to make a long story short)
again personal opinion.
- low hold + stand frames = not too bad of an idea ... however. i still prefer the old system on both the offensive and the defensive ...
having it "double function" was always a good thing about it ... was it OP ? i personally dont think so ...
on offense, crouch throws can deffinately hurt a ton ... if i recall you play bayman dont you ? without that low hold you really dont have many options for a crouch throw ... just something to consider ...
- 3 point / 4 point .. again im not bothered .. and the 6 point you mentioned I already used to use ..(I play leifang) .. granted she had the cheap parries as well but those did no damage .. and to be honest i hardly used them cuz i was always a damage junkie .. but i still think 6 point is a little too much ... 3-4 = no problem for me ..
- DOA
has a good system ... a really good one infact. the reason I dont play it ... is
1. they fucked tag .. both in the way you tagged and the fact that AI controls the opponent
2. i dont play on pad too much (or at all these days infact)
3. story mode was clunky and crap with cutscenes that had silent moments which went against all the cutscenes from doas before it.
....
i can go on ...
but .. if you looked past all that ..
the engine they put in ... was acctually really good ... and it DID give strikes a much bigger arm of the triangle ..
I urge you to look past what people were saying or your opinion on what surrounds the game .. and go straight to its training mode .. and see the difference ... they did a good job with the fight engine (at the price of everything else it seems) but yeah ..
- the gripe i have on initial frames on start up is .. then it would mean that there would be meaty setups on wakeup (yes they were there before but 8 frames ? come on ... it was 1 frame before .. as most games tend to be between 1-2 frames) then it can create unholdable situations .. in a sense that ... say a stun gives you the 1st 5 frames where you cant hold .. then you hold and that gives you 8 frame start up ( going by ur example ) .. means .. i can sqweeze in a jab for free.. infact a jab-jab as its a 2 in 1 .. again this will lead to repitition and a logic where only this move works after this and only this can be done to garantee this followup .. etc ... which again defeats the concept of DOA .. (personally i dont like that) ... sf4 is a game heavily reliant on frames at high level and I understand exactly what you're trying to do .. but I would still rather have the frames be for the stun itself and the hold remain to 0 startup ..
another gripe i have that the characters balance would start to revolve around ... who has the best garanteed links .. and who has the most frame advantage moves and who has the fastest start up moves ... and that would severely hurt the slower characters ...
the current hold makes the differences (while stil there) .. more subtle ..
holds in stun already do less damage, and have less active frames and more recovery ...
again, im not going against your opinions or saying no you're wrong .. these changes are infact interesting ones (alot better than removing holds from stun) ..but .. I still personally prefer more minor tweaks .. and working on buffing the strike/stun launch system like they did in DOA
cuz it really did make a whole lot of sense and it really did make a difference ..
again personal opinion.
- low hold + stand frames = not too bad of an idea ... however. i still prefer the old system on both the offensive and the defensive ...
having it "double function" was always a good thing about it ... was it OP ? i personally dont think so ...
on offense, crouch throws can deffinately hurt a ton ... if i recall you play bayman dont you ? without that low hold you really dont have many options for a crouch throw ... just something to consider ...
- 3 point / 4 point .. again im not bothered .. and the 6 point you mentioned I already used to use ..(I play leifang) .. granted she had the cheap parries as well but those did no damage .. and to be honest i hardly used them cuz i was always a damage junkie .. but i still think 6 point is a little too much ... 3-4 = no problem for me ..
- DOA
1. they fucked tag .. both in the way you tagged and the fact that AI controls the opponent
2. i dont play on pad too much (or at all these days infact)
3. story mode was clunky and crap with cutscenes that had silent moments which went against all the cutscenes from doas before it.
....
i can go on ...
but .. if you looked past all that ..
the engine they put in ... was acctually really good ... and it DID give strikes a much bigger arm of the triangle ..
I urge you to look past what people were saying or your opinion on what surrounds the game .. and go straight to its training mode .. and see the difference ... they did a good job with the fight engine (at the price of everything else it seems) but yeah ..
- the gripe i have on initial frames on start up is .. then it would mean that there would be meaty setups on wakeup (yes they were there before but 8 frames ? come on ... it was 1 frame before .. as most games tend to be between 1-2 frames) then it can create unholdable situations .. in a sense that ... say a stun gives you the 1st 5 frames where you cant hold .. then you hold and that gives you 8 frame start up ( going by ur example ) .. means .. i can sqweeze in a jab for free.. infact a jab-jab as its a 2 in 1 .. again this will lead to repitition and a logic where only this move works after this and only this can be done to garantee this followup .. etc ... which again defeats the concept of DOA .. (personally i dont like that) ... sf4 is a game heavily reliant on frames at high level and I understand exactly what you're trying to do .. but I would still rather have the frames be for the stun itself and the hold remain to 0 startup ..
another gripe i have that the characters balance would start to revolve around ... who has the best garanteed links .. and who has the most frame advantage moves and who has the fastest start up moves ... and that would severely hurt the slower characters ...
the current hold makes the differences (while stil there) .. more subtle ..
holds in stun already do less damage, and have less active frames and more recovery ...
again, im not going against your opinions or saying no you're wrong .. these changes are infact interesting ones (alot better than removing holds from stun) ..but .. I still personally prefer more minor tweaks .. and working on buffing the strike/stun launch system like they did in DOA