once opened, it's kinda like pandora's box
So useless unless you're using it to convert into super.
once opened, it's kinda like pandora's box
Thanks for the write up.
So Gen's dead? Didn't expect that, even though he was dying (but to be fair I'm sure he's been dying since Alpha).
Necalli stuff sounds weird. Probably have to see it myself to get the full picture.
Ryu and Akuma being mutual rivals is pretty cool. Feel like it sets up their relationship in SF3 pretty well.
I have a feeling this Season's character stories are going to be set after the Cinematic Story Mode. Akuma pissed about Ryu using the power of nothingness kinda confirms that.
Ucchedavāda;226697058 said:Thanks for the TL;DR. I didn't give a shit before, but now I actually want to see that myself, because that sounds hilariously dumb.
I don't thinkRyu ever actually asked Akuma a question. It was like he was trying to pull some kind of Joseph Joestar stalling trick on Akuma but didn't really know where to go with it, so he just rambled nonsense about his fist instead, and it worked. This actually makes me like Ryu a little bit more.
Almost a half hour of Season 2 Guile: https://www.youtube.com/watch?v=Io74Hb9a-2Q
UDK counter hit combos into s.HP->c.MP
It's never too late, my friend. Climb aboard!Is it too late to jump on the urien bandwagon.
I'll miss them, hoping for other iterationsThose Urien changes are yummy, but headbutt loop combos were mad fun.
Didn't seem like he needed to stall consideringthe fight was already over. But then again, he could have been stalling to suss out Akuma and why he didn't just flat out murder him. I still think the corny ass speech was his way of confirming "you probably want to fight me again so let's do so in the future".
Watching this and at 13:45:
So if this sticks and I anti air with Cr.HP and it CC's I can potentially double flash kick them and ultra...... Amazing.
I got a feeling im gonna still be using Guile for some time lol.
Looks like the CC doesn't activate unless you're at odd ranges.
Notes on Juri from a guy on reddit
We'll be able to use MK Store in a lot more situations now, upping her damage.
Looks like the CC doesn't activate unless you're at odd ranges.
I'm testing Claw with the beta version (which may or may not the one we'll get on the 20th). Not only H ASE is now a viable AA that works against cross-ups, but you can combo EX FBA off it.
You can't combo EX FBA off f+HP CC though, but you can dash forward twice and do whatever you like on wakeup.
The no claw cr. HP CC is probably his funniest change though. You can:
- cancel into L roll for damage (hits once in the corner and twice mid screen)
- cancel into M roll, cross-up and get a meaty st. MP, st. MK, st. HP or cr. HP (yes it loops into itself)
- cancel into H roll, which will knock them down and hit them meaty if they quickrise. lmao
- cancel into stance change and reset with st. HP
- cancel into EX FBA (ofc)
Other changes in the frame data:
- claw st. MP is +2 on block (was +1)
- claw st. HP is +6 on hit (was +5)
- claw cr. MP is +1 on block (was 0)
- no claw st. LP is +6 on hit (was +5)
- no claw st. MP is +4 on hit (was +3)
- st. HK is +3 on block (was -1)
- cr. MK is +7 on hit (was +6). it comboes into st. MK now, lol?
- f+MK is -6 on block (was -4, seems universal)
- L roll is +1 on hit (was 0)
So I got this from the F.A.N.G discord, not sure if it's entirely accurate.
sLP is +6
sLP +3 on block
st.LK: +5/+3
cr:LK: +4/+1
cr.MK: +5/+3
jab CH > st.HP is a thing now
sLK appears to be 6f
sMK 6f's
So this is.... a bit shit? St.mk no longer being 5 frames throws some serious punish opportunities out the window.
But on the other hand, this does improve FANG's counter hit game. That cr.mk being +3 oB is incredibly good.
Yeah, throws especially.I think more neutral/further throws and slower grey life recovery will help FANG, too. Might be enough? Wasn't one of his big problems how you could pressure him?
I think more neutral/farther throws and slower grey life recovery will help FANG, too. Might be enough? Wasn't one of his big problems how you could pressure him?
- st. LP is +3 oB and +6 oH (was +2/+5)
- st. LK is +3 oB and +5 oH (was +2/+4)
- st. HK is +7 oH (was +6). comboes into st. MP
- cr. MP is 7f (was 6f)
- cr. HP is +6 oH (was +8)
- cr. MK is 8f (was 7f), +3 oB and +5 oH (was +2/+4). comboes into cr. LK
- both st. LK and st. MK might be 6f now (were 5f), as you can't combo from cr. MK
- df+HP is 0 oH (was -2)
- Senpukuga is +6 oH (was +5)
- EX Nishikyu is +3 oH and -1 oB (was +2/-2)
- H Ryobenda is -4 oH and -13 oB (was -1/-10)
There were a lot of system changes that helped FANG sure, but why did they think he needed nerfs? Cr.mk being slower is huge. It was one of his best tools, and now it's worse for pressuring and AAing. What the heck was the logic behind this change?
it's ST.MK that's slower (still combos after st.lp like before but still). cr.mk is actually better now since +3 oB means that he still has a very good frametrap.
Unless you heard somewhere that cr.mk is also slower?
Oh didn't see that new list.
But was cr.mp really that good of a footsie tool? I think pretty much everybody preferred buttons like st.mp and df.hp and EX Sotoja in those situations.There were a lot of system changes that helped FANG sure, but why did they think he needed nerfs? Cr.mk being slower is huge. It was one of his best tools, and now it's worse for pressuring and AAing. What the heck was the logic behind this change?
Here's a full list of changes from SRK:
I mean, slowing down his crouching medium punch? One of his best footsie tools? Why?
But was cr.mp really that good of a footsie tool? I think pretty much everybody preferred buttons like st.mp and df.hp and EX Sotoja in those situations.
I think it still makes sense when you take all the global changes into account. We also don't know yet if there are any changes to his combos (Maybe he can combo from a AA st.hp/cr.mk ?) or his damage output or his poison/v-skill/v-trigger properties.
EDIT: Tbh though, it doesn't really make much sense when you look at it on it's own, but maybe that V-Trigger change is what caused it. The ability to walk forward and use those insane frametraps without having to worry about charge would be insane.
Akuma's story mode is out! A lot of shit happens.
So yeah, tl;dr - Akuma kills Gen (who was already dying anyway), gets eaten by Necaili, rips out from his stomach, goes to fight Ryu, and they become mutual rivals.
My theory is that it might cause a juggle state on AA. That would make the most sense for making it slower since it would also be a more potent option, particularly when you consider that FANG has 3 great AA buttons.Ya, cr.mp fell out of fashion for FANG mains after the first month or so, but I still loved it. I wished they made it a low, that would justify the slower frames.
I may just be overreacting, but I don't understand the logic behind these changes though. Why are Balrog and Urien getting more buffs than FANG? Why did cr.MK have to become slower?
EDIT: I disagree on FANG walking forward and doing frame traps being insane. S1 had characters who could do that for free for way more damage and with specials that weren't punishable on block.
Here's a full list of changes from SRK
Legs, legs, legs, legs, legs.
Birdie probably. Maybe Necalli if you prefer charge characters.Hi guys, I'm a noob lol. I haven't touched a fighter since SF4 AE. Who would you say are the most pad/beginner friendly characters in this game?
Thanks. Balrog and Ryu were my mains in SF4 but I could never do FADCs in combos to save my life.Birdie probably. Maybe Necalli if you prefer charge characters.
But this game has easier execution, don't get intimidated by it and play what's fun for you.
Ryu.Hi guys, I'm a noob lol. I haven't touched a fighter since SF4 AE. Who would you say are the most pad/beginner friendly characters in this game?
Oh then definitely Balrog and Ryu, too.Thanks. Balrog and Ryu were my mains in SF4 but I could never do FADCs in combos to save my life.
Hi guys, I'm a noob lol. I haven't touched a fighter since SF4 AE. Who would you say are the most pad/beginner friendly characters in this game?
Akuma just wants to fight strong opponents to the death.
During the Alpha period,actually kicks his ass and tells him to return once he is stronger with the Satsui no Hado. Remember that by this time,Genis already dying because of pneumonia IIRC.Gen
To me, Akuma always wanted Ryu to accept the Satsui because he would be a stronger opponent with it. It seems now this has changed and Akuma will wait for Ryu to complete his training before challenging to a death battle.
Hi guys, I'm a noob lol. I haven't touched a fighter since SF4 AE. Who would you say are the most pad/beginner friendly characters in this game?
Chun still gonna be top 1
You're right. As someone who struggles with basic execution I'm going to assume none of this balance patch really applies to me and start with core fundamentals.No better time to start than when things are fresh.
Lol 5 legs in one combo no reason other than to style on them. Its gonna be great
It reminds me of lightning leg loops from sf4
Cool style points