No way on Honda. I don't like characters with low mobility usually. Plus the aesthetics...gross.
One of these will become my permanent SSFIVAE main! :-OProbably Guile.
Juri has fun zoning
You aren't a native English speaker? Damn, I would never have guessed.
Keepaway = goal is to have as much space between you and opponent as possible while flooding the screen with projectiles (Hawkeye, Arthur, Dhalsim, Peacock)
Zoning = space control; the opponent being closer to you is not necessarily bad, so long as you are controlling space (MvC2 Sentinel, Dormammu, Guile, Parasoul)
I'll probably use Guile just because he plays like Parasoul, whom I want to learn, and Bison's d,u specials confuse me.
It's easier to hide in text than in voice I guess. I still have a small accent but nowhere near what other people I know have.
Thanks for explaining the differences between the two. I thought it was the same but I'll be more careful in the future.
where are you from, Kioshen. where are you really from?
No way on Honda. I don't like characters with low mobility usually. Plus the aesthetics...gross.
I'll add Dee Jay to my short list, so now it's:
Guile
Dee Jay
Bison
One of these will become my permanent SSFIVAE main! :-OProbably Guile.
I really hate charge characters, but I somehow ended up maining one in Marvel and in Skullgirls. However, they're primarily there for the assists, and I tend to be good with my point characters. Street Fighter is a side game for me, so I decided to make my main a charge character to help me get past my problems with charge characters.Is there a reason you're only interested in charge characters? Is it an execution thing? A friend of mine prefers charge characters because he can do combos more consistently with them. Also, you should try out Gouken!
Play Seth. He has everything.
Why is the voice acting so atrocious in this game?
I messed around, and I'll stick with Guile. He has a ton of command normals, which is something else I need to get good at using.
I haven't looked at the JP ones at all, but I always find that odd.Each character has EN and JP voices to choose between. I mostly prefer the JP voices with a few exceptions like Cammy and Seth.
You don't like either?
Guile JP > Guile ENG
SOMMASAULLLT
I go English for everyone else, except Cammy sometimes. Her engrish is too good.
Sounds like a surfer dude.
Hey guys, just got the OK to post on NeoGaf and wanted to post in here. I play on PC and PS3 right now (although I prefer the former), and main Honda, with a Seth and Ryu on the side. I hope to get some matches in with you all soon enough!
Are there any ranbats or tournaments that you guys do via the site?
The last ranbats crashed and burned because people aren't grown up enough to actually show up for their matches, or maybe because BV doesn't know how spreadsheets work, we'll never know!
<3 u bv
None going right now though.
Dhalsim
Two hits on his far standing middle kick, so opponents can't free focus.
Damage increase on back plus hard kick.
Reduce push-back on back plus medium kick.
Damage increase on far standing hard punch.
Increase hit-stun on light and medium slide kick.
Damage increase on EX Yoga Flame.
Increase speed of Yoga Drill.
I only use the middlekick as a pre-emtive antiair or longer poke than standing medium punch.
Having it as a two hit make it good against focus happy giefs and makotos. I wonder how deep the kick has to be for it to be two hits.
Man, those possible Sim changes sound awesome.
motherfuckin- Cosmic Heel to be changed back to how it was in Super.
That 2 hit limb will never pass. The matchups that sim excels in will only be more lopsided. Buffing a character should improve on their weaknesses, not make their strengths stronger. Buffing sim's damage and close normals seems like good changes.
The way the hit box is positioned it will help against his worst matchup - HAKAN. It will hit his dome and get rid of that focus dash.
Vega
Reduce startup of crouching medium punch by 1-frame.
The way the hit box is positioned it will help against his worst matchup - HAKAN. It will hit his dome and get rid of that focus dash.
Vega
Reduce startup of crouching medium punch by 1-frame.
Forgive mah shitty math skills. ;__;
motherfuckin-
...ah forget it
Where were those Sim changes posted? Is this happening? Are things happening? What's happening??
http://www.eventhubs.com/news/2013/...otential-changes-vega-and-dhalsim-sf4-update/
http://www.eventhubs.com/news/2013/...s-japan-part-6-ibuki-makoto-t-hawk-oni-hakan/
Ayano: The most visible requests for Makoto have been for a 3F light punch/kick, full invincibility on Oroshi, and for Abare Tosanami to be nerfed. As Makoto is a character designed for offensive rush down, we’ll keep this in mind when balancing her.
:B
http://www.eventhubs.com/news/2013/...otential-changes-vega-and-dhalsim-sf4-update/
http://www.eventhubs.com/news/2013/...s-japan-part-6-ibuki-makoto-t-hawk-oni-hakan/
Ayano: The most visible requests for Makoto have been for a 3F light punch/kick, full invincibility on Oroshi, and for Abare Tosanami to be nerfed. As Makoto is a character designed for offensive rush down, well keep this in mind when balancing her.
:B
Is there a way to test in training mode how many frames a move is positive on block? I'm trying to determine frame advantage after FADC a move.