GalacticAE
Member
Some change should be interesting.
gutter_trash said:Cammy's nerf makes perfect sense because it goes against the normale execution of the move in air off the ground wich was rediculous
no other Street Fighter game had air specials being able to pull off at such fast frame as that wich made it ridiculous
I hope Dhalsim gets the same Cammy treatment for his Air-Teleport which is also retarded in SF4 and SSF4
_Xenon_ said:Looks like charge characters got raped left and right except Boxer (no news yet). It actually makes sense. Less turtle game more offense game.
Nose Master said:Only makes sense if Ryu's fireballs also don't give him any meter. Can you imagine that fight now?
But his damage is getting nerfed across the board it seems. So even though you rely on normals, you're still getting fucked. I just think that it's ridiculous that SB's won't give any special.Kadey said:Exactly my point. But at least with these nerfs, even though I don't even agree with half of them are essential to help preventing that.
I rely more on Guile's normals and regular specials so building meter isn't essential to my game. A fast recovering sonic boom is more than enough.
I never use air hurricane kicks to escape so that doesn't really bother me. Akuma still has his teleports and Ryu is a zoning and footsies specialist. Ken is the one that needs it more than they do despite being an offensive character himself.
EX banishing punch will now be another guessing game if it lands correctly or not but it doesn't affect much. Zangief just needs to get in obviously. This nerf will help against the scrubs that spam lariat after knockdowns though. Van may not like it however.
OmnipotentO said:I go into a random team battle for like the second time ever and who is in the other team? DBJ, AZ Greg, and Saty...
well... fuck....
gutter_trash said:Cammy's nerf makes perfect sense because it goes against the normale execution of the move in air off the ground wich was rediculous
I don't have to image because as a blanka player I won't see much Ryu fireball spam in the first place. My most concern about Ryu is his insane cr.mk pressure and jab/short xx sweep combo ... and his 3 frame srk hurts too. Well as for Sagat it's another story.Nose Master said:Only makes sense if Ryu's fireballs also don't give him any meter. Can you imagine that fight now?
Acid08 said:I just think that it's ridiculous that SB's won't give any special.
I really don't think she does need a way to deal with fireballs. Her dash is fast enough to get her close enough to jump in if need be, and do whatever. Jump over a fireball, and dash in. Bang.Lost Fragment said:Wow at the Cammy nerf :lol
Not incredibly excited about ex hayate breaking armor, but it's nice I guess. What she really needs is a way to deal with fireballs.
Not sure what "axe kicks are more like they were in 3S" means since I didn't play 3S.
The best part of all this is that I know they can't nerf Guy anymore. :lolPhatSaqs said:I hope they fix Guy.
Dartastic said:I really don't think she does need a way to deal with fireballs. Her dash is fast enough to get her close enough to jump in if need be, and do whatever. Jump over a fireball, and dash in. Bang.
Zissou said:Fuck, I hope they give Blanka a new special move to replace it.
AZ Greg said::lol :lol :lol
I love it!
All we need are some Rufus nerfs and Vega buffs and everything will be right in the world!
Joke of the day?BotoxAgent said:god damn it all these changes sound stupid (except blankas)
It's not about the recovery. It's about spacing yourself correctly. I rarely play against any shotos that actually give me problems because of their fireballs. I encounter problems due to bullshit jabs, wakeup SRK's, random SRK's, or other random crap. Granted, if Mak had a way to deal with fireballs so she didn't have to jump in that'd mostly solve that problem, but still. Usually with Makoto at full screen you can dash in, and when they throw a fireball right after that you can just jump over it and HP, HP sweep. Most people are that dumb, and it's usually not a problem. I DO however, have a problem with her lack of an AA game. Fukiage is usually pretty worthless, and her AA normals are really iffy also. Usually I just jump FP. Maybe the new changes to her axe kick will help?Lost Fragment said:What character recovers from fireballs so slowly that you can punish them by jumping over and dashing in?
Lost Fragment said:What character recovers from fireballs so slowly that you can punish them by jumping over and dashing in?
marathonfool said:I was just thinking about the changes reported, I think Ono is trying to make the game more offensive instead of lame.
Ryu and Akuma no longer able to run away from the corner. Guile forced to play up close without EX Booms. Seth can't spam that FP jumping away. Blanka is closer on blocked balls so the fight resets in footsie distance.
_Xenon_ said:Looks like charge characters got raped left and right except Boxer (no news yet). It actually makes sense. Less turtle game more offense game.
Dartastic said:It's not about the recovery. It's about spacing yourself correctly. I rarely play against any shotos that actually give me problems because of their fireballs. I encounter problems due to bullshit jabs, wakeup SRK's, random SRK's, or other random crap. Granted, if Mak had a way to deal with fireballs so she didn't have to jump in that'd mostly solve that problem, but still. Usually with Makoto at full screen you can dash in, and when they throw a fireball right after that you can just jump over it and HP, HP sweep. Most people are that dumb, and it's usually not a problem. I DO however, have a problem with her lack of an AA game. Fukiage is usually pretty worthless, and her AA normals are really iffy also. Usually I just jump FP. Maybe the new changes to her axe kick will help?
Lost Fragment said:People who don't know how to space their fireballs aren't a problem for me either. Doesn't matter how "correct" you space yourself if your opponent knows what they're doing and is also spacing themselves correctly.
Picture this: you're both at opposite sides of the screen and your opponent throws a jab fireball and starts walking forward, waiting for you to react. You have to deal with it. How do you deal with it in a way that isn't easy to punish on reaction? Jump gets you AA'd. Tsuguri has a ton of recovery frames. Back jump/fadc backwards forfeits space. Block gives your opponent advantage to do whatever type of pressure he wants relatively safely.
And those are pretty much the only options she has against a situation like that. Combined with the fact that she has the slowest walkspeed in the game, fireballs wreak havoc on her spacing game.
She can also sit back and wait to U2 a fireball I suppose, but that ultra is so slow that you have to dedicate all your mental energy to looking for a fireball to ultra if you don't want it to get blocked.
As far as her AA game goes, you must be playing in another dimension because I think it's really good.
Uh what?DarkoMaledictus said:Problem with charge is they are limited with back down motions and 2 seconds waits, most charge characters do not excel at offense... Take guile, unless u r playing a newb you are going to get blownup trying to rush someone down...
SmokeMaxX said:Uh what?
Balrog = great on offense.
Bison = great on offense.
DeeJay = pretty good on offense.
Chun Li = pretty good on offense.
Guile = Has potential to be good on offense, but played much better defensively.
Honda = pretty good on offense (but much better on defense)
Blanka = pretty good on offense.
Guile is the only one that I don't understand the nerf. For other charge characters you can still play quite offensively because their normal pokes are usually pretty good as well. At the moment it's just too hard to get a comeback against charge characters once they have a life lead and hold down back in full screen.DarkoMaledictus said:Problem with charge is they are limited with back down motions and 2 seconds waits, most charge characters do not excel at offense... Take guile, unless u r playing a newb you are going to get blownup trying to rush someone down...
Really?DarkoMaledictus said:Bison and balrog agreed, but charge character can't all play offensively at high level!
When you don't understand what you are talking about , keep your mouth shut. Otherwise, you look stupid.DarkoMaledictus said:Not compared to motion characters, i'd like to see a competition guile play offensively lol! Tell that to Lamerboi, I'm not sure he'll agree ! Problem is your mix up game is non existent. You ll rush the local scrub fine, but daigo level players will eat you alive with shotos!
When your combos are all based on jumping and you have very little combos outside of a few one twos and no reset game whatsoever... yeah lets say u r better off at defense ;p! (talking about viable combos not training room ones that are just not viable).
Even his knock down move is unsafe and has to be fadc'ed against good chars. Even if you manage a knock them down, lets say your Guile "Vortex" is far from being effective on wake-up ;p! And if you have to play wake-up good luck using your reversal move on cross ups...
Add to the fact that you have no way to combo into your ultra, lets just say your far from being a menace to characters that have several ways to maximize huge damage output with a flick of the stick!
Bison and balrog agreed, but charge character can't all play offensively at high level!
Guile plays a great zoning game, but removing meter from booms just means he will just not use meter anymore (only char meter less), unless you play some scrubs and start rushing them down that is!
You still got dat rawg.FindMyFarms said:fucking capcom fuck you god damnit u bitch
I do not know where the information aboug Guiles SB comes from but it is bs. I am staying in Shinosaka and I just took the subway to Namba. I watched five fights with players using guile, his SB still builds meter.
Yang looks trash unfortunately =( He also seems to have huge recovery after his moves, especially his AA and his command grab (basically the same as Fei Long's, no damage but puts you on the opposite side of your opponent.)
The effects for Yun's EX lunge punch and his super are pretty cheese at the moment, not sure if they plan to change them, very grainy looking and they kinda look more like the effect Jonny Cage used to have for his Shadow Kick in the old MK games, rather than the effects they used in 3s.
P.S. There was one guy manning the 5 cabinets (4 multiplayer 1 single) You could easily record footage, it was hardly high security when I got there, though it was around 5:30pm, I assume it has calmed down, the wait to play was around 30 minutes or less.
I'm pretty sure they dropped both so they could add Amaterasu to the game.DryEyeRelief said:Is anyone talking about the possibility of Ingrid being in this game?
That source someone had earlier (I think it was _dementia) about Ingrid and Ruby Heart having spots, it might actually be correct!
SmokeMaxX said:I'm pretty sure they dropped both so they could add Amaterasu to the game.
somewhere AZ Greg is crying right nowSmokeMaxX said:Uh what?
Balrog = great on offense.
Bison = great on offense.
DeeJay = pretty good on offense.
Chun Li = pretty good on offense.
Guile = Has potential to be good on offense, but played much better defensively.
Honda = pretty good on offense (but much better on defense)
Blanka = pretty good on offense.
Threi said:somewhere AZ Greg is crying right now