This is all it needed in my opinion. Oh well. Goodbye Breathless players.USD said:ABEL
Breathless
It no longer has Armor during his charge forward, and has more recovery on both whiff and cancel
This is all it needed in my opinion. Oh well. Goodbye Breathless players.USD said:ABEL
Breathless
It no longer has Armor during his charge forward, and has more recovery on both whiff and cancel
jman2050 said:If you had that type of meter wouldn't just using super->U1 give you the same result?
God's Beard said:Juicebox swapping to 4 Loco confirmed.
God's Beard said:Except that Super->U1 doesn't blow people's minds like magic, 15-second combo strings.
Jesus, V-Ryu is going to conquer the world when AE comes out. Shame I hopped off the Mak wagon.USD said:MAKOTO
fixedXenoRaven said:This is all it needed in my opinion. Oh well. Goodbye Brainless players.
God's Beard said:I wonder if Karakusa, Fierce xx Hayate FADC cLK xx EX Hayate, fukiage, U2, tsurugi, EX Hayate will work with the changes.
Edgeward said:Jesus at the Abel nerfs, other than breathless I didn't see a need for the others.
Also, great. Soon, all I will fight will be maks when playing with psn gaf. :lol
Yoshichan said:Eh? Abel nerfs wasn't necessary.
Switching back to Guile then.
Axis said:why would that work? you'll have to fadc to u2 after fukiage just like you have to now...enough theory fighting
God's Beard said:Because U2 is faster now, I was just hopin' and prayin' :-(
Lost Fragment said:ex hayate would have to combo from cr.lk too, and I don't see that happening.
That's nothing new though. You most certainly can't throw them out of startup, it's only while they're in mid-air (and no longer invincible) that you can possibly throw them.TurtleSnatcher said:Also like how SRK's are now throw invincible? FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
USD said:BLANKA
Unique Attacks
-Rock Slash (when close, F+MP) has less recovery. Rock Slash > far st.LP > Roll now combos.
-Amazon River Run (DF+HP) has less active frames, has less frames of movement. The hittable box when Blanka is pulling back is now larger
-Surprise Back (B+KKK) has slightly more grounded frames at the start, making it easier to throw
Specials
-Rolling Attack (straight ball) has a bigger hittable box during rotation
-The distance of the Rolling Attack rebound is now dependent on the strength of the attack. LP=EX>MP>HP
-EX Backstep Roll (rainbow ball) has slightly less forward movement, making it harder to use as an escape. You can still do the same back-and-forth movement as before, however.
-EX Electricity's startup is significantly faster
ABEL
Normals
-cr.HP has a smaller attack box
Specials
-Tornado Throw does less damage
-Marseilles Roll's hit invincibility at the end of roll has been cut (the actual recovery is still the same).
Ultra Combos
-Soulless does 10% less damage
-Breathless does 10% less damage and has a slower startup. It no longer has Armor during his charge forward, and has more recovery on both whiff and cancel
GEN
Mantis
-2 target combos added
-TC1 is cr.LK > cr.MK.
-TC2 far/close HP (first hit) > far/close st.MK
-The respective MK are cancellable, so you can combine them with Specials
-During the startup of far/close st.LP, the hittable box from the elbow to tip has been cut, making it harder to stuff.
-cr.MP has a faster startup. far/close st.LP (or cr.LP) > cr.MP now link. Since cr.MP is cancellable, cr.MP > Hands is now better, regardless of whether it hits or is blocked
-far/close st.HK has slightly longer reach
-UC2's hitbox has been extended downward, making it less likely to whiff
Crane
-UC2 has faster movement
Other
-Is considered to be airborne immediately after the invinicibility frames of his backdash end
MAKOTO
Normals
-cr.LK has more range
-st.LK is now kara-cancellable
-cr.HK attack box extended, and the damage box has been lowered slightly, making it easier to use as an anti-air
-cr.HP has slightly more active frames
-F+LP has a 3 frame startup (formerly 4 frames)
Specials
-EX Hayate is now armor-break, has a slightly faster startup
-Fukiage, when the arm is fully extended, the hittable box from her chest up is now barely there, while the attack box is extended, so there are now almost no cases where it trades or is stuffed. It still can't hit grounded opponents however. The start up for all versions have been revised (I'd assume to be faster)
-EX Tsurugi is now similar to EX Cannon Strike in what height the technique can be executed (instant EX Tsurugi?)
-UC1 damage distribution has been changed. It still does the same total damage, but because of the change, will do more when the scaling kicks in.
-UC2 has a faster startup
Other
-1000 Health
-The movement frames for forward and back dash have been reduced very slightly (making them faster). Because of this, now HP Hayate > FADC > cr.LK (and some other normals) > LP Hayate now combos. This vastly improves her mix-up game (throw or attack?)
Next week is Zangief, Sagat, Dan, and Dudley.
_Xenon_ said:My prediction for next week:
buff: Dan
nerf: Dudley
trade off: Zengief, Sagat
maybe it helps to watch some bullcat replays, a really awesome goukenKintaro said:Any tips for a starting Gouken player? Besides "pick another character." =P I've read through the usual sites, but any additional tips gained through playing?
You might be able to combo ex hayate off of standing lk now though so you can get a lv 2 charge lp hayate off of it which is 2 frames faster than ex hayate currently. I can't remember if you can get a lv 2 lp hayate off a crouching lp or lk though.Lost Fragment said:ex hayate would have to combo from cr.lk too, and I don't see that happening.
vryu said:HP hayate FADC crLK = 2hits combo (because of faster dash).
That means dash is at least 1 frame faster (because at the moment, HP hayate FADC is at +3).
that means
- MP oroshi FADC stHP/ultra1 will work (against standing opponent)
- HP hayate FADC stLP -> stMP will work
Btw... Nothing to improve her defense in the buff list.......................
But the post was about tortilla which is his grab on the ground. The way they responded made it sound like you can't grab ryu even during his srk startup (FP SRK) like you can in super and vanilla.USD said:That's nothing new though. You most certainly can't throw them out of startup, it's only while they're in mid-air (and no longer invincible) that you can possibly throw them.
I know that, but I was taking about DPs in general. DPs have some 4-6 total frames of throw invincibility, it's impossible to throw them while they are considered grounded. I'm not a Fuerte or Ryu player, but to my knowledge it's not possible to do so, in all versions of SF4.GBX_AdamF said:But the post was about tortilla which is his grab on the ground. The way they responded made it sound like you can't grab ryu even during his srk startup (FP SRK) like you can in super and vanilla.
You are thinking guacamole leg throw. Two diff moves. Talking bout when he is in the air. Of course tortilla won't work then. Doesn't even grab them now since they are in the air
Ugh seriously Capcom, so now it's know longer a get the hell off me move and won't do anything unless you make a good read early enough on the opponent. So you might as well use cr.hp to at least trade or something making U2 pretty much useless now.USD said:Rose
-Because of the invincibility time cut, she can be hit immediately after activation, preventing the Soul Satellite orbs from coming out at all.
STG said:maybe it helps to watch some bullcat replays, a really awesome gouken
http://www.youtube.com/user/0ShinAkuma0#g/c/11F759D951054C5D
I guess it could teach some things on how to work with gouken
It helped me alot
Yeah, watch some decent Gouken's for funky combos and mix-ups like STG said.Kintaro said:Any tips for a starting Gouken player? Besides "pick another character." =P I've read through the usual sites, but any additional tips gained through playing?
Rocwell said:You might be able to combo ex hayate off of standing lk now though so you can get a lv 2 charge lp hayate off of it which is 2 frames faster than ex hayate currently. I can't remember if you can get a lv 2 lp hayate off a crouching lp or lk though.
very psyched for these makoto changes, can't wait to see what kind of setups people come up with now that they can kara lk like in 3rd strike. Also the improvements on her anti-airs is really nice. Hopefully I can learn how to use her fukiage now without getting stuffed every time I try to use it :lol
:Edit:
Taken from vryu's post on srk:
Aeris130 said:Holy fucking shit, Makoto S tier? They basically took every move that sucked and made it good.
jlai said:hahah, lets not get carried away now. don't get me wrong, i'm happy with the buffs but she still doesn't have any viable reversals. walk up throw > mak!
dragonballjoseph said:All this means is that Makoto is now mid-tier...