Played online today.
"Played" it's difficult to say since when I push df+something there is only random chance I actually get df instead of forward input. Sometimes it works 5 times in row to completely fail next 4.
Often I feel like I need to hit just frame by just pushing df+1 same goes for db.
If you guys saw command history you'd facepalm. Df will sometimes come out in 1\60 of a second randomly among 5-6 different inputs...by just pushing df once. Yeah.
Hope I get that patch.
Even with broken pad I was beating up noobs, but it's no fun. They don't know what's going on yet.
Later I had super long session with great Feng player vs my Kaz. We played till death. It's funny, it was like a setup, he whooped me 2 times then I whooped him 2. Over and over like that. Feng seems more fair in this despite being buff.
I don't understand why hellsweep 1 doesn't come out on this pad for me mostly. I check the button - works. I hit hellsweep 1 - the punch doesn't come out. No register bozo! Bizzare shit, this pad has mind of it's own and it doesn't like me.
Some of the character changes make me go:
Kazuya lost uf(or b,b in old)2,2 that move was ncc launcher in T5 and T6 then was made completely shit in Tag2. Now it's gone.
Kaz lost f+1+2, f+2 an hit confirm extension to a super slow, launch punishable move that made it little safer but still punishable. All that's left is the super slow move that means death to Kaz. Why?
Kaz lost tgf 3 and tgf 4 extensions to -15 move that could hit impatient opponent. Unsafe but at least you could attempt to save your ass a little.
Kaz can't do uf+4,4 extensions on block to try to hit punishing opponent. Philosophy was if I do uf+4,4 and you block, I get launched but if I do uf+4,4,4 and you react after uf+4,4, I get a launch. It was a matter if opponent would wait or not to launch punish. That time of indecision was what often saved me. It's gone totally, always like -25. See a pattern here? You can never minimize the risk with already very risky moves now.
df+1, extensions mind tricks are gone too. Earlier df+1,2 was mid high with +1 on block. df+1,4 was mid high and a launcher and only df+1, f+2 was mid-mid. Whole point was doing df+1,4 and df+1,2 to force or encourage opponent ducking then doing df+1, f+2. and the other way around, you did df+1,f+2 to keep opponent from ducking to be able to do df+1,2 frame traps.
Now, df+1,2 is a mid mid, df+1,4 is mid high, not a launcher and df+1,f+2, is mid mid like always. There's no point for opponent to duck anything, he'll always be at an advantage by blocking high every option Kaz has. No mind games. Zero point.
It's like someone cared only for an electric and nothing else and now you can hit 2 slow wgf(not electric) and df+1,4 will still connect. Huh? What? Also super kick got huge damage boost instead. Loltastic.
f,f+4 is good but b+4 is bit too slow for a high spin kick, not terrible though.
Damage scaling is bonkers too. I did various combos with Paul and more hits the less damage. His best generic bnb is launcher like qcf+1, df+1 b, 4S!, deathfist - 68 points everything else goes from 62-66. Stuff like qcf+1,b+3,3,2,b+1,2S! Demo Man is less damage then simplest 4 hit deathfist combo mentioned above. Longer combos only for wall carry. No point other then that.
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If you guys wanna play sometimes, I'll try. Just don't expect normal play on a level but if you want test and experiment with your new characters then it should be ok. It's better then practice mode and cpu. And it's better to play even with a bad pad than not play at all.
For serious matches we gotta wait until the legacy support will be fixed...hopefully...