CountBlack
Member
Move is gdlk and does 100 damage lolDudley's cr.MK > me
Move is gdlk and does 100 damage lolDudley's cr.MK > me
Wat. No more 2hit st.MK?
Kadey, can I be added to the user list please?
the_log_ride for psfree
You gotta hit the pokes back so you teach them a lesson for trying to touch the Dud's.
Chun says good luck
Chun is a pretty lady. I bet Dudley wouldn't mind getting touched by her a few times.
I'm so in for the age of Chun again. Now that she's got a good chance of not sucking and I'm finally not totally ass at the game, there's a chance that I'll do well at EVO this year.
I was actually playing casuals against a Chun player in Ultra at UFGT. I didn't like any minute of it. Even the matches I won (which wasn't too many) I didn't feel good about winning. She is definitely a force to be reckoned with.
I've really worked on my Chun over the years and I feel comfortable in almost every match now. She was horrible for AE and 2012, but I feel like my long investment is paying off finally.
Please tell me Kazunoko is going to Evo...
Playing e ryu in ae
I dont like his cr.mk at all, feels weird to me
He can link/combo better off his Crouching LP now. At the corner it is possible to combo 2 LK Rising Jaguars if timed right.
That's it off the top of my head. Oh his Ultra 1 connects better on crouching opponents now.
On another note, it is so damn depressing watching Japanese videos of Evil Ryu. First off it's very hard to find. Top tier or not, he doesn't seem that popular. And when I do come across them, most of them have a sub 50% win rate and get bodied hard by much better players. Sure Daigo is kicking ass and taking names with Evil Ryu, but the only two matches of him floating around on Youtube is him getting beat by two different Mak players.
And if that wasn't bad enough, these Evil Ryu players aren't doing anything new. They're practically playing him almost identical to his AE 2012 self. Not that he's that different, but he has some new stuff that I think is useful, but they're not using it at all.
I have come up with some idea in my mind that I want to try in Ultra. I've already tested them in the USF4 mod, but of course it's not the real thing. And these Evil Ryu players aren't attempting them. I don't know whether they don't work or it's just not a good idea to use them. At least this just makes me hungrier to play USF4 since I'm not getting any satisfaction watching my character.
I think the one thing I learned the most from watching Japanese arcade matches is that if I played at one with decent comp, I'd probably only have a 20% win rate at best. Even the dudes with a win rate that low look about as good as me lol.
People who so much as like DeeJay should cry. Those who play him cannot be forgiven for their sins. His inclusion makes Evil Ryu, Oni, Guy, T. Hawk and even Decapre look good and they're all pretty damn bad additions themselves.People who main deejay should just cri
I'm not. People are just going to cry that she's too good now. At this point I'd prefer she just be a solid middle tier character so I don't have to hear people complain.I'm so in for the age of Chun again. Now that she's got a good chance of not sucking and I'm finally not totally ass at the game, there's a chance that I'll do well at EVO this year.
Japanese players still have until August to abuse her mk sbk.I'm not. People are just going to cry that she's too good now. At this point I'd prefer she just be a solid middle tier character so I don't have to hear people complain.
Japanese players still have until August to abuse her mk sbk.
I thought the Japanese arcade version was going to be updated around the same time as the digital version here?
Good. Was tired of playing the guessing game after someone did a DP FADC Forward.Nerfed FADC across the board
Lots of interesting and unfortunate changes for all
Are there changes in the console version that aren't present in the current arcade version?
Yes, represented by the bolded and strikethrough lines of this list:Are there changes in the console version that aren't present in the current arcade version?
Are there changes in the console version that aren't present in the current arcade version?
Maybe I'm getting confused with all the different release dates thrown around!I thought the Japanese arcade version was going to be updated around the same time as the digital version here?
From what I've understood, the arcade version with the latest changes + Decapre will be updated early June, but Japan will only get the console version (DLC or retail) on August, probably to "protect" the arcade version a few months more.Maybe I'm getting confused with all the different release dates thrown around!
Yes, represented by the bolded and strikethrough lines of this list:
http://shoryuken.com/2014/05/22/cap...for-ultra-street-fighter-ivs-console-release/
Thanks. I think that's a fair change. MK SBK for damage, LK for knockdown. I assume cr HP xx HK SBK doesn't combo.A lot
Check it out here, all the changes plus what changed from the arcade version to the console one
edit: beaten
cl HP xx HK SBK was made to work during AE in addition to a damage nerf from 270 to 200 since it's actually usable, and cl HK xx HK SBK works on some characters too, but is harder to do and does less damage. Now that HK SBK doesn't leave you in their face at +0 anymore and got a slight damage buff, it's a highly viable meterless damage option now.Thanks. I think that's a fair change. MK SBK for damage, LK for knockdown. I assume cr HP xx HK SBK doesn't combo.
The fact you had a charge is remembered in the input buffer for 10 frames. Same reason why dash ultra and throwing a fireball on charge back, forward, back+punch works. Basically the input becomes hold down, release~HP~up+HK.I remember them making that change, but I don't get how the input would work. How do you keep charge while doing cl HP?
Not many did! Some Chun players were complaining that MK SBK knocking down was a nerf because it meant MK SBK Super didn't work anymore, and cheered when it was made to not knock down again. Even when I told UltraDavid about this tech and it got bounced around on twitter to see if it worked in the real game, not many realized what kind of damage potential it was offering.Edit: Thanks Hito. Didn't even think about juggle properties.
Wat. No more 2hit st.MK?
Kadey, can I be added to the user list please?
the_log_ride for psfree
I wonder how big this update is going to be on the 360 and ps3.
No dash! When they're falling their hurtbox expands horizontally so it works as-is. The only issue if ex kikouken knocks down when it connects through another fireball. In the Ultra mod it doesn't.From max distance huh? I'm guessing you would need dash U1 to make that connect? That's still way easier than doing raw dash U1 on reaction. Especially online.
Weird. I thought all EX fireballs with knockdown properties retained them when going through a single fireball.No dash! When they're falling their hurtbox expands horizontally so it works as-is. The only issue if ex kikouken knocks down when it connects through another fireball. In the Ultra mod it doesn't.
So Chun is god-tier? Fuck .
Now everyone will complain about how overpowered she is.