Guile should have his crLP nerf changed to be +6 on hit, since it’s pretty obvious they want to reduce his rushdown pressure and remove crLP -> High Kick juggle in the corner. 1f links from LP to MP is a bit much.
inb4 Vegaman bombs me for complaining about 1f links when Vegaman has to do 1f link jabs
I was so happy when guile’s c.lp, c.mp was changed in sfxt to be a lot easier. but now that’s it’s back to a 1-frame link i dunno what to do with my life ;_;
Working on it, about 60% done rewriting and merging everything. Unfortunately things are crazy atm for me between work and visiting relatives. Should have it all up by tuesday at the latest… hopefully.
This thread should really be stickied. It’s the only complete source I’ve seen for the total final changes to SFxT 2013, and I personally have this thread bookmarked whenever I want to read what the changes are. Even after release it will still be useful for people coming back to the game to figure out what changes were made to their characters.
I started thinking a while back that the translation of Ibuki’s changes are probably slightly mistaken because some of the changes don’t make sense.
st lp being -1 on block makes no sense at all no matter how much I think about it. I bet that what should have been communicated was for it to be +1 on block and +7 on hit like Cammy’s standing jab.
Also the mk tsumuji and the hk tsumuji buff being +3 on block is absolutely absurd since mk tsumuji on hit has less frame advantage. Furthermore it would make it an infinite block string against Vega who has no reversals or any other character who doesn’t have a reversal without meter. I bet that they are both -3 on block just like lk tsumuji is currently which makes tsumuji even more useless than it is now.
Either way she will be complete garbage. After making such great system changes and balancing many moves, I can’t believe that they made such uninformed decisions concerning this character and about 10 others.
Edit: According to the video, I was right about tsumuji but wrong about st lp. I am completely shocked at the stupidity of the st lp change.
If before her pressure was good, then now it should be nonexistent? She is way slower than Cammy but Cammy can have +1 on block/ +7 on hit standing jabs with much higher range? There is no justification for this change in the slightest.
While I have disagreed with you about Ibuki in the past concerning her competitive strength, if MK and HK Tsumuji are nerfed to -3 on block, it is no exaggeration that she will be useless. Even in her current state she has mostly what I would call 4-6 matchups, and very very few in her favor even slightly. Her pressure, and thus her ability to build meter, is most of what keeps her afloat. Without it, there’s no getting around the fact that she will be garbage.
While I don’t agree with the change, don’t forget how few characters in SFxT have a 3F move at all. Cammy, Chun, Akuma, Ryu, Raven, Hwo, Nina, Ken, Ibuki and Asuka are I believe the only ones. And if you take away the ones where it is only a standing jab you are left with Cammy, Chun, Akuma, Ryu, Ken.
Ibuki can still pressure with it but not nearly as well as she has 3-5F normals after her tsumuji since she’d get counterhit for anything slower. Most characters that have 5-8F startup normals with the normals that could reach Ibuki after a more carefully spaced tsumuji generally are around 6F.
That said, with the boost combos nerfed Ibuki’s massive amount of target combos will shine and her juggles are still solid.
I think they should have done -3F on HK and -2F on MK though instead of -3F on BOTH.
Basically he had 2 stupidly overpowered tools (safe on block/hit boosts that lead to easy hitconfirm to launcher and started off of the longest reaching 3F normal in the game that was also a low on top of it.) he was extremely one dimensional. It wasn’t the same kind of overpowered like AE Yun where it’s a whole bunch of tools put together making him too good plus a couple of braindead OP tools.
As an overall character Cody wasn’t OP. He heavily relied on a partner to open partner due to his awful to mediocre juggles mid screen and his terrible defense and walk speed. Plus his overhead was pretty useless without tag canceling it. Though it is one of the best overheads for tag canceling. Once again relying heavily on his partner for damage. But his strength (hit confirm, safe boosts, long reaching 3F normal that made punishes easier/possible on moves normally difficult to punish.) were really good at shoring up the weaknesses that other characters had. Plus the strengths were extremely easy to exploit without learning much about the character. Pre-2013 the game heavily revolved around ABC Launch. Even Tokido said
Hence why a character with long reaching safe on block boost chains would be top tier in his book and many peoples books.
Now with boost chains heavily nerfed for everyone (Cody now has among the top 5 most unsafe boost combos in the game but everyone got nerfed he just got it worse) Cody’s strengths in SFxT are gone and what is left is a character who performs linear frame traps with nothing to back them up (since he has no way to combo into his overhead or out of his overhead, no way to link out of his c.LK and it’s unsafe on block, has no command throw, and has terrible walk speed which makes the short reach on throws in SFxT even worse.)
The end result is a question you have to ask: Why pick Cody when Kazuya, Jin, and Law do everything Cody does and more.
Elena also has a three frame st lk which has about the same range as cody cr lk. Obviously its not a low, and you can’t link with it, so it does have limitations.
As for Ibuki still being able to pressure with tsumuji, you are not correct. Once Ibuki does st mk (being the main move to combo into tsumuji) x tsumuji (ANY tsumuji) I am not just -3, but -3 right at your face. Even if the opponent does a standing 5 frame jab it will beat ALL of Ibuki’s attacks especially now with the st lk nerf. Ibuki has no reversal of any kind so doing anything that puts you negative to where the opponent can start a strong offense can EASILY cost you the match especially in 2013 where rolls aren’t free escapes from pressure and since Ibuki has very low health.
What they should have done with tsumuji is change the move completely and make it similar to how it was in SSF4. Make it have far pushback on block like a fireball, but make mk and hk comboable on hit instead of lk and mk like in SSF4.
st mk also got nerfed in a sense since you can no longer use it with tsumuji and with the spin kick nerf the st mk counter hit combo into spin kick is probably also gone. Since spin kick got nerfed, spin kick x lk tsumuji will probably no longer put you at a good range to not be punished. Furthermore with the massive st lp nerf she can’t st jab pressure which means that she will have to use slower cr jabs which are also vulnerable to launcher. With st lp and st mk now being useless, she has to rely on other crouching attacks in general meaning her new playstyle is significantly more risky to play.
Now instead of trying to poke from far with spin kicks and st lp, you have to either play the close game and risk getting hit with every reversal, or do crouching attacks and risk launcher from farther range.
You would think that you could just use her st lp TC but it is completely useless. Unlike Nina who has superior speed, Nina’s standing jab has superior range and frame advantage; Her TC causes crumple on crouching counter hit AND can be used even if the st lp whiffs AND is cancelable on hit with boost/special attacks/ more TCs. Ibuki’s TC does a total of 114 and your forced to do it because the first jab puts you negative. Additionally because of her spin kick nerf she will most likely NOT be able to combo that target combo into spin kick making the TC even more useless than it already is.
lk target combo also got massively nerfed since the main reason to ever use this move over others was to be able to combo into HK tsumuji without having to hit with a counter hit normal or be in range for TC4, but as already mentioned the tsumuji nerf made it completely obsolete. Reverse spin kick target combo has been and still is beyond trash. Once the opponent knows of its existence, they never get hit by it. EVEN if you COUNTERHIT the reverse spin kick it still wont combo.
Yes TC 8 and TC 4 will still be useful but overall as a character she has way too many weaknesses and few strengths come 2013. Still the only character in the game with NO moves with projectile invincibility or ways to get around projectiles (except for the minority of projectile characters like Ryu). Still no reversals and they nerfed her stlk which was one of her best ways to deal with pressure. She has some of the most terrible overheads in the game. Below average pressure. Below average mixups. Below average launcher. Below average jump. Below average health. And now they lowered her damage output on top of making her air to air AA riskier adding on to her new and “improved” risky playstyle.
So what did they do to address all these problems? They gave her an EX kunai cancel into EX Kunai… Two bars… 280 damage, and that’s if it hits with all four… Ibuki is beyond terrible. She is dead.
At least in this version I had a bunch of 4-6 matchups. Now I won’t be surprised to see alot of 3-7 matchups if not worse.
Cody doesn’t have “terrible defense”. He has an invincible anti-air, an average backdash, and an invincible special.
Saying his overhead is useless without tag cancelling is…dumb. It’s not useless in any sense. You know what would make it useless? If it didn’t hit overhead…but it does…
Claim was made that he heavily relies on his partner for damage. He doesn’t. His solo combo potential is good, and his combo options in general are exceptional. He has nearly the widest variety of linkable normals in the game.
The entire concept of quoting another player (Tokido) and implying that their opinion must be gospel due to their status is…dumb. Additionally, the point attempting to be made is that characters who have “safe on block/long reaching boost chains” are top tier primarily for this reason. Cody is broken because his c. LK is three frames, has an unstuffable hitbox, and the range of a typical low forward. The fact he can hit confirm from it using a boost chain is a more or less an unnecessary bonus. If, for example, they were to remove his ability to chain from it, but left the move the same for all other intents and purposes, the character would still be utterly broken.
Finally, the poster goes for the age old method of attempting to prove a character with whom they probably aren’t very skilled is bad by listing tools they don’t have. If you really want to theory craft about balance, one must look at the tools a character does have more than what they don’t. As a caveat, theory crafting in fighting games is mostly fruitless when it comes to balance. Balance in fighting games is about matchups, not isolated character speculation. If you want to determine a characters place in a tier list, first, learn to compete with the best players available, second, if you make it this far, play about two hundred game of every matchup against extremely skilled character specialists, third, make an objective decision.
There are really not any players I know of at the moment who are using Cody in a skilled manner. He is being abused. It’s yet to be seen really how he will place competitively once players are forced to actually learn to play him.