A monster
I just wanna say I realize I was being a total dick in that post, and my last few posts for that matter. Sorry about that.
I think he will be quite strong. His mixups are fucking terrifying but currently he is so incredibly free defensively that I’ve had trouble making him work in any serious setting. With the addition of armor to his tackles and a much more useful alpha counter he can at least command some amount of respect. Also, the nerf to rolls I think will turn out quite well for him. The damage buffs to his throws are really just icing on the cake.
Thanks for the apology. I definitely know you weren’t acting that way for no reason. Capcom are being douches by handing out nerfs to characters that don’t really deserve them. Especially when there’s quite a few characters with none or one glaring flaw that are receiving tons of buffs for no reason. I hope this has to do with the mechanics changes making certain characters that weren’t so good extremely strong. I can only hope.
Lol this has become my favorite thing to do now. Although I love abusing Lili’s counter vs blanka waay cool (got a few priceless mic reactions and RQs). Launcher TC Air grab with Alisa or Lili is too amazingly disrespectful. This patch is giving me a headache…Too many characters to choose from now… AND heihachi counter nerf. I’ve gotten almost everything I’ve ever wanted.
I honestly think Capcom is just simply incompetent when it comes to game balance. They have moments of clarity, but they don’t seem to ever make changes that could be considered intuitive or even logical
This is what I think should have been done with Ibuki
Tsumuji: LK/MK/HK -3/-2/-2 from -3/-1/0 on block, 0/+3/+4 on hit from 0/+2/+3
No more “infinite” pressure.
st. LP: Increased pushback on block
No more braindead pressure.
Kunai: Decreased recovery upon landing, increased block stun. Increase damage to 50 from 30. No longer knocks down on hit.
The idea being to allow her to have a legitimate zoning tool. Currently the Kunai is more or less useless because it doesn’t do enough damage to warrant taking the risk of regular use. I would also like to see it become useful for catching crouch techs as it was in SF4 without the “vortex” factor it created there.
f. HK: Airborne on frame 3. Hurtbox reduced.
This move, I assume was intended for use in counter hitting low normals and jabs. I can count on one hand the number of times I’ve attempted to use it as such and haven’t gotten stuffed by exactly what I was trying to bait.
df. MK: Hurtbox reduced.
The intention being to improve some of her awful matchups such as Guile and Chun-Li.
Neckbreaker: LP/MP/HP damage increased from 160 to 170 EX: Projectile invincible frames 1-50
There is never really a good reason to end a combo with Neckbreaker as she has far more damaging options resulting from her target combo BnB’s. While this still wouldn’t mark it as her most damaging option, it would make ending in Neckbreaker a bit more attractive considering it results in superior knockdown spacing. Currently the trade in damage for spacing is just too much to justify it in my opinion.
Cross Cancel: Hit box increased.
Currently it connects oddly quite often sometimes even at close ranges.
f. LK: Can now cancel into launcher. Hurtbox increased.
Much needed footsies tool.
b. MK: Can now cancel into launcher.
^
c. MK: Startup reduced from 7 to 6
^
EDIT: I think these changes would still leave her quite weak, but it might be enough to round her out. What would be great is if Capcom did what some other companies concerned with competitiveness do and beta test balance changes. Just saying, Capcom…You do have a PC version and a VERY invested community…
I have been pondering for a long while what they could do with Ibuki and I think it would be best to give her a more thorough change while taking into account all the abusable things that people complained about which caused these completely massive nerfs. l am making a huge document talking about all the changes that should be made to Ibuki and why I think that they should be made.
I will make a post in the Ibuki forums about it when I finish which should be sometime this weekend. A lot of the changes may seem quite awkward at first but when considering how the character works, it should prove to be effectively balanced.
I do hope that you and everyone who cares about Ibuki gives it a read even though it is extremely lengthy (because of the explanations). I also hope for feedback whether positive or negative.
As for the changes that you suggested, I also feel that that would make Ibuki quite weak although it would balance out her major defects significantly while eliminating her main abusable techniques.
To hell with Yoroitoshi. Chargeable Tsumiji block -1/-2/-4 on hit 0/+3/+4. Hashinsho passes through fireballs.
More Kunai damage, or blockstun or no more knockdown on hit at least one of those would be nice.
Regarding this one:
• Jumping Knee Lift - Damage 110->100
- Reduced air combo count to 2
What is the current air combo count? Does this mean that at 2013, after two JKLs any move afterwards will whiff? Thanks.
Edit: Wrong year. :lol:
[S]That’s exactly what it means.[/S]
I can’t read, no it means that the jumping knee will whiff if you go for a third rep. Other parts of the combo with a higher juggle limit (standing fierce for example) will be fine.
I have finished making a post on what I think is the “Ideal Ibuki” and what could be done to make Ibuki as she should be in SFXT. It is a long read, but for those who care, here you go.
So they made Pac-Man worse.
Why?
Good question- so why do you care?
I like Pac-Man.
I thought that was kind of easy to infer…
Can you explain? Both cr.MP and cr.HP are better on hit now although both MP’s do a little less damage + EX Hip Attack hits mid now and can be cancelled into other actions.
Flip Kicks damage being reduced does suck but the reduced recovery might mean he can follow up afterwards. At least there’s some use for HK & EX kicks now, got sick of these always being punishable if the opponent happens to tech on hit.
I guess I was wrong.
Thanks for the feedback.
He can follow up LK and MK flip kick, but it’s tricky. You need to make it hit meaty on a grounded opponent, by doing it at max range.
You can also do some nice damage if you land EX Hip Attack.
I’m very sure he can link his MP’s into his Flip Kick and follow up from there, so I don’t need to hit it raw on ground as it’s still quite bad on block. It is tricky though. Feels more rewarding if you can manage to catch an empty jump with it.
The new EX Hip Attack is great, It gives me more reasons to spend my meter with him.
Personally I was never able to link afterwards point blank, I had to space it out so it connected later than usual, with something like s.MP, s.MP, c.MP.