AE Changes and Comments

Yun punishes ball on block with U2. On hit with EX shoulder. FFS

Dudley can’t be unblockabled in the corner anymore with j.mk.

edit: actually the dash setup no longer works as a just frame, still possible though.

found something strange:

j.HK, cr.MK, st.LP xx Ball xx FA

FA does NOT come out if the whole string is blocked!
on hit FA comes out!
if you jump in with a very deep j.MK the FA comes out on block!

are you sure??? overhead, st.LP xx ball works on honda but on most chars there is way too much space to make it hit!

meaty (1 hit) overhead, st.LP xx ball works but it worked without AE too

EDIT: okay the setup works on the twins! should be enough and most important
cr.MK, cr.LK, cr.LK works on the twins! they have a honda-like hitbox

Their hitboxes are weird. I would like to see them. Like if you do st.mp, then do late cr.lk it’ll whiff, but you can combo 2 cr.lk’s after st.mp normally.

Also yeah 2 hit rockcrusher keeps you closer, don’t know how many characters you can ultra though, I know offhand it doesn’t work on sakura. I would have to test some things though.

Also the FA thing has to do with hit/block pushback not being equal, there are a lot of strings that end in cancelable balls on hit, but not on block

but it worked in SSF4

lemme test it, one sec.

Hagen who were you testing on? I just tested this on Guile and Yun and it worked fine.

ryu

guile yun yang and honda dont count…everything works on them

He’s right. Doesn’t work against Ryu. FFS.

Looks like they shortened the cancel window for HP Ball. I’m finding it harder to cancel into super after st.mp, cr.mk xx ball.

Why on Earth would they do that!?

I may be going crazy here, an I don’t think I saw this mentioned, but does his wakeup seem slower to anyone else?

Huh you can do mp ball in that string and still get the cancel though.

I honestly think hp ball has a smaller hitbox now which is why you can’t do that string.

okay I think its the speed of the ball!
the hitbox of the ball is a spinning square (correct me if I am wrong)!
MP and EX Ball are FA-able
LP and HP arent

I think MP and EX ball are cancelable cuz they hit just when the corners of the square reach to there maximum distance!
hope you can understand me…its hard enough to explain it in german… :smiley:
the question is, why does it happen cuz it didnt in…ehhmmm… regular SSF4? (is there a common term for that game, like vanilla SSF4 or sth.)

It’s really dumb if they reduced the hitbox. They already nerfed the hurtbox and recovery…

can you link overhead into s.lp on crouching characters? having no problem on standing characters but crouchers it always seems to miss.

I’ve been getting reversaled out of jab xx f.electricity way too much today.

I wish they would just release every change they made.

J.hk, s.mp, s.lp xx ball xx super seems f’n impossible online? Won’t come out like s.mk, s.lp xx ball xx super anyway…

I don’t know how many of you have tried it, but I’ve been able to consistantly hit the overhead into ultra 1, I guess the slow startup helps sometimes. The wierd thing is, ironicly, it doesn’t seem to connect while the opponent is crouching? I’m not sure if that’s just me being sloppy, or that it legitimately doesn’t hit. What about you guys?

I don’t know if this has been covered or if it is found useful but pretty much all I’ve done with ae so far is to see what blanka’s normals do against the twins’ dive kicks.

stand strong is the best against both, period. however when you get stuck in the x-over/really close dive kicks stand fierce is better than stand roundhouse. Normally my favorite tool is crouching strong, but I’m going to be switching it out for stand strong.

Upball (all versions) trade well in Blanka’s favor vs the divekick too

Honestly… i don’t understand why you guys wanna do anything other than electricity combo unless you’re going for super combo… I RARELY do combos ending with ball… unless i wanna do something funky like a FA in my combo… otherwise… electricity combos seems to be a better choice overall

-LAU