i havent gone through the whole cast but so far MK CW hitbox i feel has definitely changed(doesnt crossup vs some of the cast that it used to). LK CW to me seems the same. For sure LK MK HK CW will still crossup Balrog at pointblank. While i havent went through the whole cast, Corner CW crossup remained the same so far.
I went through a few characters and one thing I noticed (not sure if its just me) but I couldn’t get boxer’s ex overhead to come out, only the regular version. I don’t main boxer and I haven’t been following his changes so im not sure if its supposed to be like that? other than that most of the stuff i tested with ryu and chun seem what their 2012 version will be like.
well if you manage to land a lvl 2 focus with Fei and have super you can just go straight into fw+st.HK Super and net yourself 443 dmg. Need to play vs real opponent tomorrow to see how viable it is on people that focus attack.
I kept hitbox and hurtbox changes very conservative for the most part, I think the most dramatic change I did was giving Ryu his old c.MK hurtbox back.
I’m going to take a wild guess that you’re playing on a keyboard which doesn’t let you hold that many keys at once.
No, but Xian will make him look that way.
lol no, but i figured out the problem it was just my stick acting up.
how much was the rekka 2nd hit knockback tweaked on block?
I know this is just for fun, but I’m testing stuff already.
If you plan to adjust further, here’s some feedback. Otherwise, just a list to be ignored.
Feedback:
1 - Gouken’s MP Palm is dealing 90 damage. Its supposed to deal 120 (as Old Palm LP).
2 - Evil Ryu’s HK Stomp combos into stuff like MK Stomp
[Axe Kick]: Light ver. hit gives +1 frame advantage. Heavy ver. takes 26 frames to startup, damage has been changed from 140->130, stun from 200->150, and has same properties as Medium ver. to go for additional hits. If Medium or Heavy ver. hits an airborne opponent, they can’t tech roll. Startup on EX ver. is 21 frames.
So does MP palm actually combo off st.mp everytime? Can you try st.cl.hk > st.mp xx palm/EX palm
First character I tried was gouken. OK, after so many post edits, here’s how Gouken’s extra hitstuns work in the Mod:
*S.MP combos into Palm MP and Hadoken.
*Against some characters, S.MP > Palm/Hadoken requires being closer than against others.
*S.MP into Hadoken combos way easier than Palm MP.
*When S.MP is used in combos, it combos much easier into Palm and Hadoken. Close MP, S.MP > Specials works easily. From Jump-ins, CloseMP -> S.MP -> Palm fails. Hadoken works.
*Cr.HP into EX Palm worked everytime here.
*Fancy: Jump In > Close MP > Stand MP > Hadoken > FADC > Cr.HP (extra hitstun) > EX Palm > Tatsu *works. But then, maybe Cr.HP was better than S.MP.
*Close HK > S.MP doesn t work. Too far.
*I don’t know if Cr.HP’s hitstun allowed this before: Corner against Rufus/Sagat: Charged Hadoken, CloseHP, Hadoken, Cr.HP, EX Palm…etc (1 bar combo). Well, it works.
Maybe S.MP > Palm triggers automatic success in the game…
BTW, Punishing max range LP rekkas is wonderful.
From roughly 6.5 small training mode squares to 4.5 squares.
That didn’t seem very clear to me, I guess since they didn’t specifically say it leaves the opponent standing or mention frame advantage. Oh well, I’ll include both fixes if I make an update.
looks like you play bison. he punishes rekkas pretty well anyway
now the rest of the cast will do what he can
Depends.
Bison could punish with Cr.LK>Scissors for easy link. Now, it’s an easy link with Cr.MK. More damage and reach.
Punishing with S.HK is an easy link too if I need maximum reach.
But I wasn’t really happy for Bison. I’ve been using Gouken mostly for the yeb mod.
Hey Yeb, another thing you left out about Evil Ryu is that he has the air tatsu just like Ryu. So doing it at the right height will allow more forward movement. It’s mentioned in the same link as the one Kriger Stern already has in his post. So if you do make a update, try to include that if you have time.
And about the HK stomp/axe kick. That works correctly as far as I could tell. It was only made one frame faster so it can only be combo’d from clost st. MP and nothing else.
Missing a few things for some characters here and there but a lot of the changes are in there.
Akuma: Don’t think the forward throw nerf is in there.
Guy: I think they changed his u2 to qcbx2 instead of hcbx2
Evil ryu: I dunno how this is supposed to work but the overhead kick (f.mk) can be cancelled into air tatsu/air ex tatsu but there should apparently be ability to juggle into ultra after the ex tatsu. Nothing juggles after it.
cant cancel E.Ryu’s whiffed f.MK into super anymore
In your mod E.R. is canceling the hop kick into a grounded tatsumaki
Ryu hits any move after a ch ex hadoken, not only the U2.
Ryu cant to cancel his HP shoryuken into super, Capcom only said He wont FADC the dp anymore, nothing have been talked about the HP dp into super.
Eventhubs didn’t have that first one, thanks. Now I’m even more confused about the HK axe kick, though.
- It is.
- I didn’t see anything about that.
- It does juggle into ultra near the corner.
Whiffed f.MK -> super was definitely my mistake, sorry about that. Hop kick into ground regular tatsu/air ex tatsu was deliberate though, it works exactly like a location test video I saw.
Ryu’s fierce DP to super probably won’t work in 2012. Super canceling and FADCing is practically the same property. I could make a special exception for him but I doubt they’ll do that. I didn’t know about juggling with other moves after the counter hit EX FB, but I wouldn’t rule out that one either. If one move with no juggle potential can combo, why not others? I could try to rework it though.
Theres a lot of misinformation about it, it seems to me that it will keep its functionality the way its now, but the startup of the move will be one frame faster, this way it will combo after a cl.MP so Evil Ryu will have a combo that ends with a hard knockdown, I guess. Theres no reason for it to work just like MK’s one and I bet Capcom thinks the same.
Do you saw people connecting normal moves after that or it just seemed like a grounded tatsumaki in the videos? If you saw people connecting normal moves after it, then capcom screwed it in the patch notes, because his air tatsu cant be followed by any move.
TBH I tought the same as you about the HP dp into super, I even posted on his forum about that. But as another guy pointed out, it may seem logical to me, but capcom didnt said a thing about that, they just talked about the FADC thing. The same applies to the ex hadoken, they only spoke about following it with the U2, nothing have been spoken about any other move following the ex hadoken. Why would them to be specific about the U2 when they could just to say that the move could be followed by anything now? I hope they do it as you did, however. Its cool to hit a HP dp or a sweep after the ch EX hadoken.
From what I saw, the hop kick canceled into tatsu looks like a separate version from the ground and air tatsu. It looks like a regular grounded tatsu except that the knee doesn’t come out at all, only the next two hits with his leg already extended for probably just 80 more damage. As for his regular air tatsu, it can be followed up by certain moves but it has to be in the corner or if you hit your opponent while they’re airborne.
I meant he cant hit with anything after an air tatsu, only certain moves. But my english sucks.
If youre right about the air tatsu after the hop then its useless, the hop will be hitting on crouching opponents 99% of the time, then the tatsumaki w/o the knee wont connect, lol. As usefull as Ryu’s overhead that is +3 on standing opponents.