HAV:
Iām worried about Yang nerfs.
I use Yang on the side and I know that while heās good heās not as ridiculous as people make him out to be.
Honestly, the reduced damage off of Ultra 1 and EX Seismo isnāt going to be that big of a deal with FFF EX Seismo, SJC FADC Ultra 1. Yes, thereās going to be more occassions where normally the opponent would have died in AE but we dealt with that from Vanilla to Super as there were global damage nerfs in Super.
The most important thing here is that sheās still going to play exactly the same as before, which I hope was the primary concern of most people when the rebalance was announced. I donāt know why people were expecting a buff to the character when she received nothing from Super to AE and is now considered OP.
All these people bitching about matchs being harder need to take a look at what those characters received.
Blanka:
⢠Each Rolling Attack (Beast Roll) gets an extra 10 in damage, so Light Punch 110, Medium Punch 120, Hard Punch 130, EX 120.
⢠For Hard Punch and EX Ball, if it hits on the second frame (same frame where Focus Attack cancel is possible), it causes a knock down. Will be easier to follow-up EX Ball with additional hits if Focus Attack Dash Cancelled.
⢠Charged Rock Crusher gives Blanka a +5 frame advantage, so he can do Rock Crusher, c.MK, Hard Punch Rolling Attack as a combo.
None of these buffs changes the Viper/Blanka match up at all. Itās still going to be a bad match up because of the same tool sets Blanka has over Viper.
Gief:
⢠Light Punch Spinning Pile Driver does 150 stun. Up from 100 in Arcade Edition.
⢠EX Green Hand (Banishing Flat) damage 90+50 for a total of 140. Stun 100+50 for a total of 150. Damage in Arcade Edition was 130 and stun was 100.
⢠Adjusted the hitbox on Crouching Light Punch, so that it hits more easily off a jump-in against characters it formerly didnāt.
⢠Hurtbox for Crouching Hard Kick reduced in height, making it easier to pass under certain attacks.
In general it means you can guess wrong 1 less time because youāre going to get stunned first but if the match up is already at that point itās looking grim for you anyways. It makes a slight difference but not enough to make the match up significantly worse. The match up strategy still hasnāt changed.
Rog:
⢠Headbutt damage fixed back to Super, Medium Punch 120, Hard Punch 140 and EX 150.
⢠Ultra 2 damage is 399, up from 300 in Arcade Edition.
⢠Hit properties on Dash Overhead changed so that it can combo into Crouching Medium Punch on all characters.
⢠Close Standing Hard Punch hitbox extended downwards so that it hits crouching characters that it used to whiff on.
Absolutely nothing has changed in this match up because Rog could combo c.Strong after Dash Overhead anyways and s.Fierce hit her crouching anyways. Damage buff on headbutt makes it the same as super. Overall, heās still nerfed from Super making the match up still the same.
Bison:
⢠Scissor Kick stun changed to 100/50 (150 total) on all strengths. Previously the Light and Medium Scissor Kicks did 100 stun.
⢠First hit causes 1 frame of extra hitstun, so if you Focus Attack Dash Cancel the first hit you can have +5 advantage at best.
You might get stunned faster then before but the pushback of scissors still exist and the match up dynamic itself doesnāt change. Iām pretty sure Bison players are extremely unhappy that this is the only buffs they got when they wanted way more.
Honda:
LP Headbutt gets itās invincibility back so itās acts as his anti-air.
Okay, this one gets worse because it means he doesnāt have to burn meter for a reliable anti-air, which means he has meter for other things including his super. This is probably back to how it was in Super.