yup
I forgot about Raven, sorry.
IIRC Chun has the fastest recovering non-charge command projectile in the game. I would be pointing out more fervently that you forgot her over Raven. o_o
hitboxes are the main issue of this game
ambiguous crossups (jin’s jump RH being the most annoying i’ve found beside rufus’s DK and tatsu madness), silly SPDs throw ranges etc
then there comes the frame part
~10 frames block advantage and weird hit/hurtbox on air tatsus being the most stupid tool kinda ever
lol at the whole ryu argument, +1 on block with a ~3 mash frame window in between paired with some of the fastest jabs/strongs and an invincible 3 frame shoryu is just stupid
walk speed + little pushback + fast jabs with more advantage than startup is the icing on the mess sfxt already is
random bs i don’t find deep but annoying:
cross assault life sharing - could have been a nice comeback mechanic (at least less stupid than some other ideas) but you can’t take down someone (maybe with meter gems) given the current timer
counter storage on charged specials - seriously wtf i myself love to abuse crumples on kaz’s OHs and there’s hugo’s TOD too - at least make this EX only
some gems loadout
pandora
The hit boxes aren’t issues. You have to adjust to the unique ones in the game.
Jins got a big j.hk box. The only one is heihachis random non-cross up-cross up. Lol
And cross up tatsu… Tons of people rely on using it to get in. Just learn the range and block it or move away.
Sent from my Galaxy Nexus using Tapatalk 2
Ah sweet! You mean if I get good enough I’ll be able to either block air tatsu’s and be at a frame disadvantage or avoid them by jumping away and backing myself into a corner. You’re right, they are perfectly balanced, I love my two options to counter them!
Sweet rufus nerf and no ryu nerf good…good
I actually want Rolento to have a better walking forward and backward speed, better damage output on his cross art (when he begins and he does 2 hits…the damage is total BS) and a safer sweep (less recovery). And a better air to air normal.
- I dont know the frame advantages/recovery on cammy’s dive kick but I hope they make it a better…like how she had it in CVS2. Infact, give me CVS2 Cammy.
- I also want Kazuya’s overhead to be nerfed.
- And Ryu has all the tools in the game IMO. Safe pressure / zoning / damage etc. I don’t really care if he’s THE MASTER or these or whatever. The thing is that he HAS the tools. All I would ask in return is a damage nerf. I don’t think that’s
- I would like to see some buffs for Asuka
- More push back for all the jabs in game…is it too much to ask ?
I don’t play / watch a lot so correct me if I’m asking for the wrong things haha
Only if you’re aiming for the head like a moron. Yun/Yang’s (2012) LK divekick is -4 on block on shoto-height character’s heads. If it connects around the waist, you’re at the advantage or even. The translation probably means Rufus is +4 if it’s blocked as deeply as possible. -4 would mean it would have around 0 frames of block stun, which is nuts.
You don’t see a thousand people using Ryu online for no reason. Even guys that I know for a fact main a different character in AE have Ryu on point in order to get their main character in for BnB combo’s. Ryu is Capcom’s golden boy and always will be in order to appease the large number of “fans” that have bought every installment of Street Fighter and never even touched another character on the roster (which I think is pretty sad). At some point you gotta take the training wheels off and let daddy Capcom let go of the bike.
I’ll stand by what I say though. Accept the fact that Ryu will always have every tool in the shed and learn how to play against him.
Characters should get buffed to ryu’s level, not nerfed to be shitty and boring in a game that already has trouble with timeouts.(with the exception of mashy shit like rufus’s dive kicks that just blow up some characters who have no answers.) Buff normals. Buff mixup and pressure and shit. Maybe change pushback while also increasing walkspeed. If they nerf the only fun characters in this game while leaving everyone else shitty, it wont be fun or interesting.
:eek: While peoples’ hearts are in the right place, asking for Asuka buffs is a very tricky thing to pull off.
Maybe a few frame tweaks on some strings and a slight boost to the anti air grab, but giving her too much more I think would end up turning sour very quickly.
Hey Mango are you the same Mango from the MLG forums? Because i remember there was a Mango who used to post there a lot and would always leave his name at the end of the post like you do lol.
If players think this way and accept it as reality, they deserve to keep losing. Then they should eventually just quit.
You’re not on disadvantage from blocking air tatsu’s btw and you have more than two options between preventing them and punishing it or going around it. Looks like you’ll have to learn the game like the rest of us!
Nope.
/Mango
What about forward dashing under them? Anti Airing? Maybe neutral jumping and air to air attacks?
Only 2 shotos have frame advantage with air tatsus under best circumstances. Ken’s best non EX can land him +11 on block. Pretty good, but not game shattering. Ryu’s (least according to the guide) all end up +8 on block at best. However, that is no better than a Ryu jumping in with a hard attack.
The biggest threats of air tatsus are not their frame advantage on block, it’s the angle at with they come in with. Learn to react to that first, will probably help get you in more desirable situations.
Air Tatsu isn’t really that hard to deal with…
Ryu’s Air Tatsu is the least annoying “good” thing he has, imo. I actually don’t see many people use it when I play in tournament, his donkey kick frame traps tend to be more annoying but a well placed alpha counter makes short work of that and you can always jump backwards or backdash out of that too;…
There are always more options – its all about thinking about learning over winning.
No nerfs to OP/TOP tier. No buffs to BOTTOM/LOW tier. Mid-tier nonsense.
Way to be.
They’re not hard to deal with. So I feel sorry for people that are frustrated with these online tactics. People don’t attempt these much IRL unless you let them establish that spacing for them often and fall for it more than twice.
Ok smart a$$es. Apparently I’m a scrub who doesn’t know what he’s talking about, but I literally always get beat in the air when trying to counter an air tatsu, or their tatsu sales over my anti air attacks on the ground. So yes, I literally either block their air tatsus and am at a frame disadvantage or I try to run/maneuver away from them. I really do appreciate the elitist replies like “learn to play the game like the rest of us”.