Balance Patch Incoming

I ran Law and Nina for weeks straight. Biggest problems were just Rufus and Cammy jumping all over me. It’s just a bit too good in here compared to AE. The dive kick may or may not be the same in here, but everybody else and everything that attacks is all about 1 to 2 frames slower in general. Huge ripple effect.

Better get prepared for another shitstorm Tuesday then with those paid gems involved. :razzy:

Hopefully this balance patch is out sooner than later. And it sounds like there’s more stuff to be fixed in it as well, so we’ll see I suppose.

Very nice to see a balance patch this early on I guess, I’m still a little hesitant about it. It’s definitely the first positive news for this game in awhile though, and hopefully it is evidence that they are seeing this game sinking and possibly dying out before they can get to that sweet character DLC cash.

I’m a little surprised that there are no significant nerfs to anyone but Rufus though. Kind of an extreme nerf too from +6 to -4 (if we are reading that correctly).

I would have liked to see a nerf to donkey kick for Ryu. It’s pretty glaring when a character with that many tools also doesn’t have to think about hit confirms because hit or block it leads to big damage or a frame trap. It needs to be completely punishable if you didn’t confirm.

As far as buffs go, I don’t want to see too many of those yet, particularly for the Tekken side since I’m not sure anyone has a solid enough grasp with some of the ‘lower tiers’ to really make any judgements about proper adjustments. Least of all Capcom.

I don’t want them touching my Nina… hands off till the vita release at least.

Because online warriors say so!

Requesting Assist Gem ON or OFF option in online lobby creation.
Thanks!

I guess you read that wrong. The NJ priority shouldn´t affect anti airing with fast jumping normals as you said earlier. Afaik it´s just a bugfix for the broken diagonal jump inputs on (mainly) the xbox360 control stick on pads. The translation however is vague, so I might be wrong.

:eek: I -really- think the diagonals are regarding the controls and not move priority. That would make the most sense.

I was kinda hoping Rufus’ dive would be -4 from its current data instead of -4 at best. Dives are supposed to be safe by design and even though I hate the character, his stupid noises, his stupid personality, and his stupid moves, I think maybe this is just a tad too harsh but it was a move in the right direction.

And the Rufus players deserve it.

For people thinking he’s useless now, I would not be so quick to drink that particular brand of Kool-Aid. There’s a lot of sensationalist garbage that gets thrown around here, but to deny a character like Rufus the chance to at least appear decent without the mindless retardation of one move is a little…disingenuous? The character definitely has good things going for him and his playstyle will just have to adjust–maybe not for the better–but he’ll be fine.

That’s pretty much the top request for Capcom to put in right now. We’ll have to wait and see if they ever bend on that one.

The Dive Kick nerf is stupid, he’s already at minus on dive kicks that aren’t really low as long as you block them standing.

:eek: While I think the nerf was too harsh (just a liiiiiiiiiitle bit), the problem became once Rufus got in your face (regardless of how he got there), he could just instant dive repeatedly into three way mixups at any time with no real risk involved outside of a hard-to-time alpha counter. Most people who think the nerf is really REALLY dumb are only thinking about an initial jump at someone into a dive kick. You can see the direction they were going in if you consider what Rufus’ dive kick does -outside- of that traditional function.

DIve kicks are a big problem for Tekken characters. This isn’t a nerf for like two people whining about it, it’s something that kinda affects a large portion of the playerbase.

Oh, it’s totally easy to deal with. Just equip those new auto-block/tech gems!

http://swiftor.com/attachments/f32/5319d1290667566t-jersey-shore-tumblr_lovj8uz2ut1qdpuwyo1_100.png

I forgot to add this: in a former update to the JP blog, Ayano mentioned that they wanted everything patched and ready for EVO. Don’t know if someone mentioned that already here. So, I think end of May, middle June could be a possible release date for these (and others?) fixes.

What are the paid gems like?

Also any idea if the PC version has this included or day 1 patch or are we gonna have to wait 4 months for every subsequent patch again. Stupid Capcom.

Guys, I really doubt it’s -4… It’s more likely they just nerfed the recovery by 2 frames and the author meant that the opponent is -4, not Rufus.

i’m the only one who doesn’t want the game to be balanced. -_-

PC will get a Day 1 patch with everything console has up until release date. If they are not able to do that, the patch will be available shortly after,not months later.

I think this may be right, it literally says “after guarding the fastest falcon kick, frame advantage becomes approximately -4” . It doesn’t say Rufus or the opponent,but it would make more sense if you are at -4. So you’re -4 at worst, this is still good I think.

I don’t know. It sounded like they were saying it was supposed to give nj priorty, but I don’t know.

Well if the patch changes the NJ priorities like I think it’s saying it will, then that will definitely help. I’d like to not feel like I have to split my team between SF and Tekken to actually do decently… As it stands I feel like I need to pick up Vega to help out Marduk.

Instant dive kick’s are the only ones that leave him at advantage on block though. If he attempts a crossup and you block it standing, you can just mash your fastest normal. Go into training mode and record Rufus doing dive kicks from various heights, then jumping for a few seconds. Then pick Zangief, standing block them, and do a reversal super. You’ll see that the only way he’ll be able to jump out of the super is if the dive kick is literally as low to the ground as possible. He can combo off of a crossup dive kick if it hits, but he risks giving up all momentum if it’s blocked or even getting punished for it. And because throws are not as strong in this game as they are in SF4, it’s not as scary if Rufus is just doing instant dive kicks in your face. Not to mention he also has a higher height restriction compared to SF4 so it’s easier to jab him out of the startup of a dive kick.

I hope they do something about Rog and Bison. Just my luck that the two characters I mained back in SF4 ended up like fish out of the water in this game.