Balance requests for Ono

If you’re crouching you don’t need that shortcut. You use the regular one.

Double tap? Don’t like it and you have to stand to do it.

uhm no? Holding db, just go to d then db again and its enough, that’s the same shortcut every DP user has access too.

Wow man, you are describing the same thing I am. Down back, down forward, down back. Your wording is confusing.

You said :db: neutral :db: he said :db::d::db:

You said you had to stand. You never have to stand

Reipin gets it. Also :db: neutral :db: can never create a DP, there’s always a third motion involved. The shortcut bug is :b: :f: :b:. Hopefully the arrows help clarify what I meant.

Edit: I only just noticed you’re other post. So you were thinking I meant :db::df: :db: . That one will also still work even if they fix the bug I’m on about.

Reipin, go back to the original post on the topic. I agreed that I liked that shortcut thinking he meant the db one. Then he said if your crouching, you don’t need that shortcut. This was confusing. Forgive me.

Souchan cleared it up anyway.

Has it been decided when we are going to tweet the Gouken changes to Ono again?

It seems it’s too late, they’ve already made their balance changes and are going to start the loc tests this week.

AE changes.
hopefully someone translates soon.

Nothing about Gouken today… So wait for tomorrow…

My wife translated ryu for me…

This is real rough…

Basically his ultea2 has a better hitbox so it locks easier, he can fadc from hado into full ultra 2, and he can hado link ultra 2 at close range. Something also about his coward copter coming back if used in a certain time frame or something…

Something about path/trajctory depending on when he uses it…

Maybe gouken will get buffed ftrll…

Yeah I guess it is too late. This tells me they’ve been working the balance changes long before they announced them. If they are buffing Metsu Shoryuken, then maybe Shin Sho will get some positive tweaks.

I believe there won’t be new move… But just playing around with frame data, hit box etc… So don’t dream about Counter Ultra 2… LOL…
Hope they buff Gouken and Oni more…

characters that are already viable are getting buffs, I can only hope that they do right by the old man. I’m cautiously optimistic.

*[SIZE=3]Ryu

Increased the vertical hitbox on U2 for better anti-air/full animation.
Can combo full U2 after counter hit Shakunetsu Hadoken. So if c.mk gets absorbed by a FA, Ryu can do EX Fireball, FADC U2 for 500 damage. If Ryu is close range he can hit EX Fireball -> U2 without FADC.
The “brake” frame on air Tatsu decreased by 3 frames, if used on this frame the trajectory will change.
Solar plexus 40+60 for 100 total damage.
If he hits S.RH counter hit on a crouching opponent he can combo sweep after it.
Chun

Head stomps will come out on DF, not just D. They note that DB won’t work though.
Kintekishu (B+MK) +3 advantage on counter hit, easier to hit confirm into the second hit.
Sweep 150 stun.
Kikoken startup 9F, easier to use as AA/use in combos.
They are fixing the bug where characters fell out of the U1 juggle in AE.
Ken

Target combo hits easier on crouching opponents, can also delay the inputs.
EX Shoryuken damage 80+30+30+50, 190 total.
Honda

Jab headbutt gets its upper body invincibility back.
Strong headbutt loses it, so it works the same as Jab Headbutt did in AE.
Blanka

Each ball gets an extra 10 in damage, so Jab 110, Strong 120, Fierce 130, EX 120.
For Fierce and EX Ball, if it hits on the second frame (same frame where FA cancel is possible), it causes blow-back damage. Will be easier to follow-up EX Ball with additional hits if FADC’d.
Charged Rock Crusher gives Blanka a 5 frame advantage, so he can do Rock Crusher, C.MK, FP Ball as a combo.
Gief

Jab SPD 150 stun.
EX Backfist damage 90+50 for a total of 140. Stun 100+50 for a total of 150.
Adjusted the hitbox on c.jab, so that it hits more easily off a jump-in against characters it formerly didn’t. Hurtbox for c.short reduced in height, making it easier to pass under certain attacks.

Guile

Balance adjustments centered around the changes made to him from Super to AE.
The frames in which Guile could be counter-hit after Sonic Boom have been eliminated? (Not 100% sure)
Air throws 3F startup.
Spinning backfist 100 damage.
Can’t be thrown out of upside down kick from the 6th frame until the last active frame.
Dhalsim

Yoga Inferno damage 75 x 2, 60 x 3 for a total of 330 damage.
EX Yoga Blast damage 90 + 50. First hit gets 20 more damage, second hit 20 less, so if Sim only gets the first hit he gets the better damage.
S.jab active for 4F. But other frame info unaltered.
Hurtbox on Yoga Blast reduced.
Can follow up Yoga Blast with additional moves for combo.
Balrog

Headbutt damage fixed back to Super, strong 120, Fierce 140, EX 150.
U2 damage 399.
Hit properties on Dash Overhead changed so that it can combo into c.strong on all characters.
Close stand fierce hitbox extended downwards so that it hits crouching characters that it used to whiff on.
Sagat

Angry Scar Tiger Uppercut damage increased: LP, MP, and EX get +10
Viper

-MP Thunder Knuckle 120 -> 110 damage
-EX Thunder Knuckle startup reduced to 25f, but +2 recovery
-EX Seismo 120 -> 100 damage
-U1 -> 441 damage
-U1 hitbox improved so it’s easier to hit fully after air burnkick and HP Thunder Knuckle
-U2 damage increased to 410[/SIZE]*

I miss watching Diago’s Ryu…

If the phrase “*Increased the vertical hitbox on U1 for better anti-air/full animation.” * is not present in the gouken updates, there will be blood.

LOL…it would be nice but the move still needs to start up faster. Again today I tried it…early I tell you, at least felt like it to me…to anti-air some scrub Ryu who I was going to beat anyway and of course he lands blocking. There is no use!

Oh god guys, moment of truth within the next couple of days