So anyone with an early copy notice any changes?
Several rumors have been going around. For example in a Swedish tournament, people said Birdie’s normals seem to have way more recovery and that he’s just nerfed.
Spuckuck (a couple of posts above this) also said c.MP (anti air) seems to be nerfed.
I’ll be able to test it at midnight once we get to play it on steam.
I also preordered it on ps4, but it won’t come any sooner than steam.
Can’t comment on the normals having more recovery, but I tested cr.mp against Ryu’s j.mk and j.hk at a few ranges and it never traded.
Thanks for the heads up man
I’ve started going through everyone’s frame data and got startup, hit advantage, block advantage, damage, stun for Birdie’s normals and specials. All his normals are identical from the previous beta, minus his c.hk. It got a 10pt. damage buff and is now 100.
Of course, I don’t know if any hitboxes might have been nerfed. Birdie feels identical to beta4.
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EDIT: oh yeah, I seem to remember in beta4, birdie could do crossup j.mp > c.lk > s.lk > s.lp > lp headbutt. He can’t do this anymore so they might have nerfed some hitboxes somehow…or pushback on something.
double post
Somebody please tell me they didn’t actually nerf the only great AA move in the game…I really hope Capcom isn’t that stupid. Are we seriously not allowed to stop idiots from jumping all the time? AAs in this game are so weak already; I wish more characters had moves like Birdie’s cr.MP.
I played a bunch the other night, his cr.mp is definitely a frame slower, and can lose pretty hard to Necalli and Vega Heavy punch jumpins.
Necalli’s heavy punch jumpin is terrible, if it’s anything like the previous betas.
Updating the old combo list didn’t take as long as I thought. I know I missed a couple of corner combos, if they’re worthwhile, be sure to mention it.
If you guys also think some of the combos are just irrelevant or that there’s an easier way to compile them, be sure to let me now.
I’ll post it in the combo thread, after I’ve gotten feedback from you guys.
All combos with MP can either be done with cMP or sMP, there’s only a 10 dmg difference.
All combos ending with VT xx L.Bullhead can be replaced with VT xx EX Bullhead if you want to spend meter.
All combos ending with sLP xx LP Bullhead can be replaced with sLP xx MP Bullhead in VT.
Hitconfirms
sLP, sLK, sLP
- xx LP Bullhead – 183 dmg / 383 stun – EX Bhd is 211 / 418 – CA cancel is 393
- xx EX Bullhorn – 205 / 418
sLK
- sLP_sLK xx LP Bullhead – 162 / 331 – EX BHd is 194 / 371 – CA is 407
- cMP xx MP Bullhead – 197 / 358 – CA is 442
- cMP xx Bullhorn – 197 / 358 – CA is 442
sHK
- sLP_sLK xx LP Bullhead – 232 / 391 – EX BHd is 264 / 431 – CA is 477
- cMP xx MP Bullhead – 267 / 418 – CA is 512
- cMP xx Bullhorn – 267 / 418 – CA is 512
cLK (low)
- sLK xx LP Bullhead – 153 / 331-- EX BHd is 185 / 371 – CA is 398
Counter Hit Punish combos
sHK cc
- MP xx MP Bullhead_Bullhorn – 287 / 448
- HP Killing head – 300 / 396
- cHP xx Bullhorn – 305 / 475
- cHP xx HK Chain – 329 / 475
- walk + Bullhorn xx VT, L.Bullhead – 368 / 544 – CA is 578
- walk + cMP xx Bullhorn xx VT, L.Bullhead – 397 / 603 – EX BHd is 412 / 628 – CA is 607
- MP xx EX Bullhorn xx VT, LP Bullhead – 413 / 643 – EX BHd is 437 / 668
- Corner Only: ?
fHP cc
- sMK – 183 / 288
- sHP – 201 / 315
- cHK – 210 / 315
- MP Bullhead – 237 / 360
- EX Bullhead – 264 / 405
- EX Chain – 273 / 378
- Corner only: cHP xx Bullhorn – 305 / 475
- Corner only: Bullhorn xx VT, LP Bullhead – 368 / 544 – CA is 578
- Corner only: cHP xx Bullhorn xx VT, EX Bullhead – 451 / 660
VTrigger combos
-
cHP xx VT, LP Bullhead – 258 dmg / 370 stun – CA cancel is 510 dmg
-
MP xx Bullhorn xx VT, LP Bullhead – 318 / 484 – CA is 528
-
sLP, sLK, sLP xx EX Bullhead xx VT cHP xx Bullhorn – 271 / 468
-
sLP, sLK xx EX Bullhead xx VT cHP xx Bullhorn – 274 / 441
-
MP xx EX Bullhead xx VT cHP xx Bullhorn – 312 / 435
-
MP xx EX Bullhorn xx VT, LP Bullhead – 337 / 529 – EX BHd is 365 / 559
-
sHK, sLP xx EX Bullhead xx VT cHP xx Bullhorn – 343 / 501
-
sHK, cMP xx EX Bullhead xx VT cHP xx Bullhorn – 370 / 528
-
sHK, cMP xx EX Bullhorn xx VT, LP Bullhead – 393 / 613 – EX BHd is 417 / 638
-
All corner Bullheads can combo into Vtrigger
-
Corner only: MP xx MP Bullhead xx VT, LP Bullhead – 332 / 490 – EX BHd 360 / 520 – CA is 542
-
Corner only: cHP xx Bullhorn xx VT, EX Chain – 388 / 532
-
Corner only: sLP xx EX Bullhead xx VT cHP xx HK Hanging Chain – 303 / 405
-
Corner only: MP xx EX Bullhead xx VT cHP xx HK Hanging Chain – 333 / 435
-
Corner only: sHK, cMP xx Bullhorn xx VT, LP Bullhead – 389 / 578 dmg – EX BHd 413 / 603 – CA is 599
He can also combo into Vtrigger from All Jabs, All shorts, All strongs, sHK and cMK,
but sadly you can’t finish it with a super, ex chain, bullhead or anything else.
Post-Stun combos
Jumping over your opponents first makes it easier to position banana peel.
If you’ve stunned your opponent and damage scaling isn’t too high, you can do the following:
-
j.HK, cHP xx Bullhorn - 253
-
j.HK, cHP xx HK Chain - 274
-
j.HK, sHK, sLP xx EX Bullhead - 294
-
j.HK, cMP xx Bullhorn xx CA - 447
-
banana peel, f+HK, cMP xx Bullhorn_Bullhead - 243
-
banana peel, f+HK, cMP xx EX Bullhead - 261
-
banana peel, nj.HP, walk forward, sHK, cMP xx Bullhorn_Bullhead – 275
-
VT, j.HK, cMP xx Bull Horn - 249
-
VT, j.HK, cHP xx Bull Horn - 266
-
VT, j.HK, sHK, sLP xx MP Bullhead - 287
-
VT, j.HK, cHP xx HK Chain - 287
-
j.HK, cHP xx VT, LP Bullhead - 284
-
j.HK, cMP xx Bullhorn xx VT, LP Bullhead - 327 – EX BHd is 347-- CA is 541
I think its worth mentioning cr.lk > st.lk x lp bullhead since its hit only low hitconfirm. Its my go to, especially for quick risers under ur corner oressure or aftwr cross ups. Can tick after if they block
Yeah cr.mp feels exactly the same to me after trying it against a bunch of characters.
Only thing cr.mp loses to are crossups from my experience.
I think its worth mentioning cr.lk > st.lk x lp bullhead since its hit only low hitconfirm. Its my go to, especially for quick risers under ur corner oressure or aftwr cross ups. Can tick after if they block
Thanks, I forgot to put that in.
edit
I added EX Bullhead combos after the damage tables of LP Bullhead combos.
Not sure if it just complicates things, but I thought it was handy to know how much extra dmg u do for 1 bar and make decisions based on that.
Gonna post here till the matchup thread gets some traction. I wanted to see if people could test some matchup situations since I’m at work at the moment.
Of the top of my head, can some test options after Karin’s V-triggered normal xx rekka xx backdash follow up in the corner and midscreen? The main thing I would like to see is if there is enough time for her to either jump out of a revenger, chase with a bullhead, or at least set a banana/can.
Also, against Sim, say he throws a normal fireball. I noticed on a stream where a guy would just bullhead him at about 2/3rds distance. I want to see what other options are available as well.
Thanks in advance!
yea he feels the same from beta 4 the only thing that is different was the chain distance thing i didnt even know about that
A
Gonna post here till the matchup thread gets some traction. I wanted to see if people could test some matchup situations since I’m at work at the moment.
Of the top of my head, can some test options after Karin’s V-triggered normal xx rekka xx backdash follow up in the corner and midscreen? The main thing I would like to see is if there is enough time for her to either jump out of a revenger, chase with a bullhead, or at least set a banana/can.
Also, against Sim, say he throws a normal fireball. I noticed on a stream where a guy would just bullhead him at about 2/3rds distance. I want to see what other options are available as well.
Thanks in advance!
karin’s VT qcf+p > k backdash move is -4 on hit and -8 on block. She goes far away so she’s probably pretty safe. I’ll have all this frame data up in the next few days.
dunno if this was posted before, but you can land on either side after j.MP in the corner
the j.MP crosses up even if you land in front (you can see the crossup message in game), but they’re still in blockstun for the followup st.LK so they don’t need to switch block direction until the st.LP. you don’t get much time to react to birdie landing in front so i can see it being an ok gimmick to just land in front and let the full combo rock
the timing to land in front after j.MP is hard, you have to do j.MP really late, but if you do it TOO late, you land behind
Anyone have a list of the order of characters in Hard mode survival?
Any cheesing that the AI cant figure out?
Are the upgrades random or static?
Not as in depth as post above, but also not trying to be: no frills BnB vid
https://www.youtube.com/watch?v=tt7L2JfuSzA