I have no idea why they increased pushback on cr mk. If anything they should have decreased it to make cr mk xx elec work better. If it is to prevent easy hitconfirm into Ultra I, that doesn’t strike me as a good reason whatsoever. As for W Ultra I have very little faith in it. The damage reduction is just too big.
But that is because hit stun has been changed – not recovery. Right? I could be mistaken. If I’m not, though, I can’t see how the pushback is necessary to prevent big ass combos.
As in, “big ass combos that a lot of other characters have that lead to absurdly high damage/stun and possibly ending with a Ultra that’s not a 1 or 2 frame link”?
Indeed. While the changes to Blanka are good, the pushback on cr.mk was completely unwarranted when there are several chars with mid -> heavy or heavy -> heavy links already, and these characters have actual knockdown mixups/pressure/vortices, as opposed to gimmicks or combos that knock the opp to the other side of the stage.
At first I was like Capcom teams don’t know how to balance, but after years of this crap, it’s just clear Capcom teams just flat out do not want balance. Personally, I wasn’t too upset about the cr.mk buff/nerf personally, but after seeing that Dee Jay change video, I’m a bit disenchanted with SFIV and Capcom in general.
I just saw this video and I don’t see what’s so wrong about it… Dee Jay got some buffs and a few adjustments on top of those buffs so they won’t be too powerfull… faster startup and more invincibility for EX MGU without a nerf on recovery would be insanely stupid…
I’ll preface my response with EVEN COMBOFIEND HIMSELF IN THE VIDEO BASICALLY SAID THAT DEE JAY IS STILL ONE OF THE WORST CHARACTERS
With that out of the way, low tier chars don’t need adjustments, they need buffs. T Hawk one of the other (former) worst characters got nothing but buffs. And his buffs are minor. More frame adv off his weak jumping knee when he could already get combos in certain situations, a faster med punch that still has a crappy hitbox, and buff to a reaction Ultra.
There is not a single adjustment they gave that would’ve broken Dee Jay anymore than any other characters existing tools. EX MGU is faster and throw invincible. Oh boy, so now it’s like Vega’s flipkick, clearly one of the best wakeup options ever. If Light Sobat was still low-invincible and mostly safe, how would this be more broken when you already have other safe moves that go over lows that lead into actual combos.
Honestly though, any short-sighted attempt to justify the Dee Jay changes are irrevelant because EVEN COMBOFIEND HIMSELF IN THE VIDEO BASICALLY SAID THAT DEE JAY IS STILL ONE OF THE WORST CHARACTERS
Anyway, back to Blanka…
Meanwhile, we’ll still have Cammy, Yun, Sakura, possibly Decapre with links up the wazoo and enders that conveniently leave them next to the opponent.
People should just stop trying to rationalize Capcom mistakes. The “but but… it would be TOO POWERFUL” excuse is getting old.
I wasn’t justifying the adjustments, I was trying to understand your point… Dee Jay is a shitty character and will remain so, I don’t see the big deal about it… it’s not something new… Blanka is the same also, a shitty character that get a few buffs and nerfs and remains more or less the same troughout the versions… a game like SF always had tiers and always will, you should be used to it by now…
Never felt blanka was mid low tier to me he’s smack in the middle in tiers or maybe can even argue mid high to some extent.
Also those who main blanka already given this is his best version or at least better than 2012 why would we switch unless it’s for one of the 5 new characters.
Edited first post for final change list. I guess this is the end of all the editing hope some of you guys find it useful. Unless Capcom decides to do further changes in the future, the update on the first post will not be changed.
Biggest change from arcade versions are
U2 hit box increase
BUT
doesn’t hit grounded opponent anymore.
I guess not that big deal to me, most of the time i think when U2 doesn’t land for me is because it came out too slow so the opponent landed already, but then again who knows maybe it was always a hitbox issue.
U2 hit box increase was to avoid whiffing on some chars (like Blanka and Balrog) after a focus crumple
U2 not hitting grounded oponents will prevent us from using it as a hail mary ultra on wake up… in the past I’ve scored some cheap wins using it to punish throws and such, not anymore… also, I think you could do j.HK > AA U2 if you start charging really fast and did the U2 motion with perfect timing on landing, not anymore
It seems AA U2 will only work after focus crumple and opponents in the air (jumping, punishing a whiffed DP or UItra, etc)