Character Balance Poll

lol claw does not do well vs Honda. There’s a lot of Honda homers in here.

And Honda vs Gief is winnable as long as the Honda can do b,f p X1000 and mash like crazy.

In a way that requires no new animation, I actually though of something that might be interesting.

How about giving her something akin to Juni? An AIR Cannon Drill? Here’s some thoughts on it.

  • Make it so that it bounces off, like Juni, with her post-Cannon Spike animation, on Block. But make it so that if Blocked at, like, Ryu’s Head height, she can be punished easily. But if she does it super low to the ground, it is safe. This prevents Cannon Drills from the sky being safe.

  • Make it so it can be Tiger Kneed fairly low to the ground, but not instantly.

  • Make it so you can ONLY do it when on the way up in a Jump, and make it so that you CANNOT do it from a backwards Jump.

  • Make it so that even the Short version travels a far distance in the air and slowly drifts down.

  • Give it HUGE delay on landing on whiffs. Combine this with the above so that if you predict it, you can Jump Backwards over it and kill her when you land (it goes far enough so she “catches up” to your Backwards Jump so you can easily Combo her on your way down). Maybe even give it the slide animation after landing and make it hit, but make it easily hittable from the air.

  • Another very important factor is that this is NOT a free Buffered attack. You can’t Low Forward into Roundhouse Cannon Drill and be safe. You can only do the bouncing, safe Cannon Drill from the air, so you can’t use it from a Buffer. So from the ground you still have to play it safe with distancing, and the original, non-bouncing Drills are better for constant pressure. The air one will be a one time attack that will leave you so that if the enemy Throws a Fireball, you’ll have to Block (or Spin Knuckle, opening up yourself for a counter), so it won’t be as useful against Fireball characters. Maybe make the bounce bounce you back really far so you can’t keep up pressure, so it’s a one time attack. But it’ll still work on Honda as a safe way to do tick damage. Tiger Kneed Air Cannon Drill up close might be fast enough so he can’t react to it with a Headbutt everytime. And you bounce away to safety, so you don’t put yourself right next to him, which is where he wants you anyhow.

  • James

Hawk could st.rh it in ST and he cant now. couldnt ken fierce dp and guile walk up low forward? fei could rekka i thought?

Sweep? Honda would still win more often then not against Gief. He could still counter all jump in attempts with a jab headbut; he could still do a lot of block damage with HHS; he could land the torpedo (Bison and Blanka can land their versions, despite the fact that both are countered 100% by the lariat)…he can still butt splash into HHS or ochio throw.

What he would not be able to do is sit back all day and get a brain dead win. According to this link ( http://curryallergy.blogspot.com/2008/11/super-turbo-new-arcadia-diagram.html ), the match up is 8.5-1.5 in favor of Honda, which is currently tied for the most lump-sided match according to the experts.

The Lariat being able to counter the Torpedo more often would not turn an 8.5-1.5 advantage upside down. Gief will still be the underdog, but Honda players will have to play a bit more during that match instead of being able to win it while sending text messages and browsing a magazine at the same time.

If lariat beat the headbutt clean every time, two things would happen. 1) Zangief would win that fight and 2) Turtling? You would turn that match into a bigger turtle fest than it already is.

The lariat beats the headbutt. You just have to time it properly. It’s not easy but it can be done. The lariat could use a little more buffing to help but I think it would give him too much of an advantage against characters like Dhalsim or Vega.

If performed at point blank range (e.g. against a safe meaty) then anyone can punish it; even Zangief.
If the spike is positioned properly then all of the above will whiff.

Fei Long can punish an ideally positioned Spike in ST with a Fierce Rekka whiffed into a second one with pretty strict timing. Many players won’t be able to execute it consistently, but it’s very possible, hence the “to an extent”.

Personally I think Honda should have to hold forwards to move forwards with his handslap (or at least down-forward, so he can’t charge his headbutt but can still charge his smash). I’ve always hated his ST handslap.

Cammy has plenty of animation frames that might look ok as a dive kick. Flip her close roundhouse upside down, or her jumping forward. Or just make it use the jumping strong animation similar to Guy’s elbow drop.

The reason like the dive kick is that it could potentially help more against Honda than it does some other chars since it would pause and let his invincibility on headbutt run out before hitting him but wouldn’t be great at avoiding anti-airs that hit higher. It could also be useful to hop over fireballs and stop short perhaps.

Nah man standing jabs have given him some defense against headbutt, and now devil’s reverse means ochio tick isn’t quite as round ending as before. Chun definitely gives him the most trouble now.

Don’t know how many people know this, but she’s got the dive kick in SF4:

[media=youtube]JpSHUtMZtWA#t=0m31s[/media]

So, at least it’s a mainstay move in her arsenal, now. (She had it in A3 and CvS, right?)

Ooh… that’s interesting. If they did that and removed stored ochio it theoretically doesn’t even any mismatches in any way, but at least if I’m losing to Honda in this situation I’d feel like the opponent was doing some sort of finger gymnastics during a HHS -> ochio situation instead of storing the ochio and just waiting for the HHS to run out and option select to prevail.

First off I’d like to say that I don’t consider myself good at this game but I don’t think I’m bad either I think I’m like 300ish-250ish in ranked games most of which with Fei because who doesn’t want to be Bruce Lee? So take it for what it’s worth.

I have found that Fei’s standing Fierce punch will either over rule or trade off any of Honda’s headbutts including the super if done at the right time. The problem with Fei vs. Honda in my opinion is not that Fei has no defensive ability against him it’s that he has no offensive ability. You flying kick he Ochio throws you. You Rekka he slaps you to the ground or headbutts. Flame Kick is useless because you either have to be a mind reader a profit or have the reaction time of the Flash to pull it out in time to get a headbutt. You try to jump in he blocks and then throws you.

I would say for Fei to have a chance outside of staying just at the Standing Fierce range and spamming your button is well nothing because then he would be unfair to everybody else. I think us Fei players just have to suck it up and pick somebody else if we know the opponent is going with Honda. Or maybe make his Ochio throw take less priority over Fei’s attacks if he chooses to go on the offensive. The main problem is that throw though. If that can be nerf’d while not rendering Honda weak against other characters it would be an improvement.

In my experience Fei, Sagat and Dictator and Zangief are screwed unless they’re much better than the Honda player. Cammy seems to do pretty well.

Whatever it is that you’re smoking, pass me some.