It wouldnât surprise me of they were. At least now if they are mashing backdash they are still going to take pokes that will do more damage and stun than they would in SFIV. Which still encourages blocking over getting a true escape from attack hit boxes.
Viper was my main character in Vanilla and Super (dropped the game once marvel 3 hit) so yeah I know about abusing it. Either way in a new game like this I wouldnât be able to abuse something like that without losing 30 percent health and being nearly stunned. Not to mention it didnât matter much vs characters like balrog who could just c.lp on your wake up to stuff it and dash punch any backdashes.
Ibuki could do the same thing in 3S but abusing it will get you meaty heavy normaled to death and she didnât have the health to risk that often.
Not saying frame 1 airborne backdashes are a good thing, but abuse of them will still get punished quickly
fucking garbage post. move which barely anyone has truly explored shouldnât be in the game because it might work in the way youâre theorizing about?
We also canât be sure if hitting an airborne opponent with a counter hit will actually put them in a juggle state instead of a reset a la SFxT. If thatâs the case, youâll have to be even smarter about using it to avoid eating a heavy punish.
No. I even edited the previous post to say that Iâm not trying to get chunli nerfed or anything, just that airborne moves FROM THE START are bad and make no sense when theyâre advertising the route of everything has a risk (so everything I said also applies to bisonâs devil reverse/headstomp if itâs also airborne from the start in this game). Like I said, you achieve the exact same practical effect if you make it have no throw hurtbox or make it be airborne from frame 2 onwards.
SF4 had a lot of moves like this and they were sistematically removed (they were extra painful to deal with on top of all the other options). Currently Rolento abuses this a lot.
I disagree with DevilJin claiming youâll get punished for 30% health, when in reality you can expect at worse to eat a heavy normal meaty for ~100ish damage?
Well not really, since the point of the whole conversation was that you would flip out due to being airbourne.
I wish thinking about moves that normally crush counter on the ground give a juggle state in the air (that might even be true right now i dunno) but maybe it would unfairly benefit some characters who can have crush counters as an AA or something.
Thatâs exactly my point, as the above user said!
If you get air reset, eating the first hit of the meaty combo is much better than guessing between throw and meaty.
Anyway, Iâm sorry about bringing this discussion when we have so little information. I doubt it is airborne from the start actually. But itâs not likely we have anything else to discuss before EVO.
@otori im just saying that characters have had stuff like this in other games and it never got out of hand because there was much less ways to escape pressure generally than in SFV. I could see it being more of an issue in IV since there is almost no true block strings, lower damage on stray hits and combos and more attack invincible moves per character that can go into combos or be safeish on block.
Considering that EX sbk and V Reversal are her only other reverse options it wouldnât get terribly out of hand I feel. Stun that doesnât reset helps as well since if the opponent catches you abusing it youre looking at taking heavy damage and stun very fast.
I think its just the egregious defensive options in SFIV that makes you worry about this more than anything. In a SF game where things hurt and people have to deal with pressure, its not really going to do a lot to save a character with a meter reliant reversal game.
Anyone who played this game can potentially answer this for me:
Didnât know what the start up of Air LLegs looked/felt like.
By videos it seems pretty good - Going into Air LLegs may be a better Anti Air-to-Air then previous J. HP TC.
Just a thought and worth exploring.
Ok Iâm not 100% on this, but Cammy b.HP against an airborn opponent puts them in a juggle state. You can do Ex DP after it. For ~30%ish dmg. And AFAIK backdash are airborn frame 1, but it is more a guess after some weird moments.
All this isnât a part of what I could thoroughly test.
@Rayartz Dunno, but Chun air normals are pretty good. The only use of air legs I found is more a dissuasive tool to bait DPs.
Oh yeah and if you do cr.LK,cr.LK with Cammy at a certain distance and Chun does ex sbk in reversal after the first cr.LK it comes out because of the hole in the chain but you are totally safe bc of low profile. So Chun options in pressings are for now kinda risky.
Her slide is really nice.
And she looks gorgeous as always (even better than before actually), canât wait to main her again. But I will have to get used to the fact that her Hazanshu is gone.
Can anyone, who had a chance to play (or seen some vid I havenât yet), say whether Chunâs non-EX kiko animations got reduced to 1 (from SF4âs 3)? Kinda shame if thatâs the case, was cool to see. Small cosmetic thing, but I like these details that make the chars fun looking.
I know that pre-E3, her light was for non-EX, medium for V-Triggerâs 2nd fireball, heavy for EX.
E3 footage; the medium anim is no longer used, it seems.
Is all that correct? Or did everyone on streams only use her light variant? Thanks for clarifying! :3
Are you talking about V-trigger kikoken? I think that got reduced to 1. I think that was taken out almost immediately after the Diago vs Gamerbee exhibition
Just a reminder. Iâll be going on the 10th so if you want me to test anything let me know. What iâm currently looking at:
Kara Throw setups
Anti airs
Crossups
Aerial LLegs (try from V-Skill) (baits, safety, left/right mixups with x-up)
Combos (v-skill stuff, LLegs link, Crush Counter stuff)
Post combo setups
f.HK testing (range, forward momentum, what it low crushes, CH combos)
V-Trigger activation (safety off canceled normals, combos)
V-Trigger in general (see how advantage differs, new combos eg. from df.MK, new hit confirms, safety, added juggle properties?)
V-Skill (recovery, new approaches eg. fireball -> v-skill, effectiveness as a poke)
Cancel from 2nd hit of c.HP? (Saw this in v-trigger but i dunno about normal)
Meaty stuff (mostly f.HK, b.HP, df.MK)
Links out of c.MK (heard she can do this from somewhere)
Super link after LLegs (if you can link c.LP then thats probs +3 at least, so if super fast enough then can link)