Some Omega Cody footage that was released. I’m very interested in what happens near the end of the video though. If Capcom makes Ultra 2 hit like that in the update then i’ll be a happy man.
cody holding onto the knife after FADC (pretty sure we all saw that coming.)
U2 getting all wrench hits on airborne opponents but no animation. (you know…the thing everyone wants/asked if they changed)
I’m not sure why they felt the need to add both of these for Omega Cody (especially the U2 bit) but ok I guess.
Hopeful wishing, but would be nice if the U2 buff was actually something being added for Ultra cody with the upcoming changes instead of just an Omega only change.
I can’t see them making U2 work that way in Ultra without them seriously nerfing the damage on juggle. The grounded version does 383 damage if you exclude the last 2 cinematic hits.
Holding on to the knife after fadc on hit is a weird one - your max damage would go down considerably, although I suppose it would be much easier to extend the combo with cr.lp being 3 frames. How did you handle this in your mod again Eternal?
Special cancel kcr.lp would be a tiny bit more damage for some knife combos if you replace cr.lk, but if you can special cancel other knife normals then that’s another story.
The target combo thing looked better in Eternal’s mod than it does here! In fact watching that vid everything just looks painful, with character models contorting into weird unnatural looking poses. It’s a whole game of abominations like Sakura’s ‘new’ back throw!
It would be good to see some of these, even toned down, in Ultra. My worry is that the reason these changes are in Omega is because the developers think they’re too strong or unbalanced to be in the normal game…
Even if they nerfed the damage on juggle via redistribution it’d be better than what you get now which is only 161 if all dust hits without scaling. That said, 383 damage for the juggle is actually not THAT far above some other characters. Dudley gets 324 on ultra 2. Seth gets 372 on u2 if all hits connect. Rufus gets 313 on U2. Cammy can get 350 on U1 and used to have the potential to get 390 though in both cases usually it was around 30 damage less than that because 1 hit usually missed. Dan gets 331 on U2 vs airborne. Ryu’s U1 does 369. Non-cinematic version of Yun’s U1 does 330 and cinematic version does 375 and both can be followed up with a 90-130 damage lunge punch. Non-cinematic version of Oni’s U1 is 375.
Cody’s U2 WOULD probably need to be brought down to around 340ish on air hit but that’s more than twice what he used to get and it wouldn’t need to be changed on ground hit at all.
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For the knife thing I allowed knife to be kept when you focus charge but not focus attack. EX FADC kept the knife. In addition though sLP with knife was +3/+7 instead of +2/+6 and you could special cancel crouching HP with knife though the damage on crHP with knife was lowered to 105. This allowed EX FADC - sLP - crHP - HP Criminal Upper for instance.
The advantage of crLP special cancel is more than just a tiny bit more damage in combos. One of Cody’s bigger issues with the knife is that it’s a footsie tool that doesn’t reward him AT ALL in footsies because he can’t buffer ANYTHING except for crLK. When you play footsies without the knife you can buffer crLP xx MK Ruffian for 150 damage + corner carry + meter gain and it’s a strong poke / whiff punish option with solid reach and almost impossible to be whiff punished itself. WITH the knife you are typically only getting 40-80 damage when whiff punishing, less than half as much. You also gain less meter, can’t corner carry either. Having the ability to special cancel even crLP with the knife would increase your footsies options slightly. crLK has a very tall hurtbox and gets tagged by a lot of stuff. crLP while not having a great hitbox/hurtbox at least the hitbox extends past the hurtbox and it isn’t nearly as large a hurtbox as crLK.
Btw I noticed another thing I missed before: When Cody picks up the knife he does crLP with knife which is then special canceled into EX Criminal Upper (so it appears at least). I already mentioned that before, however what I had forgotten was that knife pickup is only cancelable into the CHAINED versions of those normals usually and normally you can’t special cancel a chained normal. This means there was possible some changes to knife pickup canceling as well.
I’m more referring to a combination of the damage and the ease with which he would be able to land it with low scaling. Raw EX Zonk, crack kick, AA/corner heavy ruffian, light CU (although I guess that one’s not so easy). Straight up anti-air U2 would be pretty damn good too. Most of those other ultras aren’t comparable because U2 is 7 frame startup and fairly far reaching, so he would have high damage juggle options plus versatile punish options - you don’t get that with stuff like Dan/Ryu fireball ultras. I suppose Dudley’s U2 would be pretty similar, although I’m pretty sure Cody’s U2 invincibility is far better than that. If U2 behaved like it does in that video then it would be the death of U1!
I mean, if they gave him it, I guess I wouldn’t be complaining, but I was only hoping for the raw dust juggle to be unpunishable on hit. That alone would be a great buff.
don’t forget that U2 loses a small bit of damage when the opponent is farther away. The dust doesn’t reach max range on first hit, it’s IIRC the 3rd hit that is max range so you lose 46 damage from that.
Then there is the fact that if they increased the JP on the later hits only then some damage is lost on a juggle because the first hit is only JP1 and 2nd is JP2 ect. So for example, if Cody does LP Criminal Upper - U2 he loses ~70 damage on the dust before scaling.
Also they could buff U1. Honestly for the startup, reach, safety, and fact it’s only 2F active they should buff U1’s damage to what U2 used to be IMO. And even then maybe increase JP from 1 to 2 so you can do HK Ruffian - FADC - F+HK - U1
In the corner yeah, mid screen probably not. What is wrong with a 16F startup 1 bar move leading directly to ultra? Tons of EX moves lead directly into an ultra without an FADC. Every single one of the new USF4 chars can do it for instance.
That would be a nightmare for balance. You can see that to some degree already in SF4 with Ultra combo selection influencing match-ups, and to a greater degree in other fighting games. Besides, I don’t see how Omega would factor in to that. What they’ve demonstrated so far is so over the top it’s not going to produce any kind of meaningful data.
I doubt those behind not only Omega mode but edition select were all that concerned with balance when they had this is mind. Granted that most of these changes are ridiculous but some characters had no way of being viable in some or many areas. Whether it be due to a character design flaw or otherwise. There is nothing to be up in arms about if it is presented in a manner like Edition select was. I hope you are just as critical of Edition select.
They’ve flat out said a number of times that FUN was the goal when designing Omega mode, not balance. They have said they are trying to make it somewhat balanced but that fun is the most important thing.