I believe Shienkyaku FADC Ultra 1 works on everyone, but some characters have a tighter timing than others. I think Balrog being the thoughest.
I was hoping something could be done with that st.hk, like a jab link (on all characters).
No luck. Can’t feel any stealth nerfs either though.
One thing, it seems like an impossibly long frame advantage after cl.mp??? it could be my brain though.
F.hk cannot be FADCed. Forgotten if this was possible before but Flame kick fadc ultra 1 works on Chun but you got to ultra fast but not too fast or else you would whiff.
I’m really saddened for losing the crossup CW in the corner. I used it as a type of mixup. It helped me out a great deal against shotos and Black guiles or white deejays w/e you wanna call them theyre the same. Now when I knock down ppl in the corner I have less options.
I also went to the training room to test out the 2nd hit rekka on block. A well spaced LP one seems pretty unsafe, MP and HP second hit rekkas leave you right next to your opponent. And I even think a blocked 2nd hit HP rekka gives yur opponent a Free throw. I’ll adapt as I have since vanilla, but some of the things they did to us were beyond ridiculous. Like the dmg on CWs someone mentioned here where a MK one hits harder than a HK one. I dont even think thye tested the character after all this.
Honestly guy’s , it’s not that bad. I can already feel myself levelling up by just thinking more about my tactics. Granted it’s day 1, but he’s def still viable, easily.
You’re right. Oh well at least the hatemail will be gone now. I wasnt getting used to that. I didnt recieve any back in super and then al of a sudden I became as popular as the Penn State Coach when AE came. Bleh I just wanted to keep Jab to sweep at least. With it being so short ranged they could at least let us keep it.
yeah fei feels largely the same. sometimes matches last longer than they used to, but it isnt bad
im losing a shit ton at the moment tho. not playing any matches for the better part of 2 months will do that i guess
i did beat this one decent gouken player a few times. prepare yourselves for denjin gimmicks for the first week
Found a possible buff for fei:
close standing medium kick was stoping a lot of cross-up tatsu’s and was causing a consistent counter hit.
Oh yea, the vanilla engine buffer window was silly that did cause an accidental 2nd rekka. Also, its unfortunate you can’t fadc f+hk but there is something fishy about st.mk and cl.mk, especially cl.mk it seems a lot better. It could be me being optimistic
This thread is good for lulz.
lulz
you, not even for that.
F.hk super cancel is brain dead easy to hit confirm.
Sent from my SGH-T959 using Tapatalk
Wow the inability to full CW someone after a FK fadc is really saddening. Like really.
its pointless to burn 2 bars. its best to go fk>exfk for the extra damage.
Damage values against characters where CW hits thrice (use MK CW):
MK FK FADC MK CW (3 hits) - 230 dmg
MK FK FADC HK CW (3 hits) - 220 dmg
HP xx MK FK FADC MK CW (3 hits) - 308 dmg
HP xx MK FK FADC HK CW (3 hits) - 300 dmg****
HP xx MK FK FADC MK CW , Ultra I (2 hits)- 380 dmg
HP xx MK FK FADC HK CW , Ultra I (2 hits)- 372 dmg
Damage values against characters where CW hits twice (use HK CW):
MK FK FADC MK CW (2 hits) - 180 dmg
MK FK FADC HK CW (2 hits) - 190 dmg
HP xx MK FK FADC MK CW (2 hits) - 268 dmg
HP xx MK FK FADC HK CW (2 hits) - 276 dmg
I’m still going to use Fei in AE2012. Only things I miss is his damage and jab to cr.roundhouse combo which leads to some safe jump setups. I’m sure there are some stealth changes that we haven’t found yet. Some of my friends say some hit boxes and frame data on normals were changed too (for multiple characters).
HK.CW hitbox for the first hit was changed. Its much smaller now. I tried using it as a AA as its hitbox was BIG but it whiffed
biggest nerf i can feel is the CWs not crossing up.
have to be more careful about using them. im doing mk and lk in a lot of situations where crouchers would have to block or get hit, like on wake up and out of air resets, but it sails over them
prolly got 60 matches in so far today. coming back to me. albeit slowly
lp rekkas feel the same to me honestly. im doing delayed second and thirds just like regular AE. the increased disadvantage on block dosent seem that bad yet. then again my opponents havent been the greatest
In the immortal words of Mago; “That’s it?” The nerfs aren’t that bad at all. First impression is Fei is still great, he still is going to be a top tier character. In testing things out have been pulling two rekkas on block, not anywhere as bad as I thought at all. Did notice it took a little more to finish off my opponents, just less damage dealt to them. Yeah, can’t jab-sweep anymore, it was nice but whatever. Aside from that I am fine with what I have seen so far. Would like to against play the twins to see how they have changed. Nerf bat swung softly imo.
I played a Yun in my first few games and he is screwed. Target combo on block = PUNISH. i tried uploading it but i felt it was forth it as this yun even with all his PP/BP felt free