So you decrease it to four frames and now you have 3 more frames to do this. It makes people have to react to fireballs before they may even have time to see which one it is, and that’s from full screen when I chuck that fireball and I still nail him trying to jump it.
Yeah, as random anti-air, it’s great to have a faster startup, but there is more to it then that, it has a wider range of effect then just on you anti-airing. 7 frame is FINE if you are just looking to anti-air jumpins, making it full body hit invincible or suck in like EX tatsu would go a lot further imho.
If anything, HK and MK should be decreased to 7 frames, make it standard across the board or something.
I though the bottom half was the only part with hit strike invincibility? I remember seeing Street11 talk about this some time ago… plus I want to lessen our chances of getting safejump freely.
No it doesn’t. Air tatsu have no invulnerability, plus it have a pretty weak start up time and deadly long and predicable recovery. It is probably the worst Air special in the game. Beside canceling from j.mp, catching people across the screen with EX, and dodging AA special on landing and some funky cross up that can only be done on tall character and predicted AA, it can’t really do much.
I went to training mode just now and thought of simple ways to help fulfill his needs with some easy fixes.
about tatsu hitting couchers, maybe if he had a normal that would force stand this would be solved. I think cr.mk could do the trick since it hits up.
he lacks pokes that lead to specials. Cr.Lk would be a good poke if we could combo a hadouken after it, right now it doesn’t. Same thing from cr.mp. But better than that, would be if we could link a Palm after those moves. As it is today, the cr.lk doesn’t do enought hitstun to allow a combo (it just combos to lp palm if it’s close and mp palm whiffs) and for the cr.mp (that i think is his best footsie tool) none of the palms connect. Fixing this would give him better tools.
better recovery on the tatsu. ok it takes forever to land but once you touch the ground you should be able to block! Like a dp.
improve his demon flip grab to grab crouchers easily. Right now you have like 2 pixels of chance.
better hitbox on ultra 1 so you dont get crossed up easily and whiff your ultra.
better starting damage on his ultra 2. I’m not sure how it is on v.2012, but 256 for a ultra is ridiculous. (If you do it after a backthrow it does even less).
ANY option after EX demon flip (tatsu, EX fireball, or 2 hit armor). After all, this is his only reliable defense tool when up close, and as it is, it doesn’t work properly.
Hope I’ve contributed with something. I think all this are easy, plausible and fast tweaks. I’ve worked on game development before and I know that If the dev team took this in consideration, this wouldn’t be hard to implement, since there are no new moves or animations to develop.
More block/hit stun on demon flip kick or command dive kick would be welcome. Will make people respect his jump-ins a lot more on block. Either that or I’d like to see more block/hit stun on his air MK (even thought it is very useful as is).
Well they have done plenty of location tests to gather data and by the end of november it will be too too late for more test. Im ready for them to just wrap it up and give it to us. If they can’t get it right this time then just stop trying lol. With all the feed back from the community and test this should be the best version of street fighter 4.
gouken would benefit a lot from better frame advantage on the regular dive kick. as of now its very hard to make it anything after, for no reason, since seths and akuma’s divekicks can be followed up with no problem.
I agree. Id like to have more reason to use regular dive kick besides the fact that its an overhead. The hitstun is shit and the timming for the dive kick is weird also.
I had an idea. What if the EX demon flip naturally had armor? That way, we could parry a 2 hit move and we could NOT be hit when doing our ONLY invincible move out of the corner. I frequently get hit on my way up, BEFORE I’m able to cancel the flip to a parry. (Not because I don’t hit the button early enough, but because It is just possible to hit from the top of the arc down).