We should compare notes. I’m curious on who you like so far and why. I have my favorites so far but I’m not sure about much yet. From what I noticed:
Guile’s charge times make him a LOT more viable now though. I might actually play him.
Abel’s gotten pretty good. His ultra 2 is scary. Don’t poke at all in close range. I might of been seeing things also, but I think his first punch of his rekka might be safe now if you don’t do the whole series. CPU abel was able to block a reversal flask kick after it so I dunno.
Brent - Ok I checked Vega’s priority on his flipkicks. I got bad news for you man. I had balrog alternate between deep jump ins and normal jump ins. The same result happened. Counter hit for Balrog. No matter how I timed it, if that punch was out, you got hit. I don’t think there was any invincibility added even on the ex. That’s the bad news. Now the good news.
His ultras are both vastly improved. With Ultra one hitting on the way up, it literally changes what the opponent can do. He has to turtle up. He can’t risk walking into it (which I might add makes the ultra always hit regardless of range or distance to the corner). It doesn’t seem to be good for an anti air though. But…
Ultra 2 is a godsend for Vega for an anti air. He may not have a decent one for half the match but once he gets one, don’t jump at him at all. In the same test I had Balrog block low every time, and am sure that if he throws out an attack he gets hit. I’m not so sure if he can block if he doesn’t though. I’ll have to test that.
He also has a little easier time keeping hold of his shit. Not THAT easy of a time, but it is noticeable. Damage on the second ultra goes way down without claw though.
I’m not sure what I think about Adon. For sure, if he lands a hit, he can combo you into an ultra in some way. The trials and some experimentation proves that. However, he is pretty unsafe in all of his special moves. Jag Kick leaves him at a bad disadvantage that lead to you dying if you use the move too close (or hell far away for some characters). Jag Kick in the air is safer but has way smaller hitbox. Jag Tooth is the same way, but you get a lot more if you hit with it from certain distances/opponent in the air etc. His Jag Knee thingy has good priority from what I saw. I used it a lot and didn’t see it lose much. You can of course fadc to ultra from that for all hits on U2, and 3 hits on U1 (don’t use U1).
Ken feels largely the same. His new ultra helps him though not as much as I’d like. It’s almost as situational as his U1, but it has it’s uses. Combos are the same pretty much, and there isn’t much to add besides what I’m sure most of you have already seen. Nobody plays Ken but me so I guess it doesn’t even matter what I say here lol.
T Hawk has some tricks, but we’ll see how many people fall for them in 6 months.
Dee Jay has good combo damage, but I don’t know how he’s gonna reliably land ultras. He can zone pretty well with slashes though. And CH fierce punch is funny. Definitely useful though.
Fuerte will go up because of Ultra. That thing HURTS even at 1/2 ultra. cpu only landed two of those ultras and a splash on me and I died from it. It’s hard to evade too if you’re poking.
so far that’s all. I’ll keep adding stuff as I see it.