Agreed. I was surprised that consistently dizzies but.rh, st.rh xx tiger knee, tiger knee doesn’t dizzy
I know he has some decent normals but he doesnt deal damage outside of walldives (old st, now that they dont knock down). he loses to smart psychic dps pretty bad. if you can soft throw, his throws become a lot less scary.
While alot of damage can be dealt with Claw by pressing a walldive advantage, it is not what is central to his game. His MP and c.MP are alone among if not the best basic attacks in the game for priority, usefulness and doing decent damage on their own. His slide hits for decent damage and is mostly unpunishable.
I find Walldive shenagans are only reliable on scrubs. Against more competant opponents I find I win most with well timed Basics used as counters due to his insane speed and reach. c. MP will stuff out pretty much anything in the game.
Claw actually has pretty bad throw range. It only seems good because he walks so fast.
50% when you walk up and throw with Claw and beat an opponent’s counter throw what actually happens is they try to throw you and you’re too far so they get a normal, then you throw them before the normal hits you.
wait what? i agree with you on claw but that statement up there doesnt make any sense
you dont have to worry about anything if youre psychic…
and you can say the same about most characters in this thread.
if they want to program an additional move, at least make it useful or leave it out completely
stop trying to argue for the sake of arguing.
Make Cammy’s Canon Spike safe again.
Is it just me, or the pushback on block of Airfireball, cr forward, blue FB, seem really far? One of those strings and your almost in the corner :looney:
I have not played the game, so I am not saying anything here or there, just making an observation, and asking for an informed opinon.
I disagree and will link Sirlin’s Cammy article because I apparently am supposed to shut up hurr hurr.
Oh screw it.
Safe Cannon Spike is just a bit too abuseable. She could throw it randomly and still be safe? Random shit ftw?
Oh hey here’s the link.
What on earth is going on in this thread? If Ryu1999’s original post and a handful of other posts went missing I’d swear someone hacked SRK. Some of these discussions and “ideas” are borderline psychotic.
On a more serious note, I think it’s way too early to propose sweeping changes to most/all of the cast. Sure, given the inevitable patching of the game it’d be cool to get a freebie on balance tweaks. And sure, I could come up with my own list of changes to everyone that feel sensible to me. But in this delicate ecosystem, I think that’s too risky. As-is, the tier list seems pretty tight, and there’s only a few things that stand out.
So, if a balance tweak was to happen for the patch, here’d be my suggestions:
Akuma:
- Make the raging demon connect only if an opponent is not in block/hit stun.
- Make the raging demon de-activate, instead of continuing to move forward, if it does run into an opponent who’s in block/hit stun
- Nerf some of his more ridiculous hitboxes.
That’s it. I’d leave everything else the same for now.
I havent played much of Akuma to be honest but I have been on the receiving end. Couple of things the little hop forward he gets when he does a jump in airfireball needs to go, in that video of Damdai there were two or three occassions where the hop was able to move Akuma out of range and behind a flash kick and standing uppercut. If he got pushed backward on jump-in air fireballs maybe this would be better, then Guile could use the invincibility on flashkick to avoid air fireball and still catch Akuma, or shoot a fireball as he lands.
Secondly airfireball command could be changed semi circle or something.
Lastly havent seen anyone use Akuma’s teleport or use it effectively as part of their strategy.
Well I gurantee at least 80% of people who pick him don’t even know he has it or have a clue how to do it (regardless of move list) (Akuma’s Teleport)
true!
Give Guile back his old standing roundhouse. It’s not used much, so won’t overpower him, but invaluable in Guile mirror matches and great against Bison.
Fix up the hitboxes on Akuma, and make him vulnerable in his super startup!
I think air fireball is generally fine, it’s just that it completely kills Zangief. Zangief v Akuma is like 1-9, maybe 0-10, because Gief just can’t do anything about Akuma’s air fireball trap. Maybe the solution to this is to specifically write into the game that punch lariat can go through air fireball. Seems like this is what Capcom did in SF4, since punch lariat goes through air fireball but isn’t invincible otherwise.
Other than that, just fix some of Akuma’s retarded hitboxes. Standing forward/roundhouse don’t need to be so good and his fireballs don’t need to push his hittable hitbox so far to his back. Right now fireball is a safe wakeup attack against some characters and from most ranges, since even if the opponent tries to meaty you, their attacks won’t reach your hittable hitbox, and you’ll get a free safe knockdown with fierce blue fireball.
Make the last 50% of the raging demon animation vulnerable to damage.
I’m sure everyone already knows that I vehemently disagree with Sirlin, but I think making the Cannon Spike not safe was a bad choice. 1) It made her extremely unique in that her DP was her safe Special Move Poke. 2) It was not even remotely nearly as abuseable as people think it was. If you make her miss, she’s dead, like I always say. The problem is, people who hate the Safe Cannon Spike never played Cammy, so all they see is blocking it and her being safe, so it bugs them. Those of us (all two or three of us) who actually USED her in vanilla ST KNOW that we were always scared to just “throw it out there” because of the chance it whiffed, and if it did, we were dead. So regardless of how safe it was, we always used it with caution. Ken’s Jab DP and Fei’s Short Flame Kicks were WAY more “ranfom shit ftw” than Cammy’s, because they could WHIFF and still be safe. The joke with me and omni is that whiff jab DP, Jab DP still hits EVERYONE with Ken, even after 15 years of playing ST. There was absolutely nothing, nothing, zero, zilch, nada that was random about Cannon Spike in vanilla ST.
If you nerf her safe Cannon Spike, then I demand that Blanka’s Up Ball be totally punishable as well after block, because that move causes just as much pain to Giefs and Hawks going for meaty SPD ticks as anything Cammy could do. AND the Up Ball works against Cross-ups, too!
I understand the desire to make it punishable because of the better Cannon Drill. But my argument against that is that trying to fix Cammy by relying on making the Cannon Drill better was the wrong idea in the first place. With people who know Cammy well, they know the Cannon Drill, even if safe, wouldn’t solve most of her problems against Turtlers anyhow. So the problem is making the Drill better really ended up making her better against characters she was already good at fighting, and no better against characters she used to lose to. So in the end, the better Drill is a wash.
- James
Dhalsim should get his neutral jump strong to be the same animation as his jump back/forward strong (the straight stretch punch). I think it would help a lot with his bad matchups, but not enough to be broken.
Oh, they should also slow down Ryu’s fake fb and give it a Dan-esque poof-ball to make it more believable.
Slowing down Fake fireball makes it worthless. The idea is that you do a fake fireball to try and get them to jump, and since it’s so quick you can DP them right in their crotch while they’re jumping at you.
You also lose C.MK -> Fake FireBall Tick Throw.
That might have been the most patronizing comment I’ve seen on this board, and that’s saying a lot.
The point is, the fake fb animates way too fast to be believable, and some people apparently mention that they watch for the actual ball to start coming out before they jump.
Sirlin writes that the original fb animation takes a minimum of 12+41 frames=53 total frames. Right now the fake fb is at a total of 22 frames. If they added about 10 frames to make the animation look more natural, it’d actually be useful for its intended use.
What would have been a great programming feat would be to have the command be like Vega’s fake wall dive. Basically do the fake fb, then press kick again to cancel the animation, with the minimum animation be 22 frames, and maximum be something a little less than the real fb