Why do you guys think the old dive was better? Was knocking down that important?
Like margalis mentioned, hitting with the dive (not getting blocked) at certain angles allows the opponent to hit you back for free and Gief gets a SPD in a lot of situations if you hit with the dive too deep. Its pretty much just like Adon’s jaguar tooth in A3…
Ken- I disagree entirely. Ken is very good now. He doesn’t need another buff.
Honda- he needs serious work. Headbutt is too good as anti-air. Nerfing that would solve a lot of problems with Honda. Jab headbutt isn’t too good as an anti-fireball tool, all projectile chars have something to beat it out if they sense it coming. I also think headbutts should give less meter.
Honda is still too good vs non-projectile chars, that’s the problem, and only problem.
Chun- that air SBK does come out too easily. Maybe make it a command motion?
Claw- needs more startup time on his flip kick, I agree there. Also maybe a nerf on jumping short?
Cammy- Spinning backfist needs to be sped up so that a shoto can’t throw a FB and DP the backfist on reaction. I’d also have it dodge the headbutt and hit Honda.
Fei- Allow comboing after RH chicken wing only.
Hawk- I think most of the complaints are situations where you shouldn’t be doing the dive. The move isn’t useless at all.
Uh mainly because even though some characters could punish it (sim every time, a few others had to be specific) it knocked down with a lot less risk than a pyscic dp would. The knock down is HUGE against characters like guile and sim. Guile (with the new dive) can now just push you straight back out with low forward spam after wards because hawks dp will like NEVER hit him out of it (unless you’re REALLY close) cause of gay hitboxes and good luck walking up 360 after that dive against guile. If you do the dive too high, im pretty sure he can sweep you / flash kick you afterwards.
Also like ryu1999 said, you can get hit back after it even if it hits sometimes.
they should have just either gave it no bounce back and knock down, or not changed it at all.
I agree with you here. Guile vs Honda is a lot harder with the new headbutt, but if Honda gets his prediction wrong and does it when Guile keeps his charge then it’s a free flash kick for Guile. It makes the match more interesting knowing your sonic booms could end up costing you a headbutt in the face.
I can’t speak for the Honda matchup with other players though.
but with the old knockdown dive, thawk bounced back also. it’s not like he got a particularly good setup off of it unless they were in the corner
if guile does low forward after a dive, you usually can insta-dive right at him and hit him (as opposed to getting flashkicked). dps also work fine for me in that situation
guile can almost always whiff punish a full screen jab headbutt, even if he went through a sonic boom. backfist, walk up sweep, even walk up throw
man you needa play more hawk then. hes been my main since i started ST. i really dont think you’ve had enough experience in hawk matchups to know what that dive gave him. not trying to be a dick but do you even play or have enough matchup experience with him? again not trying to be an ass (if it sounds like it) but its like me giving you advice on setups or whatnot with morrigan or iori in cvs2.
a knock down against characters like sim and guile even its gg. guile has his reversal flashkick but with safe jump it makes it pointless. after a hawk dive, depending on where you hit them, you can walk up, far st jab, 360. if you hit them high, jump and do hawk dive asap and you’ll be close. ive beaten plenty of sims and guiles thanks to the knockdown from the dive
guile needs to hit you twice with low forward after a dive and you’re pushed out (unless you hit him in the head which is something you dont want to do) if you try to jump before or between those low forward will hit you. ive played this match a trillion times and it never gets any easier. the knockdown the old dive gave was huge.
The new dive seems to set up a Nitaku situation, where you can DP if they try to push you out, or you can get in easily and pull shenanigans. The other guy seems to get most of the risk, but you can’t be predictable. You gotta make two right guesses, one to get the dive in, and their reaction, but the reward is large.
I think the move is fine, but Hawk does have issues against a couple characters. (Honda in particular)
I have always been a Cammy fan but always hated trying to use her against anyone with any skill. Against scrubs she was awesome but otherwise she was lacking.
The way she played in game does not seem to match the way she was designed and intended. From a flavour standpoint, someone with so many throws (specifically flashy throws such as suplexes and frankensteiners) should play as a somewhat decent grappler. Yes she has the Hooligan and it is really good, but why are her basic throws so poor?
Too me I felt that she was originally designed as a Grappler character but once it came to code her somehow that plan was dropped. I always felt the design of Blue Mary was closer to the way Cammy was intended, or seemed to be intended. Not that I am saying to make Cammy play like Blue Mary. That would be stupid.
Some ideas I had to improve her a tad and make her play right. (Not necessarilly Power level tweaks since they may require some balancing, more flavour and gameplay tweaks)
- The easy fix ; Add a few extra pixels of throw range ; Easy but i like this least.
- Give her a 360 ; 360 + K = Frankensteiner into the Hooligan throw. Two hit throw kinda like Zangief’s double suplex. Starts witha standard Frankensteiner like her Kick throw, then bounces into the flying throw off of the Hooligan.
- Make it possible to cancel the first hit of her Spin Knuckle into her Frankensteiner. Only the first hit (so if you only catch them with the second hit you cannot do it) and only if it is unblocked. I say Frankensteiner only because that way people can’t just do the move and mash Punch, they have to at least change buttons.
Also ; What do people think of using Chun Li’s df+mk animation that was removed to give her a backflip similar to Claw’s? Not as good, just to flip back a short distance with some invulnerability in the startup to dodge stuff. Gameplay wise I think it is unecessary since she should be able to just counter projectiles with projectiles. But I have used the flip kick in many situations to quickly dodge back and will miss seeing it gone.
lets be real here. the game needs no more tweaks but the thread is good for wishful thinking.
the only thing that needs to be tweaked is the coding. the game crashes wayy too much and has a few too many bugs.
also, there should have been put in a record mode in training mode. it would help a LOT learning the timings of reversals, whiff punishing, and just punishing stuff in general
If the game gets patched, I would like to see them fix Rog’s ability to negative edge his high rush while charging TAP. He can no longer charge TAP with KK or KKK, charge back on the stick, go forward, and release one kick button to do the high rush like in regular ST. That “option select” was very important in a lot of matches.