What he got so far was nice, but not enough in my opinion. We barely ever get anything useful that when we get two things we’re like a starving dog getting thrown a bone.
EX tatsu is nice, 3 frame c.lp is nice, cr.mp should be +4 on hit. I set counterhits to on in training mode and it felt great to be +4 on hit with cr.mp.
Counters need fixing, I don’t care how they do it, but it shouldn’t be a double guessing game with high counter and medium counter. You already need to guess if they attack, no need to guess where the hitbox is going to be as well.
Tatsu is terrible as an anti-air, and that’s fine if they want to keep it that way, but give tatsu the same hitbox as EX tatsu. It won’t help as a reversal since it is throwable and only has upper body invincibility but at least it will make combos work instead of whiffing due to the way a character reels.
How long has everyone in this forum been asking just for his god damn moves to be fixed and to work? I was thinking about this today, can anyone remember another game where characters moves just don’t effing work like they are supposed to?
I mean you got tatsu whiffing on Oni when he has stars cause it hits so high, cr.hp xx tatsu makes tatsu whiff on so many people cause they reel? Fix that shit!
They said they would fix cl.mp > cr.hp xx EX palm to always combo after a jump in and they didn’t. So many things that need to be fixed that won’t unbalance matchups. It’s just disheartening.
Tatsu with the same hitbox as EX tatsu is strictly just for combos.
I mean there are tons of other little changes I think they should make like make Ultra 1 combo on everyone after an EX palm without FADC, change the hitbox so it hits above him to he stops flying under and around people. Reduce flip parry to 4 frame recovery like every other attack. Make cl.st.hk first hit do the majority of damage.
Ugh don’t get me started.