Jab hb… yea, time to start learning/using some new aa tools.
Imo, most of you will feel right at home with the new honda. Yes, the changes are noticeable, but by no means is he the worst character in the game. My early assessment is he will probably stay around mid-tier.
One thing I just remembered about the dhalsim matchup in AE. I’m 99% sure sim’s fireballs hitboxes don’t drop below headbutt in the first few active frames anymore, so you can no longer go through them and trade.
GG. Guess i’m gonna have to counterpick on sim. seriously, its a chore getting in on sim even WITH this trade.
its notlike this shit is easy to time, u literally have to predict a fireball and if u guess wrong u get punished hard. this shits lame
dunno how i feel about the changes on the lp headbutt. it wasn’t that great of an anti air in sf4/ssf4. very situational but it works when it does. however, since its anti low now, it should be better vs pokes like ryus c.mk and hopefully standing pokes.
i guess i’ll save that meter for anti air ex headbutt. jumping mp nerf sucks so does the damage nerf. fireball characters are gonna be a lot harder if they weren’t hard enough in ssf4.
anyone know does c.mk into headbutt do full or partial damage for the headbutt?
The last set of hands vs yun was a light punch hands into lp. xx hhs.
Is this yun specific or did they change light and medium hands? any word or testing with followup-ability on hands (ex especially, heres to hoping its no longer a 1 frame?) is super appreciated
Another ray of hope in [media=youtube]Emp9U2-L7yQ[/media]: st. jab comes out SO fast now!! It looks like the entire animation has been shortened, it recovers so quickly too. I can guarantee you it was nowhere near that fast in vanilla or Super. This makes it an even deadlier normal to tick throw with, considering it also hits crouchers and has decent range. I wonder if ? I also have a really good feeling that this will help us with Rufus and the twins, the same way Balrog’s st. jab is very effective against dive kicks. When I get my hands on the game in the next few days, I’m going to fuck around with that move as an anti-air for regular jump ins, Alpha 3 style. With proper spacing of course. But that is definitely a buff.
The video that stev0 posted made me feel better too. The gap between cr. jab xx HP Hands doesn’t look any bigger, I wouldn’t have noticed it was there unless someone told me. And the damage nerf is noticeable, but it’s really not that bad. I mean look at the first round; neutral jump fierce, HP Ochio and a j. roundhouse trade did 50% to Yun. That’s 450 damage total, not bad for 3 easy guesses.