Apparently XBL fail, or Capcom fail.
I want to clear up something I had originally said and tribal touched up on.
Tribal said that Yun’s MP - HP target combo is -3 and could be punished by standing jab. That is actually incorrect. While I haven’t done proper testing on the frame data, standing jab is definitey not in range to hit. If you standing jab, you will eat a full combo of his choice starting with MP. The only way ST.LP will hit if is he walks forward. No good Yun will do that.
If he for some reason does the palm ender, then feel free to do ST.LP - MK - Neckbreaker for max damage into untechable knockdown (1 more damage than knee into neckbreaker). If you have U2 stocked, let it rip.
All new Yun Matchup info is gonna be posted in the matchup thread but I just brought this up here to clarify that one thing said.
Ibuki basically got buffed and nerfed at the same time. Things they added help her against focus and give her more options for mix and pressure. On the downside the game completely changed where most of the characters she already had trouble with got better, there’s new retarded ass characters and the high tier characters she used to do well against are now ass and pointless to worry about.
With that said the game is still fairly balanced compared to other fighting games. The main dissapointing thing is they could have done a lot to ensure most of the other cast was strong and could compete on similar footing but instead they just nerfed anybody who had power in the last game. Then gave the new characters and the ones that were already good nothing but buffs. A game where everyone is as cheesy as Yun, Mak and Fei would be more interesting than another game where people are just fighting to beat cheese. Being a regular user of mid to lower tier characters that’s not anything I’m not used to though.
It’s just with the nature of the game being low damage little things really add up when it comes to character vs. character and can make bad matchups really lame to fight. If you lose a health lead at all vs. good characters like Fei Long or Yun expect little to no chance of coming back that round if their spacing is good. Ibuki just doesn’t have the walk speed or scare factor from a range to back them down from anything without doing something risky and that’s pretty much been her main downfall since console. If you can get in you can do shit but from a range nobody cares and they really have to be sleeping to let you in due to your lack of ability to close the gap in a solid SF manner.
I think Fei got easier to be honest, he actually has to block now without meter. I don’t know what bad match ups of hers that were hard got any harder. I think Ibuki got way more nerfed than she did buffed. I don’t see it as so and so got nerfed so that makes her better.
Gonna be fun learning the new timing and safe jumps for the new neckbreaker by CEO though, lol.
Fei probably got slightly easier now that you can vortex him early on when he doesnt have meter but as soon as he has one meter your vortex options become really limited against him as usual. This is on top of the fact that he blows you up during footsies really hard any way. The matchup is better but still clearly in Fei’s favor.
No doubt its still in his favor. Just knowing he at least has to spend 1 bar to get out now is a little nice lol.
Yo wuz up my Ibuki family…haven’t been here in awhile! Haha
AE’s out on console now, so yeah
does hk command dash feel different to anyone? i think it lost invincibility frames or something, i was playing my friends fuerte and i couldn’t command dash out of his mix ups like i could in chocolate. Maybe i was just timing them wrong but even he noticed
i was actually coming in here for the first time in months to ask exactly the same thing. Usually off of a back throw i will command dash in twice (heavy twice to cross up) and couldnt help but feel that the timing for the inputs was different, like she had more recovery at the end of the dash. Im 95% certain in super using 2xheavy command dash followed by cr.l would be meaty on wakeup (pretty strict timing though). But i didnt have the time to really test it very well last night since i dont own AE yet myself. can anyone check this out?
EDIT: also i dont think command dash has ever had invul frames tbh. i could be wrong but im pretty certain you can be hit/thrown throughout the WHOLE of the animation.
actually idk if it had invcibility frames 0.0 but the way it comes out feels different 0.0
I feel many things different in AE. More than the announced changes.
-
cr.LP, cr.LP, st.Lp, st.MK, Neckbreaker or Tsumuji seems more strict timing on the jabs. It seems it needs to be done faster while linking the jabs, while in Super you could do the jabs with much more delay.
-
Tsumuji loops seems more easy to connect now on smaller chars, maybe the push-back was reduced while the frame data’s still the same?
-
U1 seems more difficult to pull, to execute it quickly, maybe the AE engine is less forgiving on inputs, or perhaps I was just tired last night…
I don’t know much at all about frame data / invincibility frames and what not but I do know that in SSIV I’ve been able to Command Dash through some people’s trigger happy wakeup Ultras. It’s extremely rare but I know for a fact that I’ve done it against Makoto’s U1. Basically their Ultras would continue where I was at during their wakeup and finish while I’m perfectly safe behind them : )
When that happens you’re not actually invincible. Your hit box just shifts behind the opponent so it seems as if you have invincibility but in reality your hit box is simply behind the opponent so they are just simply not facing the right way to hit you. Most ultras have slow enough start up where if they try to mash on wake up while you’ve already started your hit box will have already moved behind them. It’s just a matter of her being considered by the game behind the opponent due to how very short frames it takes for her to be physically behind the opponent.
now that you mention it this happened to me a lot the other night, i think i failed it about 5/6 times in a row and thought it was weird, but i just put it down to my execution being sloppy. maybe theres something there…
i dont know why the hell capcom cant release change notes, would save us all a lot of friggin time trying to figure this stuff out.
anybody else also not keen on the new “shadow” effects after dashes/neckbreakers, they look lame as fuck i reckon. old ones were much better.
The shadow effect should help mask your dashes and command dashes, to help make them safer against players with fast reactions.
i like the new shadow effects 0.0 especially after agmen xx command dash
I take it I’m late to the party but has anybody noticed Ibuki now says “huh!” after an EX neckbreaker?
No, you’re not the only one. Lol I just like how in the english version it sort of cuts out the end of her sentence, but Japanese is fine. I honestly thought the voices were just me imagining things, but apparently not. It was just a small detail they added when she landed/rolled backwards.
i was playng ibuki in ssf4 for now i am tring other char,i would just now if anyone know if there is some difference in her vortex,is possible do it as before?or couse this new knockback there are some new setup?
One thing I found strange was that AE still allows easy inputs for Kazegiri/DPs (occasionally tossing out instead of the opposite Tsumuji I wanted) and yet they completely tightened up things like Ultra 1. If you don’t get a perfect double half circle…and I mean perfect, it wont come out and you’ll get a Raida instead.
I’m all for crisp moves since it forces me to clean up my execution but I really wish the game didn’t remember the forward I pressed two seconds earlier and continue through to an unwanted DP