Imaginative 2013 Changes :p

Everyone should learn Yang just incase :stuck_out_tongue_winking_eye:

True, iā€™ve been messing around with him a little bit. I like his options and he seems alot less boring than Fei.

Only if he gets a damage boost and his cross up back. I tried him for a month, itā€™s like using a knife when everyone else has a gun.

Yangs damage is better than Feis, the only weakness he has which makes him bad is that he doesnā€™t have a safe way to mixup people without taking a risk which can be fixed by j.mk crossup.

also with Yang you get.

Rekkas, that can be fadc to go in to mixup on hit and gain frame advantage on block
roll kicks to punish fireballs meterless however unlike chicken cant combo into for damage though not a reliable meterless fireball punish.
Dive kick.
Faster Command grab and range.
Palm
2 Useful Ultras
A low foward that can be cancelled in to rekkas.
A crouching light normal allowing him to start frame traps/

All good points but with Fei you get =

A plethora of AA options all individually better than anything Yang has.
Cr.mp (win button) xx rekka counter hit for a corner throw
Rekka that can reversal much more on hit and block than Yang can
Far better long range normals to fight grapplers and zoners = Cr.Fierce/St.Fierce
Better focus attack
Cr.lp hit box is massive and easily O/S into rekka.
Better health
Easy out with EX chicken wing.

The buffs would have to be more than just j.mk and the Fei nerfs fairly bad for Yang to be a better character than Fei IMO.

Yang has to take risks, Fei never has to.

Im considering my list with the expected nerfs Fei will get and the Buffs Yang gets, you dont know how huge j.mk is for Yang with it he doesnā€™t have to risks anymore.

Yangs far st mk is a really good AA and close st mk AA leads to big damage and corner push, he doesnt have much trouble AA characters, ultra 1 itself is a great AA.

Only thing Fei really has superior is his normals however Yang has better utility with his normals, though Fei does have better poking normals which help in obvious certain match ups.

Yang has a easy way out with his ex teleport.

Feis rekkas is one his biggest strengths and biggest weakness due to the fact he sends em flying when he doesnt have the life lead he has trouble making a comeback due to rekkas ending his pressure as he doesnt get oki unless he has them already in the corner, Yang doesnt have that problem.

True but your forgetting that probably all of the zoners and grapplers are going to get buffed also.

I donā€™t think j.mk is that big, I mean itā€™s good but his dive kick is ass so your either crossing me up or your not. Iā€™ve only got to look for that one move.

I still think if Fei escapes the nerfs heā€™ll be a more rounded character than Yang. J.mk wonā€™t do much against Gief,Hawk or maybe even the likes of Honda.

I guess weā€™ll find out next month!

I just hope they fix:

  • the silly flame kick shortcut. (back - forward - back)
  • second rekka randomly drops on viper and sakura.
  • close fierce to ex flame kick sometimes gives 2 hits instead of three and in the case of viper completely whiffs.
  • (this might be too good to ask) close st.lp hitting crouching opponents.
  • either lower the startup on the sweep or improve the hitbox.
  • st.mk does less dmg then st.mp and is slowerā€¦ would be nice if this normal could be cancelled to cw for better frame-traps.

Some of the nerfs I think would be fair enough:

EX Rekka: is probably the only ā€˜bigā€™ thing that stands out to me that should be toned down very slightly. Something like EX Rekka chip damage being reduced by 2~4 and EX Rekka (2) being -2 on block would be pretty reasonable.

EX Rekkukyaku: Iā€™ve been thinking about if it would be a good idea to make it -1 on block. Similar to EX Rekka when used offensively: we get in fairly easy, do some chip but we wouldnā€™t be sitting on them at neutral, giving the opponent better chances of challenging our advance in.

EX Tenshin: Increase the start up by 1 frame (or was it 2) to nullify the LP xx EX Tenshin cancel. Itā€™s not seen terribly often, but I think the wider start up while removing this little trick wouldnā€™t hurt in the long run.

Iā€™m not sure if regular Tenshin should also be start up increased along with the EX Ver.

Stun reduced from 1050~1000.

Some of the buffs I think would be fair enough:

Overhead: Neutral on HIT.

Iā€™m not going to try and suggest hit / hurtboxes or damage output changes, as Iā€™m both confident Fei Long is reasonable in both those areas and not articulate enough to be delving into it. Iā€™m pushing it with suggesting frame data changes.

Not bad changes Nooks. Similar to mine.

We have to remember with characters like Vega, Bison, Balrog, Guile, Cody and even Sagat getting potentially some tasty buffs, nerfing Fei Long too much will most likely turn a bunch of close matches into clear 4-6 matches.

Not that I have a problem with Fei having bad matches, just I think it would be even more frustrating to play these characters than it is now.

I still think the CW juggle needs more damage. If we are nerfing Feiā€™s EX moves across the board we need a reason to still spend the meter. Perhaps lower the damage on Super but add further travel distance so we are rewarded with some fireball reads.

Iā€™d really love a buff that allows him some new tricks or mix up opportunityā€™s.

make Vega mask crushing animation as his EX mask throw similar to Sagat angry scar, Vega crushing his mask will make it even sure that it wonā€™t be accidentally picked up.

Reading the comments I donā€™t mind raising the bar for fei. It will just make us better feiā€™s.

If they do nerf ex-rekka, mk cw inv, tenshinā€¦ I hope they give us more dmg in return. Making the overhead neutral on hit would be a huge buff. Also i would like to see more utility of st.mk and cl.mk.

Iā€™ve alwayā€™s thought that cl.mk looks like it should be a launcher. That would add some tasty frame traps and mix ups into the mix!

I say just remove tenshin, tired of people complaining about a 14 frame command grab.

I donā€™t understand why people are complaining about tenshin. Most tenshins are setup in the corner after a level 2 focus or after a throw as a meaty. Yes, you can do it midscreen too, but when done through a block string, you and your opponent are at 0, unless its ex-rekka1 in to ex-tenshin. All the neutral situations have options to counter them. Itā€™s not like akumaā€™s vortex where you have to guess a demon flip to: dive-kick, palm or throw. A tenshin is a tenshin.

I imagine people are complaining about ex-rekka1 to ex-tenshin. So a tweak to ex-rekka is understood. Making the ex-rekka1 to 0 from +2 and ex-rekka2 to -2 from 0 would do it.

On a more general note, if their is one thing consistent about capcom is that they do not stray away from their character design. I consider ST fei as a template and a sound argument would be that since he didnā€™t have a command grab in ST why give him in this version of the game. Itā€™s because ST is a high damage, high risk game, so he didnā€™t have one back then. Vanilla, AE2012 both feiā€™s damage output is at most mediocre. He definitely needs the tenshin to open people up. The second question people might ask is why does fei get to cancel his cr.lp to tenshin? because its 0 on block. Yang, Yun are {+3, +2} on cr.lp and +1 on cr.lk, so they arenā€™t allowed to cancel their tenshin from normals. An understandable nerf would be to deny fei to cancel his tenshin from st.lp.

What really gets me is Akuma, Cammy, Ibuki all have their bs moves yet people point the finger on to fei.

Fuckin eh. Been saying that myself for months. It basically comes down to getting blown up from rekka then they point the finger at other areaā€™s of his game. People just donā€™t like the defensive side of the game which is strange for me because I love it, being a Sagat mainer also.

Itā€™s a shame really since Fei Long for me is the perfect example of a street fighter character = make mistakes, get punished.

Not anything like the current version where its = guess my safe on block 50/50 ambiguous shit that I can cover with an option selectā€¦ or die.

Even thinking about it, I doubt ex-rekka1 to ex-tenshin would work because of the push back. Its usually ex-rekka2 to ex-tenshin, which leave fei at 0 again.

The only thing that stands out is ex-rekka with fei that needs to be toned down. If they do nerf it at least improve its original properties, that it goes through (consumes) fireballs on its active frames. Increase that window so its viable option.

People complain about Fei Long because heā€™s the only character in the game that forces you to block/can stop the guessing game most characters rely on, aka ā€œPeople hate him because heā€™s a traditional characterā€

Dont people hate Viper, Fuerte, Akuma and Seth because their not traditional character? Pretty funny people are.

For me the problem is not about just character design, thatā€™s a general statement. For me itā€™s about retaining the core valueā€™s of street fighter inside every battle.

For example I like Yang. I like that his DK has to be spaced perfectly, that his Ultra set ups are varied yet donā€™t do much damage, that he has some good normals. Iā€™d gladly get mixed up from Yang all day, probably even Yun for similar reasons.

Now a character like Rufus, his DK can be thrown out at will, be used in frame traps and leads to a 400+ damage Ultra from the easiest of hit confirms you can possibly imagine. Thereā€™s no work to be done there, no thought. Just take a bunch of 50/50ā€™s throw them and hope one sticks to get you back in the match.

Similarly characters like Viper and fuerte are centred around pure guessā€™s and in Vipers case, guesses that are safe on block and can be done from any point on the screen without meter. ELF is a strange character and doesnā€™t really fit at all.

For me Iā€™d really like a lot of the guessing taken out. Not Yang guessing, not guessing when you have to think your offence out. Guessing when you know if you block the wrong way in the corner, youā€™re not just up for a burn kick, youā€™re up for an Ultra too.

I guess what Iā€™m saying (and itā€™s far too late now) these characters are well designed and a point of difference, but it would be far better to design the mix up characters with good footsieā€™s and spacing values like Yang and less with terrible footsieā€™s and over powered areaā€™s.

Now someone could come in here and say why donā€™t these mix up characters win tournaments then? Iā€™ll answer that because itā€™s easy. If you base your entire character and offence around gambling there has to come a time when your gambles donā€™t pay. There are too many matches in a tournament where you will eventually run into someone who DOES guess right or has a handle on escaping and kills you for it. Latif getting absolutely destroyed by Fuudo at EVO is proof of that among others.

The only exceptions to that rule are Akuma and Cammy because they do offer both sides of the game, if not a little too powerful though.