I’m excited for it. I can’t wait to see Juri’s element mode. Gona be beast, I can only imagine. It will probably give her FSE type abiltiies along with something else. Hopefully it changes her super animation as well when using it.
I understand. And I say this with all hypothetical intent, but have you accepted the possibility of her not being in and what you’d do if that were the case? I’ve accepted this possibility with my own character(s) and while I’m a bit grieved, I’m still hopeful for any character I might be able to jive with.
I don’t care if she’s low tier. I will still main her. I will make her work. I will put in the effort to do so. If she’s low tier, sure I’ll have to put in more work then others if they pick easy tier characters. I don’t mind showing up people up with low tier characters.
I’m not a bandwagoner. I just pick who I like and if they got good tools sweet. Bonus points for me. If not then I’ll make them work.
True, like I said if she’s not in right away then I’ll use my sub(s) until she arrives.
My main is fei long. I don’t know why he gets so much hate. I guess because he’s top tier? But if he’s not in it then I hope that some rekka character is in it. And I don’t mean rekka as in combo ender rekka. I mean rekka that can be used as its own attack for hit confirming. That’s just the funnest thing for me, and I like how it’s a powerful footsie oriented tool rather than a mixup tool.
I’ve never played A3 but I guess if Karin makes it in, then she’ll be a rekka character. Is she a rekka character or does she just use it to end her combos?
Best to just stick with playstyles over individual characters in SF.
I mean, I used to run Chun in Alpha 2 and 3rd Strike. Then they changed the way she played and Capcom seems to be making her more and more combo centric going from IV and into V.
By the time I stopped playing IV I was seeing hordes of fei long players online. I was maining claw and the matchup against fei long was hellish. Then again, most matchups for claw were uphill fights but fei-long, among a few others, was a matchup in which you couldn’t afford the teeniest mistake or midly bad spaced poke. Fei long’s jump-in HK would beat scarlet terror which really, REALLY annoyed me. The matchup seemed less polarized when using bison at least.
Normalized health bars (because health is the shittiest balance thing).
Less emphasis links from normals/more useful target combos. If you’re gonna have a character utterly depend on one combo, just make that a target combo. Rufus has to link to from st.lk, st.hp into a SAFE special move that there was no point in making it a one frame link.
Visible stun meter would also be greatly appreciated. This seems less likely to happen now that there is a 2 sets of meter again.
I agree with everything except normalized health bars (sometimes I like playing the big dumb characters on account of all that health) and bnbs being target combos. If that combo of Rufus’ was a target combo then he’d be way more popular. It would’ve been nice for s.LK to s.HP being a block string so he couldn’t just derp frame trap to galactic tornado, and also have it work consistently on 100% of the cast (that’s probably my #1 gripe is character specific combos/non-combos/random drops). I like target combos being standalone damage + 50/50s, or maybe being able to link out of them, or cancel to super. Otherwise we’ll have a game that resembles SFxT or MvC3 more.
Health is in my opinion a valid metric to balance characters around within reason, just like walk speed or hurtbox size. It’s when you see stuff like Seth having 2x the number of tools of a character like Ryu for a tradeoff of 15% life that things get silly. It’s just a matter of balancing the tradeoff.