There is no reason to complain about HP bolt, it is a fantastic special. Not only does it work as an anti-air against various moves that are hard to counter by other characters (such as Claw’s ex.barcelona); it is also a tool that can be utilized in various setups. You can chase back jumps with it and you can even perform resets/mixups with hp bolt. There is hardly a more versatile anti-air in the game at the moment.
The thing is that while these stated buffs give her a lot of versatility, they will not address specific range related issues that will be exacerbated if input lag is decreased. Just feels like we will have more uneven matchups in S2, some of them favorable and a few of them not so much.
VS overhead changes sound great, way more than I expected. As does having more actual non-CH links and even better VT tech.
Would have been nice to have a meterless option against projectiles but oh well. EX ssw is okay. I’m not as super hype for it as some ppl here, the range is far shorter than folks will be throwing projectiles from and we’ll probably still have to rely on EX bolt to some degree, but it’s something and it’s better than just trying to okizeme with it.
No changes, it’s still -4, mashing HK still gets you an auto meaty. EX command grab on the other hand is -2 and if you do two of them in a row you’ll beat 3 framers on wake-up.
me when Laura gets even better oki than before while Ryu and Mika lose it
New finding: the better advantage after EX grab drags into regular grabs when in VT. All her command grabs are -2 after dash when in VT.
CG > EX CG in VT beats 3 framers. f+HP (which is now 16f startup) connects and beats every non-invincible move.
Other new stuff: point blank if they block cr. LK you can still do cr. LK, cr. LP xx L Bolt and it will connect. Can only be beaten by 3 framers and invincible reversals on frame 3 or less.
And of course now you can frame trap with st. LK, st. MK and on CH do cr. MP xx M Bolt, which will leave you at +1 after dash.
EDIT: nvm, it actually still works. I think it’s Ryu’s st. LP that pushes him back on CH.
Ryu’s M shoryuken still beats st. MP after a blocked st. LK (inv on frame 3), but doesn’t beat cr. MP. L shoryu trades and H shoryu gets beaten cleanly.
Same behaviour with Ken.
Cammy beats both st. MP and cr. MP with L Spike. M Spike only beats st. MP. H Spike beats nothing at all. You can still beat L Spike by doing st. LK cr. LP which connects to cr. MP on CH. st. LK, st. LP, cr. LP also beats both L and M spikes.
A lot of those informations are plainly wrong.
The range loss on command grab is not true. st. LK into CG still works perfectly.
cr. LP is only +4 on hit and cr. LK is +1 on block.
V-Reversal doesn’t have more knockback, it only has more recovery.
st. HK STILL moves her forward.
f+HP is 2f faster, not 1.
Back throw is +16 on quickrise.
Either these guys are drunk or they aren’t testing it with a proper hitbox/frame data tool.
edit: st. LK even has less pushback. You can now tick throw st. LK directly into a regular throw on block. This is so retarded I can’t even think it will make the live version lol
I probably mix them up lol. The arm bar is 0 after a dash and the leg split is -10. Easier for me to remember them that way. So now all version are +1 after a dash? Boy I’m going to have to much fun next season.
Yes, but on the other hand you need to be more careful with cr. MK xx L clap shenanigans because it’s easier to have the clap connect immediately and be -5.
Guys, the command grab IS 5f now. I can punish Mika’s TC or Laura’s regular clap on block and they can’t jump out of it.
This can’t be the final version. This is internal stuff they made for fun.
I can’t even
I mean if all these changes go through there’s no point of even playing Mika over Laura now…