With air attacks there are two things to consider:
The height that you performed the attack
They are dealt the same amount of block stun regardless of when they block your attack. That means when you attack very low to the ground your recovery is cancelled into landing frames sooner, (effectively cutting your recovery in half or maybe even better) and you can create situations where your frame advantage is extremely high.
The distance they are from you:
Lets say hypothetically the opponent is 3/4 of the screen away from you after blocking your attack which is at a frame disadvantage of -30 frames. Now your opponent has to find a way to attack you by travelling three quarters of the screen in half a second (assuming they don’t have a fast projectile or teleport). This is why spacing can sometimes make something that is very negative unpunishable to certain characters based on their toolset. It’s obviously much harder for zangief to punish something further away than it would be chun li or ryu.
It’s not reasonable to assume that something that is -1 or -2 is punishable on block. It does end your pressure though. If you’re at -1 that means your 4 frame normal just became a 5 frame normal. That’s very slow, making it very hard to continue pressuring your opponent unless they aren’t pressing buttons.
has anyone crunched any numbers on what our damage changes are for 1/2/3 bar etc. yet in usf4?
seems like for:
0 bar we get +0
1 bar we get about +60-70 midscreen.
2 bar we get about +90 midscreen (ex fuki -> mk axe -> ex hayate). (note: no 2 bar midscren ae combos aside from FADC stuff)
w. ultra 1 is hot garbage (especially if you have 1 bar)
With U1damage nerfed we don’t really need W Ultra at all. I still think the U1 nerf is there just to please the crying scrubs around, the 60% wall is just an overkill.
as a makoto player, I’m gonna want to go with her most damaging options and W ultra just isn’t it! I honestly see no reason to pick this ultra, especially with DWU implemented into the game.
Don’t forget lvl 1 red focus currently causes crumple, so if we’re talking raw damage, something simple like st. hp xx hp hayate into lvl 1 red FA u1 might be worth it to finish an opponent. Not sure how the damage would end up being.
Won’t cancelling a normal/special with red focus consume 4 bars? If so it’d be better to go super > ultra. I’ve been out of the loop concerning usfiv changes so I could be wrong.
Same concept as super to ultra. If its the third round and you’ll kill them it’s always worth it. Outside of that scenario though its absolutely not worth it. If you ever give me the choice of doing 200 damage while enabling mix-up or doing 300 damage and it doesn’t enable mix-up and also doesn’t put them in a position to be chipped out, I’ll choose mix-up every time.
First move does 100% dmg/stun. Second one too. Third one is 80% dmg/ stun. Fourth is 70%. Etc.
Normal FA counts as 2 moves.
For example:
Jump Hp (100%)
CrMk (100%)
Hadoken (80%)
FAlvl2 (70%)
Shoryuken (50%…not 60% because FA counts as 2 moves).
Alioune told me red focus doesnt scale the same, and count as a non-focus attack. In the combo ive written, shoryuken would do 60% dmg/stun if you use Red FA instead of FAlvl2.
Wanted to know if thats confirmed.
Because if RFA is 1.5 dmg AND stun…and doesnt scale as bad as normal focus, we could do:
Jump HP (2001)
StHK (2501)
RFAlvl1 (1500.8 )
StHp (2000.7)
Ex fuki (1000.6)
Jump up HP (2500.5)
= 938 stun for 4 ex
Or MP hayate lvl2 instead of ex fuki/jumpHP for 856 stun (3EX)