Balrog’s Headbutt getting more range is DEFINITELY a buff. If from a certain range in ST, going through Chun Li’s Kikkoken would not hit her, now it will. How you could possibly call that a nerf is beyond me.
And the damage on his Super might have been nerfed, but it is still the most damaging in the game, and is still unpunishable. Which goes to show you just how over-powered Balrog was in ST.
That would be a nerf because his fierce already had plenty of range. Adding range to the other two (which, at least according to Sirlin’s site, is what actually happened) made them more unsafe.
Pretty damn sure Hawk and Gief’s grab supers do a good chunk more than his (and some others might as well, like Dic’s with the two jumping strongs tagged on afterwards) and his super can be punished by Gief with an SPD.
Not saying that he’s not beastly, but you’re spewing a lot of incorrect crap.
Balrog if anything, the change is for the better for balance… …you can still use Balrog fine without negative edge.
ROFL at anyone thinking Cammy was not super buffed. Cannon drill, cannon drill is all you need to know. Safe safe safe safe safe…
Now this whole Fei Long stuff, I’m sorry, the “buffs” that he does have aren’t enough to compensate for the delay the FP to the chicken wing traps now…he’s definitely not anything out of the ordinary…
I’m not a Cammy player I am a Fei player. Rather I was until recently. If Cammy is better than before than more power to you guys. I just thought it was weird that she lost her safe cannon spike and she got a nerfed jumping strong in return for safe cannon drill and a slightly better spin knuckle.
The thing about Fei is that he wasn’t a top tier character even with the chicken wing trap. He needs to get close to win, but the problem comes from the fact that he doesn’t really dominate up close like Honda does when he gets close to you. That’s supposed to be the trade off with characters like that. They make up the damage when they get close. They both have a hard time at it, but what can you do when you get close with Fei? Rekkas can be swept/fireballed, and crouching fierce is good, but not unbeatable. Where is his domination? Part of it used to come from chicken wing traps. Now the chicken wing not only has 5 frames of recovery, but worse air to air priority as well. It can now be beaten by sweeps, any half decent air attack, and it can be DP’d on reaction.
Just please play a good Ryu online with Fei and you’ll get where I’m coming from. BTW, if he doesn’t trip guard sweep, uppercut on reaction, punish your short chicken wing, and fireball you to death then he isn’t a good Ryu.
No way man, Fei is seriously not as good. The stuff that makes him better does not help him. His offense is the same to me, cept without a good chicken wing and without good chains. Boo.
The thing with Fei is that he does his best work hanging around mid-range, not up close like Balrog or Hawk. I think he’s better than Gief, at least.
And Balrog’s super has the same invincibility as always. In the revised article on Sirlin’s site, he said that nerf ended up being too severe for his liking so he took it back to normal.
Has anyone else noticed that in the Akuma article, Sirlin mentions not being able to piano dragon punches?
Negative edge is clearly the reason that Piano even exists in the first place.
This is hence, not a glitch, but something made impossible by changing the inputs for the TAP. I’d say just reverse TAP to the old way it worked and let the pad players assign all 3 punches or kicks to a single button (shit, it works in any other fighter, why not) and roll with that.
That’s too bad about the TAP glitch. My condolences to boxer players.
If little things like this do get fixed in the patch though, then I’d like to cast my vote for fixing another minor problem: Please make Dhalsim’s super so that it’s reasonable to cancel into again. In ST, you could do it but the timing was pretty tight. In remix, it’s close to impossible to do. :sad:
No. Gief’s improved glove and low lariat trump anything Fei has. Fei is definitely the worst character in the game now, but this game was already balanced as it was, the “moves” that were changed that weren’t looked at were certain things like Balrog’s grab trick on Fei which leaves him ripe for a trap. Same goes for Deejay low jab on anything Blanka does almost.
His MP headbutt can now go through fireballs, which is fantastic for piano-reversalling through meaty fireballs on wakeup.
Even though Sirlin said Super damage was scaled back from 60% to 50% it only seems to do around 40% now, which is gay. Would’ve been nice to get the HF TAP invincibility back for one solid buff.
I personally think Rog got a little too nerfed, but he still is pretty damn good.
I don’t get to go to tournaments that often, but I rarely find Rog players online (GGPO/2DF/XBL). I guess it is the ST 'Rog player in me that misses the insane damage.
i didn’t bother reading the whole thread (apologies), but i’d like to pour my frustrations out. this bug/glitch/issue/intentional fuck up has really been getting under my skin.
the thing that pisses me off the most is that his c.jab x2 (or 3, yeah mix that shit up) -> c.strong ->NEGATIVE EDGE cancelled dash upper -> headbutt or throw or back to low jabs or WHATEVER is rendered completely fucking impossible while charging tap because instead of a dash upper cancelled off the low strong you get a fucking tap. to me, this is a HUUGE part of his pressure game thrown completely out the fucking window.
p.s… karasjet, hello thar! i played you a few nights ago.
hey whats up moocus gg’s man wow i don’t even know what your talking about but it sound important being a balrog player and all.
<----- still learning Rog
yeah, i guess the main factor for me is not being able to use a negative edged dash uppercut to get out of a tap charge. (which is why i’m assuming this post was made in the first place. i just love being redundant).
play tip for guys learning rog: i know we all love to throw out a mindless fierce or release a tap after a low dash punch, and it’s usually a good tool to get some space while still applying pressure. but usually if you’re playing shotos, they absolutely love to hit the fierce or tap with a psychic shoryu (and it usually works). so if you’re getting your shit broke off, try waiting a split second so you can punish their psychic shoryu attempt. tends to make them think twice about throwing out random shoryus. if you see them hesitate, you know you conditioned them