Her axe kick could use a stun nerf sure (honestly I thought that was what was going to get nerfed rather than her health)
However hitbox wise it is fine. The reason it has such a large hitbox is because it has a very short active window (only 4F)
Almost ever other move similar to it (Cannon strike, Juri’s Shikusen, Burn Kick, ect.) have close to the same startup time. But 2x or MORE active frames, and less recovery)
If you nerf her hitbox to make it easily stuffed (rather than trade) it needs to break armor on HK.
I want the character type I signed up for back. Don’t care if they have to nerf aspects of his game to compensate so long as he remains strong at both ranges.
Well, I can dream about that. No more nerfs please. I like the current changes for my characters.
HK does knockdown so its not like she could combo after. Also it has a 15F startup 4F active (compared to the 12F startup 11F active for cannon strike)
If things were left as-is than yeah it’d be OP. I’m saying if they nerf her axe kick hitbox and increase her hurt box than the risk/reward ratio needs to be adjusted.
The other option is increase the active frames from 4 to 6F but that means that it would become stronger in air-air combat where it is fairly weak due to long startup short active.
i hope they announce that its finished and will update on the 22nd. I just want to play the finished game (assuming they don’t immediately announce a 2013 version>:()
Awaiting announcement! I hope its a list of the final balance changes and a release date. I also hope my boy gouken got buffs this time instead of fixes.
i was talking about her hittable hitbox. deejay’s upkick (my main for reference) has the best special AA. It lacks in active frames, but makes up for that in invincibility. my problem with the move is, if one of the best AA is a problem against it, then its probably too good. I don’t have a problem with moves being good, but everything should have a counter. Focus
i rather they make it like super because if makoto can keep that they should give cammy tkcs back.
Makoto’s axe kick is not fine. Those not in the know would do well to check this out. It’s like having Viper’s burning kick, only instead of doing less damage than a throw it leads into a full combo into another untechable knockdown. Given enough time, it might end up being pretty damn broken.
“My character has trouble antiairing a particular move with his particular antiair” != “That particular move is hard to antiair.”
Makoto can’t tiger knee her axe kick though. It can’t be done on a back jump and there is a height requirement (though it is pretty low) Also TKCS comes with more than 2x as much blockstun advantage. An IATsurugi is 20F (13+7) for MK and is -1on block and +11 on hit. A TKCS is 17F (12+5) and +8 on guard and +11 on hit (and EX version is +14 n guard +18 on hit.)
Also if you want it changed back to how it was in Super that is perfectly fine by me. Because there was NO CHANGE from Super - AE except on her EX axe kick which had its height requirement lowered. Regular Axe kicks in Super were the EXACT same.
i guess since nobody was playing makoto then because she was ass, i never saw how low she could do it. -1? the stun makes me feel like she is + on block. i don’t think it should be +11.
wouldn’t mind her getting a height restriction or something.
As for cammy i found it easier to deal with. dealing with cammy tkcs helped my defense.