My most wanted change for AE2013

He’s never had that glitch, but I believe Fei (and Gouken?) have SRK-type inputs where you can use b, f, b as a shortcut. I agree that it should not be like that.

By your definition then, Ryu isn’t a shoto clone because some of his stuff is different from Ken.

Key here is “no MORE shotos” There is no reason to remove any characters once they are already in the game. However there is no reason to add MORE of them when so many other characters would have a much more unique playstyle to the game. I love Dan and play him quite a bit, but if I had to choose between Dan and Rolento/Sodom/Eagle/Q/Alex/Urien for a “What character is less like Akuma, Ryu, or Ken.” contest then Dan would not even be in my top 10.

Fei is the one I’m talking about, not sure who you thought I meant.

I meant that it’s an input motion shortcut. You still have to press the button to get the move to come out.

They are as different, if not more different than Kof 13 Iori to like, 98 Iori.

the fei thing is in there to give his dp input priority over his command grab

in vanilla, you’d be playing footsies, walking and such, and you go to dp a jump in only to start a command grab and eat a counter hit jump in into full combo

as far as changes go, i think all dive kicks should be handled live the yun/yang dive kick nerfs. less block stun, hieght restrictions, more grounded recovery frames etc.

also that wouldnt be for dive kicks specifically, but for most instant air/jump arc changing type moves, more specifically those that cross up regularly. air tatsus, air burn kicks, whatever that shit makoto does is called. all of them. blocked mix up that leads to big damage on hit, and +a billion on block is kinda dumb to me.

also can we get rid of seth having a cross up roundhouse, or can we shorten the block stun on that thing. i get grapplers having cross up heavies, but they cant dive kick, fireball, mid screen suction, or teleport.

in addition to fixing the corners so you block normally, and getting rid of the mid screen unblockable stuff

Makoto’s Tsurugi doesn’t crossup consistently, it requires very specific timing, spacing, and knockdown setups to do so. It isn’t like a burn kick or tatsu where there is a large margin of error. Also to be fair to Makoto once again, unlike Viper, Shotos or Cammy she has no consistent crossup (A better forward jump MK is one of the most requested changes for Makoto since before AE as it is very very unreliable.)

I agree with the moves all being far too safe on block.

Eff you my Juri’s divekick is unsafe enough already

I understand that. But it’s still not a reason to cut out a character because from the view of someone he looks boring stupid or repetitive. I don’t think the point had to do with shotos when someone mentions viper/seth/fuerte btw

The only thing I would complain about is the braindead Ultra setups, like Makoto’ s grab into U1, Gouken’s back throw into Ultra, stupid shit like that that leads to a ton of damage.

Sounds like you mostly just hate throws into ultra. Most characters have braindead easy setups into their ultras on top of more difficult setups. Makoto only has karakusa - ultra 1 and tsurugi - ultra 1 or jumping heavy attack - ultra 1. She can’t juggle into her ultra 1 because it has zero juggle potential, none of her normals have enough frame advantage to combo into ultra even on FADC. Her oroshi overhead can’t combo into ultra except MP on a counterhit and it’s a 1F link then.

Rufus has TONS. Cammy can do EX Cannon Strike - ultra 1. While the timing and spacing is tight and character specific Cody can do f-HK - ultra 1 on some characters and the F-HK is safe if blocked. Abel can do c.HP - ultra 1. Sakura has braindead easy combos into ultra 2 off of EX Tatsu which is +4F on block. ect ect

Can’t Cammy cr. Fr cr.Fr into Ultra?

That shit is nuts.

the reason casuals even think about the game is because of the fanbase that takes the game more seriously. If it werent for people like us keeping the game alive (this goes for people who arent good, but try hard anyway) then the online community and offline community would be dead, and much of the hype (marketing) would be dead. Capcom not only realizes that people like us matter, but they try to please us and the casual crowd down the middle, even if the result is usually retarded as hell.

also: Capcom did 2012 for free, because people bitched. They made super because people bitched, they did AE because people bitched that the japanese community wouldnt have super in arcades (even though they really screwed it up, they still tried)

It makes perfect business sense to keep your fan base happy. The video game industry lives and dies on reputation, and if you think otherwise, you are absolutely naive in every sense of the word.

I used to HATE parry but that’s because i’m a predictable scrub.

Can you at least explain why?

On counter hit and character specific and space dependent. Unreliable since seccond crhp should hit last active frames.

Can’t she just cr. fr into Ultra if you have good reactions?

I’m not a Cammy player, but looking at her frame data:

cr.hp = +7 on hit, 4 active frames
Ultra 1 = 10 frame startup

So in a normal situation it’s impossible to combo into Ultra 1 with cr.hp, you can however combo into it via:

  • Counter hit cr.hp, 7+3(CH bonus) = 10, is this really a one frame link? I always thought you had a larger window to do it!
  • Hit cr.hp on the absolute last active frame, this is very hitbox and space specific so in general it shouldn’t be reliable at all

I actually miss 1vs1 rematch player matches.
I also miss championship mode. I got a stick so my level dropped a tonn, and In that mode I could just reset to 0-x and fight only the beginner class despite how not accurate BP is.

Also why all the complaints about Seth? He’s so incredibly high risk cause of his HP and stun that Im kinda confused. Yes he’s somewhat BS once the char is mastered but howmany tournament Seth players are out there? Now compared this to Akuma tournament players.

Missing just one SPD read and missing that 130 damage (._.) Already usually leaves him with -40% hp after a punish. Add a normal or two in there and he’s in the danger zone. Akuma at least has mostly safe mixup options where as he can’t be punished half as easily for spamming them. Cammy has average hp, bs stuff and stupid damage. IMO Seths fine for the risk and cocaine level you gotta be on to play him. Incredibly good character though

People have a problem with Seth cuz apparently he doesn’t play SF, Hakan doesn’t play SF either and no one complains about him.

It is not only 130 damage. You have the setup afterwards.