What I’ve found out so far
Hi I’ve been playing AE in Hong Kong for the past few days and found a few things out, most of these findings have proven to be relatively consistent but cannot say for DEFINITE, I will update as soon as i know more:
-walk speed improved slightly
-dash seems to not lower her hitbox as much as it did in super but still goes under stuff like sagat’s high tigershot
-the following links are easier than they were in super, seems like they might have changed some numbers around:
-close st.:lk: -> cr.:mp:
-close st.:lk: -> cr.:mk:
-st.:lp: -> cr.:hp:
-the Fuhajin kick - yes i does launch the opponent into the air slightly allowing you to juggle afterwards. Here’s a few things you can do after the kick:
1.release the Fuhajin:
-:lk: fireballs hits a lot of the cast in a lot of situations - not 100% as it has whiffed on guile, ken and yang if you do the kick at jab range i.e. not close
-:mk: fireballs only definitely hits if you’re up close against the opponent when you do the Fuhajin kick although it does hit some of the cast even if you do the kick at jab range for example guile, hawk, hakkan.
-:hk: fireballs has only hit in the corners so far and thats with some of the larger characters
2.:lk: Senpusha connects in the corner if you do the kick up close (not tested ex)
3.another Fuhajin kick - only in the corner though, however it’s absolutely amazing for keeping up fireball pressure in the corner
-st.:mk: seems to have faster start up
-far st.:hk: hitbox got buffed, can use as anti air if you can read the jump. the hitbox
seems to go all the across to the hip
-U2 set up with ex divekick has changed. I haven’t looked into it much but it seem as though the position at which you hit your opponent on the screen with the ex divekick determines if you’ll connect with the ultra. I mention this because out of the 4-6 times I tried it ALL attempts have failed. I reckon they’ve changed the distance traveled when the opponent bounces back off the wall because it does seem they fall short I’ll list a couple of the scenarios:
-
Fuhajin release -> level 2 focus attack (then crumple) -> jump back (and neutral once) -> ex divekick -> wait a second -> ultra 2 -> WHIFFED
-
Jump over fireball -> ex divekick -> ultra 2 -> WHIFFED
I suspect the ex dive kick ultra 2 set up will only work if you hit the opponent near the corner, it doesn’t concern me that much normally because I use ultra 1 but against characters like gouken and gief and hawk I kinda need to learn a new set up, or i could stick with the Fuhajin release -> FADC -> Ultra 2… anyway I digress…
-a combo I tried and has consistently worked out which does a fair bit of damage:
:lk: Fuhajin -> release xx :mk:super
-no noticeable changes to ultra 1 , still works wonders
-the match up against Yun and Yang does seem to be in their favor because Juri’s fireball zoning is too slow to deal with the dive kicks, and the rush punches, and the slashes… so ye Juri’s relatively helpless without meter (which by the way is used to exchange for the ex-counter-get-out-of-jail-cards, and even then they can just throw or command grab you for some ridiculous onslaught). You can’t realistically jump at the twins because they both have anti air specials, I saw someone yesterday using Yang’s ultra 1 as anti air. Reversal Ex pinwheel trades, A LOT, the strategies seem to involve a lot of jump/dive kick reads, and jumping back and do a late dive kick yourself to score knockdowns, and going nuts when I get ultra 1. In a couple matches the Yun/Yang player elected to play a footsies game then I thought it was relatively even but I think a lot of Yun players have been reading about Diago’s new play style and most of them have just been going nuts all out offense.
Hope this is useful and like I said nothing on this is a fact but after playing around 60 matches I am confident in what I’ve found out so far. Will update when I know more, peace.