Just ignore him.
Obvious troll is obvious.
/end
give Cody a better BACKDASH !!
you can even take back walkspeed buff if you’ll give him that
and THIS ^^^^
Only thing I can ask for is a button that permanently locks the characters in AE 2012 so that Capcom can’t do anymore changes to anyone else EVER, so no one can get butt raped on their nerfs anymore after this. We pretty much asked all we did and we got it, a rebalance. Now all I need is a button to make sure it stays this way… FOR GOOD!!!
I tried blockin I got Thrown into another reset
Akuma can’t go for everytime because it is unsafe. He eventually has to go back to safe options.
Besides the vast majority of players still mash reversal and back dash even after it clearly isn’t working.
Having more options =/= Wins
Mixing up the options you do have to create unpredictability is the better course. Even if it means tossing out a wake-up ultra now and then.
Assuming they have a strong reversal or backdash. A fair amount of characters are only going to be able to get out of that situation by burning super meter, and what if you decide to go for the safe jump? Now they have to worry that they need to either burn 3 meter (if they even CAN) or eat a 300-350+ damage punish combo that lands them back exactly where they were before (except maybe with less meter and thus less likely to escape)
Having a lot of options, regardless of the safety of each, means more for the opponent to have to consider and more chances for guessing wrong. Thus actually increasing the potential safety of the move since a wrong guess is more likely. If a character only has 50/50 is a lot better than 25/75.
At this point you are strictly keeping to theory. That’s nice and all, but I’ve been applying the vortex in actual application and I have to say people don’t think like this. People after getting mixed up a couple times will start to lose patience and panic. At that point you can’t always expect them to play smart. Even some of the better players will exhibit this.
One thing theory does not include is the fact that people are irrational when paniced. In actual application, people do dumb things. We can sit back with logic all we want, but it isn’t realistic.
Also I should note with characters who can FADC their reversal they will often throw it out anyways and cancel it. The only way to stop this is to OS something like SRK, but this actually gets them out of the vortex because you can’t follow it up. So I’ve found with two bars these types of characters will get out, but you have to make sure they don’t get out for free.
estas loco
Akuma had to get something taken away if the other members of the top tier club got nerfed.
The changes in this edition look well thought out to me. It should be closer to Super than AE which is what everyone wanted in the first place.
They cries of a thousand akumas shall echo throughout the nether realm.
…Give everybody DP fadc and we wont have this problem.:rolleyes:
But really, I guess Capcom doesnt like the fact He can bulldose through some characters simply do to vortex games…Just gonna have to learn to deal with it…Just like I’ma have to deal with DeeJay suckin balls.
My wish list for Oni
If Oni is lack of defense, Capcom should make him strong at offense. Now every his mix-up is unsafe like hell.That hurt Oni alot.
Oni should be able to SRK after LK Tatsu like Akuma.
Improve FB (Longer range or less recovery time). I feel Oni’s FB is a sum-up of what are bullshit things of the other FB: Lack Range like Dan’s, long recovery like Ken’s and -8 on block like Rose>:(. Beside that, make his Electric FB starup faster.
Demon Slash should be faster and slightly safer(Don’t need to be safe but at least should be safer than the current ones).
Demon Palm should be quicker or safer(-5 on LK,-4 on MK and -6 on EX) or cause more damage.
You can’t compare Onis fireball to Dans. Maybe to Chun Lis but not Dan. Btw his EX-Fireball gives a LOT more hit advantage than any other character except Guile and Cody. (cody has a massive startup and guile has to charge his booms)
That being said, his lightning fireball needs work. His MK slasher should be slighter faster startup. The safety though is fine (LK is only -2 on block, MK is -4) and HK unsafe on block but safe by having 15F of projectile invincibility. For an overhead his palm is actually one of the safer moves. Compare his overhead to Makotos, hers does less damage, starts up a lot slower, isn’t airborne (making punishes do A LOT more damage to her.) and is also -5 on block.
He should probably be able to SRK after light tatsu.
Welp, hype died, reality kicking in.
These changes still aren’t enough to bring Dudley out of Rose tier.
He still has trouble staying in and backdash/fa backdash still are get out of jail free cards against him. cr MK change still won’t be enough to not die during midrange.
-Faster walkspeed
-Reduce hurtbox on a lot of moves like s. HK, s.HP, f. MK, cr. HK, f. HK,
-More reach on crHK, crMK, f. MK, cr. MP, s. MP
-Make f.HK s.HK link work more reliably
-Normal hitstun and block stun on all 4 jumping hard attacks, feels like I’m jumping in with jMK
-Less pushback on block on lights, less pushback on jumping hards on hit and block
-Make SSB better, all versions = same damage, 0 on block, +2 on hit, armor break, MK and HK dip further back while retaining same speed, +4/+5 on CH instead of techable knockdown, EX SSB same speed as LK SSB with MK SSB dip
-EX Jet Upper 3 frame start up like HP JU
-Remove 1-2 frames of recovery from crHK so crHK juggles are easier and more reliable
-Make Rose Toss (down+HP+HK) more like it was in 3rd Strike
-Neutral jHK 110 like diagonal jHK instead of 90
Dudley in Rose tier lol, you people are so bad at this game.
lol @ rose toss buff request.
I think they are both in the bottom 1/3rd of the cast, not that unreasonable.
Honestly this would be good for Dudley and would be a unique buff that would help differentiate him from other characters.
You know I respect your opinion, but honestly I am still lol-ing :lol:
Have you never played 3s?