Ok, what do you guys think of Evil Ryu, Fei Long and Gen buffs ?

Evil Ryu

  • Teleport: needs some improvement. Either extend the invincibility a few more frames, shorten the recovery, or increase the distance traveled. As it is, it’s not much of an escape tool, which is to say that it’s not much of anything. It doesn’t need to be as good as Akuma’s, but using E.Ryu’s teleport successfully should not only happen because it’s so terrible that the opponent never expects E.Ryu to use it, so he can actually, very rarely, get away with it.
  • Red Fireball: reduce the recovery for L with 2 frames, for M with 3 frames, for H with 5, and for Ex with 2 (51-58-64-51)
  • Axe Kick: - H Axe Kick: hits overhead
  • L Axe Kick: + 2 block stun (-5)
  • Ex Axe Kick: gets some strike innvincibility frames
  • +10 dmg for each version of Axe kick: 110-90-140-170.
  • H axe kick: +50 stun (200)
  • EX. Shoryuken: +1 invincibility frame (9)

Fei Long

  • M Flame Kick: +10 dmg (130)
  • cr. MP: +10 dmg (65)
  • H Chicken Wing: +20 dmg (120) - it did 140 in AE
  • Chicken Wing: hit connect after a crossup
  • cl MP: C.W. canceled from MP connects with the opponent

Gen

  • Jyasen: - reduce charge time with 5 frames (55)
  • slightly faster
  • Crane Ultra 1: - reduce the start up with 1 frame (10)
  • on hit: +3 advantage
  • Hyakurenko: +10 dmg each version (90-135-135-173)
  • Ex Gekiro: +10 dmg (177)
  • Oga kick: +10 dmg each version (110-110-110-160)

On Gen - I took some sugestions from gen forums, but they were few, so I added some dmg - I just don’t know what to give to this guy.

Maybe gen doesn’t need much :stuck_out_tongue:

But so far so good imo

There is no contradiction, Juri can consistently FADC into her U2 off certain setups. It is the more consistent of the two options. Her U1 can end up dealing no damage at all or massive damage, it is less consistent and has more holes that rely on the opponents decisions.

You can activate U1 in pretty much every round. At the very least it guarantees you that the opponent runs away to fullscreen distance and gives you a load of breathing space back (see: Dhalsim U1 when he’s cornered). Generally you get minimum a throw (130 damage + cornercarry) off of it.
U2 deals more damage in itself but needs 2 bars and a store (or a stupidly jumping opponent), serves no purpose at all as a “just activate it” and as a whole isn’t half as reliable to get *some *damage (and well, it’s not really a comeback factor either so U1 is better there too)

You’re free to search a bunch of randomly selected U1 and U2 rounds and compare how many times either Ult connects;
U1 will in the utmost cases get at least one string or a throw for 130-250 damage, sometimes significantly more, some times just a positional advantage and a very few times nothing -
U2 will in the utmost cases get nothing and sometimes 400.

Or, to put it with your words: “Being able to consistently land 150-250 damage will often outweigh the ability to OCCASIONALLY land 350-450 damage.” … and on top of that U1 also brings the option of 500+ damage.

U2 is preferred in some few matchups (because one really doesn’t want to rush down a Gief) and by Younashi (because he doesn’t like to/know how to/whatever go on the offensive), that’s pretty much it.

P.S. U1-s.MP takes 9 frames. U2 takes 10 frames. As such, instead of
[c.MK xx L.Release xx FADC > U2] you can just as well do
[c.MK xx L.Release xx FADC > U1 > s.MP] and have your ‘guaranteed’ damage.:sunglasses:

Vulpes is right as a player that uses Ken with several 3 frame normals/specials I am not about to stay close to Juri when she basically turns into Wolverine (U1)… Im going to run and block or at least try to block

As for Evil Ryu leave the total frame count on his cr.HK/MK the same but reduce the start up on both by 1 frame

If they’d do this would there even be a reason to play the regular Ryu?

Ryu still has a better super, better ultra 1, faster start up sweep and can combo into it on crouching opponents, more vitality/stun, better cr.MP etc… yes there will be reason to still play regular Ryu

I don’t know… His cr. mk combos already do almost Ryu FADC Ultra damage while doing a load of stun. I’d understand buffing his sweep but 7 frames is enough for whiff-punishing. He walks faster than Ryu, has more mix-ups, a kara throw and does more damage than anyone.

Even that little change could make him close to being top tier. He’d at least need a damage nerf to even it up.

I don’t think giving Ex Axe kick strike inv frames would help him. I think people can throw him out of that move.

Regarding Evil Ryu: - it was a long discussion in E. Ryu forums about reducing the start up for cr mk and/or cr hk. The general conclusion was that is a little too much, so I didn’t add these changes. The idea was that Evil Ryu weakness is the midrange spot - and he has to keep this weakness Buffing cr mk/hk would improve his midrange a lot, and he already is very strong close, so it would be too much.
Plus, cr. mk range is much more than Ryu’s.

  • Rice Eater wanted those invincibility frames, they probabelly have their uses.

Ok, gouken, guile and guy buffs:

Gouken

  • L Sengukoshoha: +10 dmg (100)
  • EX Sengukoshoha: Increase speed so that the hitconfirm st cl mp cr hp ex palm is not spacing dependent at as long as the st cl mp hits
  • Kongoshin (normal): +160 dmg (160)
  • Kongoshin: gouken kongo glitch removed, no more :b::f::b: as a shortcut please.
  • Tatsumaki: Make all versions of tatsu lock on effect on the first hit
  • cl MP: xtend hit box so that it doesn’t whiff on opponent hit reel animation during certain jump ins.
  • Air Tatsu:reduce the recovery with 6 frames for normal versions and with 8 for Ex (14-14-14-12)
  • Ultra 1: reduce the start up with 2 frames (9)
  • MK: reduce the start up with 1 frame (6)

Guile

  • L Flash Kick: +10 dmg (120)
  • Ultra 2: +50 dmg (350) - it did 420 in Super
  • Sonic Boom: normal versions gets +1 blockstun (+1/+3/+5)
  • Flash Kick: Fix his turn around glitch so his FK’s can autocorrect
  • Make all versions of flashkick cause the opponent to be knocked slightly further away in the air on hit.
  • Ex FK: +1 invincibility frame (6 in total)
  • f. Mk: hitbox extended just a little bit lower.
  • Reverse Spin Kick: +10 dmg (110)

Guy

  • Ninja Sickle: reduce the start up with 2 frames (9)
  • cl HK: Adjust the hitbox so it hits/can be blocked by all crouching characters
  • cl HP: Adjust the hitbox so that it hits/can be blocked by all crouching characters
  • nj HK: Adjust the juggle properties so that he can juggle a run-slide afterwards anywhere on screen, regardless if it hits twice or not.
  • st far MP: +1 blockstun (-3)
  • Target Combo: Enlarge the hitbox on TC so it can hit all characters at a certain range when standing and crouching.

Guile vs (Guile on left)
Bison 9-1
Juri 8-2
Ken 7-3
Fei 7-3
Ryu 6-4

I am not too sure about the other characters but I know Guile is pretty bad for them and you’re not really considering anything at all to help them with this match up. As for Ken, the only thing Ken can go is hope for a knockdown which is very hard to get in the first place, allowing his flash kick to autocorrect will mean that Ken gets absolutely nothing from knocking Guile down and make the match MUCH more miserable than it already is.

Blockstun added on Sonic booms these are some exceptionally crazy requests <.<

Here is what Guile should get an call it a day

L. Flash Kick 130 damage
Ultra 2 400 damage, distribution changed so it doesn’t scale as much off Flash Kick > FADC
Ex. FK 7 invincible frames
Reverse Spin Kick 120 dmg
f. Mk: hitbox extended just a little bit lower.
That’s it, the other stuff is borderline broken or too good.

Nono. Fix Glitches.

Also, as I noted multiple times, Viper needs to get some Pixels on the hitbox of 2nd part of her U1 so this doesn’t happen anymore
Also I think most characters could live with getting +50f recovery on their Ultras :looney: Abel being safe after he fails his c.HP>U1 link while chars like Juri are on -250 is kinda meh.

I don’t think that was a glitch for viper. He was simply too far.

If guile’s u2 got 400 damage the distribution should stay the same.

Is this a problem against certain characters or is it just spacing dependent like it appears in that video? If it’s the latter it doesn’t need changing.

First, 2 good guile players requested these.

  • SB had even more blockstun in Super - +2 - I only gave half
  • the autocorect thing is a buff to help guile against vortex characters like cammy. Guile’s wake up is really bad, and also because of his hurtbox he is one of the most prone to unblockables. This buff will help him with this problem, and I don’t think it’s too much, his wakeup would still be pretty bad.

With all these buffs Guile wouldn’t be at his super strenghts - when he wasn’t considered broken, so I don’t see why buffing a mid tier character is too much.
In Super Guile vs Bison was called 7-3, while Ken and Fei 6-4. I see no reason why these matches would become worse, since Guile wouldn’t be at Super strength, and Ken, Bison and Fei also got buffs since Super.
Plus, all the characters you mentioned will also get buffs.

I think it’s extremely silly for an Ult to connect one hit and then drop the opponent afterwards, whiffing the followup (and occasionally even going into the cinematic view… though that’s pretty because one can get a front view of a Lvl3 Focus, not something one sees too often!), but apparently I’m alone with that?

  • I’m against the +1 blockstun on guile’s sonic boom. Not only he doesn’t need it but some characters might have a MORE harder time dealing with him.
  • I would let him have his 420 damage back from Super (but keep the chip damage as it is)

There is absolutely no reason why Bison Guile should not be 9-1 or 8.5-1.5, I don’t know why people always make the cut-off at 7-3 and are scared to say the truth, it’s just not a 7-3 matchup. When you have guys like Happy Medicine getting shut down consistently by Guile, Neurosis losing to worse Guile players than him… The way I see it, a 7-3 matchup means if two high level players of similar skill play the match, the bison would win 3 out of 10 matches. Truth be told, I don’t see Dieminion losing even ONE match to any Bison player in the world.

That’s more of a problem with the game engine than the matchup.