I agree with this too. That and they should also consider moving Bison’s st.HK hittable box back further so it trades less, this would make the damage nerf not as bad.
edit: Zgrayninja – ya, it’s funny how Bison isn’t able to punish things very hard.
@ meth90 – It’s not as much of a threat as a charge motion. As a motion move U2 becomes something that everyone with a fireball or focus/backdash happy people have to actually take into account. I think it keeps people more honest throughout the match.
yeah charge motion makes sense- he is a charge character. It’s not bad either, you still can sk or psycho crusher while having the threat of U2. They made the damage respectable now, which I found to be highly useful so I felt it was reasonable.
Getting back to crouch hp as a viable AA I was just saying if everyone got tweaked, which I would prefer doesn’t happen because I’m getting sick of relearning all the new subtle changes that can actually make a big difference in combat.
Would be nice if we get glitch fixes, or fixing stuff that doesn’t make sense (like Juri.)** At the end of the day what I want the most is the Twins to pay their dues for all the characters they slaughtered…**
Out of all the characters that wound up being discussed here I didn’t think Bison would be the one getting bantered back and forth lol.
I agree with Mike, Gen’s anti air U1 should be sped up so it actually works anti air. Make his Mantis U2 “lock in” on the animation like Yang’s U1 if it hits also.
Gen and all the lower tier characters still need a few more things here and there. It may not bring them up in the tier charts but if it “squeezes” the tier more and makes the difference between A and C smaller, then it serves it’s purpose.
Just to clarify, I don’t think Bison is a bad character at all in AE (on the contrary, he’s probably the best charge character in the game). I’m just addressing some small flaws in his design that I feel should be looked at. But, if he remains largely untouched in the next update, I’ll be fine with that. Like I said, even as is, he’s a good character.
Well that’s just it with Juri. More than anything else, she needs to be fixed. She needs buffs to be competitive, but she really needs to be fixed to be consistent.
It should be Guile-like recovery or very close to it. He could be nerfed in other areas if need be. I want ST Ryu in this game, doing what Ryu is not only known for, but what he is supposed to do best.
Evil Ryu needs something to open people up more. Dunno what it woudl be, but as it stands he has far too difficult a time initiating offense, especially with such low health and stun.
Increase range on Makoto’s Karakusas (currently outranged by Yun/Fei/Yang’s similar command throws)
Give Makoto a crouching 3frame of some sort
Make Makoto’s level 2 or greater Hayates break armor. (There is very little reason to ever charge them currently)
Reduce stun / Damage on Oroshi, reduce startup frames on LP and MP oroshi. (Leave HP alone)
Reduce stun from 100120 to 100100 for EX Tsurgi
Give Dan his rolling Taunt
Allow Dan to counter fireballs with his crouching taunt (gives no super meter however to Dan but prevents chip damage.)
Make Cody’s knife throw count as a 2 hit fireball instead of losing to fireballs entirely.
Allow Cody to use Knife throw in mid air (have the knife land far away from Cody after throw however.)
Improve Cody’s backdash slightly.
Remove Armor break on Yun’s Lunge Punch. Increase recovery frames on EX to make it -1 on block instead of +1
Reduce the time that Yun has a small hitbox when doing his shoulder so he can still dodge projectiles but has to time it more carefully.
Reduce meter gain on Yun’s wiffed palms. Also reduce active frames from the massive 15 frames.
Reduce range on command throw from 1.1 to 0.95 and EX from 1.3 to 1.1
Reduce Genei Jin duration from 7seconds to 6. OR Increase the combo damage scaling rate while under the effects of Genei Jin. (not both, one OR the other.)
Chun Li - Remove Infinite Combo
Gouken -
Make hurricane kick not leave ground unless it connects with first hit. Still can be ducked, but no longer the SINGLE MOST punishable move in the game on block or wiff.
Give him some decent normals (seriously they are almost all 5 frame startup at minimum with massive recovery.)
Yang
Reduce meter gain on wiffed palms
Reduce range on roll to up kicks for MK and HK
Reduce damage on mantis strikes. (slightly)
Fei - Revert all buffs from Super to AE
Reduce range (slightly) on Rekkas
Reduce invincibility frames on HK and MK Chicken Wing (leave EX alone.)
Akuma
Reduce damage/Stun on HK and MK Hurricane Kick
Reduce Stun (but not damage) on demon flip dive kick
Increase damage on Super Combo from 330 to 360
I think we should also try and be vocal about, and maybe reach a consensus on, the characters we feel shouldn’t changed at all. Makoto is one example that comes to mind. Oh, and maybe Ken. Personally, I don’t think Fei Long needs to be changed at all, but I know others will disagree. There are obviously other characters that fit this bill, but I can’t think of any right now.
Seth
+j.HP limbs restored, stun reduced by 100 (believe it’s 200 in Super.)
+Ultra 1 regains projectile invincibility, damage lowered to 320, recovery kept the same
+Ultra 2 damage boosted to 410
+cr.LK start up lowered to 4f
+cr.LP start up lowered to 3f
+cr.HP start up lowered to 8f
+cst.MP and cst.HP activation range significantly increased
+cst.LP connects on crouching opponents
+Dive kick descends faster, hit and block stun remain the same
+EX Hyakuretsukyaku is projectile invincible for it’s entire duration
+Teleport recovery returned to vanilla status
Health reduced to 750
All versions of Hyakuretsukyaku do 120/150
Tanden Engine scales combos
MP and HP Shoryuken invincibility duration lowered to 4f, EX retains AE invincibility values
HP Super no longer grabs opponents from full screen
Ultra 1 cannot be done on connected or absorbed Sonic Booms
cr.HP damage lowered to 50*20
cst.MP damage lowered to 65
cst.HP damage lowered to 80
All SPD versions do 100 stun
Seth gains slightly less meter from all versions of Shoryuken, his dive kick, and from connected Head stomps
Yun
Health reduced to 850
Stun reduced to 850
Hurt boxes on cr.MP, cr.MK, st.MP extended
EX Lunge is now 0 on block
EX Lunge has a bigger hurt box on the lower portion of Yun’s body
EX Shoulder Lunge does not go through fireballs as easily
HK Dragon Kicks does not go as far
During Genei Jin, palm and overhead damage have been reduced significantly
EX Command Grab has slightly less range
Palm builds slightly less meter
Gouki
The second hit of fst.HK no longer whiffs on some crouching opponents
EX Goshoryuken does 10 more damage on each connected hit
Do you know how hard it is to get in on guile? he argubly has the BEST recovery on his booms. Also this isn’t ST. And Ryu still has really good recovery on his hadouken. what they could do though is give him back the active frames on his crouching forward (not even sure why that got nerfed) and maybe give him back his air tatsu. Even though I hated run away ryus.
it was really hard to play footsies with ryu for many of the lower tier characters. just about every character outside of the top 10-15. almost exclusively because of cr.mk. more so because of the combo of cr.mk and a really good fireball, and a fast good ranged sweep.
Naw, Ryu doesn’t need roflcopter back. He can already space a lot of characters out well with his AA normals, SRKs, and fireballs. Getting him to the corner should be rewarding for grapplers, he doesn’t need an “LOL SEE YA” option. And this is cmoing from someone who’s played a fair amount of Ryu.