THey might give him some new tricks (again) perhaps a completely safe oil up? but we really haven’t seen any top quality hakan play. So we don’t really know what hes capable of.
Turn Punch Final is also the best special move when it hits. Doesn’t make it useful or consistent. When I watched the SBO quals and EVO I saw less than 9 Karakusa ATTEMPTS and of them only I believe 5 connected. I actually saw more people use Fei’s flip command throw (which has a significantly longer startup time but better range) than Karakusa. And the reason that Karakusa has as long of an opening as it does after being used is that it NEEDS it because unlike Fei/Yun/Yang Makoto doesn’t have that many combo strings, and since Karakusa does damage it starts the combo damage scaling which doesn’t affect Fei/Yun/Yang since theirs do no damage.
I agree. I’ve played against Makoto’s that I’d consider to be pretty good, and she definitely does a good enough job of scaring you into just blocking, which opens you up for a karakusa. Makoto is fine as is. Yeah, she has a sort of hard time getting into a position to start her insane rushdown, but any competent Makoto player WILL find that opportunity, and from there the round could very well be over.
Have we played in AE yet?
You’re probably right. As of right now he is a pretty fundamentally solid character, and when oiled he becomes even better thanks to increased mobility and such. But I doubt there will be a 100% safe oil, because that would be a lot of reward for no effort.
Like, he can already combo into his oil (oil followup of slide), which grants him meaty pressure while oiled. From there you’re forced to deal with some form of mixup which may very well end up with Hakan getting more oil thanks to stacking (say he tick throws to lp/mp spd to RH oil. thats about… 15 seconds of oil time plus the damage he gets on you).
And then, since he has a light hit confirm to slide, his meaties are actually a threat. In Super, he could meaty, but nothing really rewarding came out of doing so, except maybe 140 damage from a link.
So I mean he’s much better in AE thanks to a buff to his fundamentals. He really doesn’t need much more in terms of tools, unless you’re looking to make him super awesome.
But I also can’t deny that he’s probably gonna either A) receive some new tool to mess with or B) receive nothing.
I don’t think so. I have a friend who mains Makoto and lives close to me, and we play offline all the time. That’s where I’ve gotten most of my AE Makoto experience.
And we should play on dat XBL sometime soon lol.
Here’s my suggestions:
Blanka:
- Upball knockdown.
- Hori ball safe on hit.
- Just change his overhead in someway. Make it faster/different input or something.
- st. hp two hits.
Cammy:
- Return SA it to how it was in original Super.
Fei Long:
-Reduce FK damage.
Cody:
-Increase walk speed.
C. Viper:
-Decrease U1 damage.
Seth:
- Increase walk speed.
Gouken:
- Make Demon Flip kick on OH again.
I think if the give him anything it should be a safe oil up and a crossup. A crossup would make him more dangerous.
Yun damage is just the surface problem. It’s his ability to get in basically whenever he wants, excellent dive kicks, and god-like mixups.
Lowering damage is just going to mean he has to mix you up one more time. It won’t prevent DISGUSTING matches like Diago vs Tokido from last night.
That shit was just too stupid. Yun makes Tokido look like a scrub and makes Akuma look F tier. Same thing happened to Yipes awhile back against Marn. Yipes was playing Bison and couldn’t do a thing. That just isn’t right. It’s NOT the damage, its the fact that they can lock people down and mix people up and many characters (who are otherwise good) can’t do shit about it…and this happens against THE BEST PLAYERS IN THE WORLD.
Yun needs to be toned down.
Why I feel Ryu should have these changes.
Ok here goes:
Ryu should have his crouching medium kick restored to it’s previous hitbox & frames, because I feel that it helps his footsie/poke game. And if Ken still has a corner-escape air Tatsu, so should Ryu. I feel that it is necessary for him to be able to escape corners.
ken and ryu are different characters with different meta games. you cant just say ryu should have whatever ken does. they use the tools differently
like ken usually isnt using his tatsu to get away from people. (he usually needs ex for that anyway)
he uses it for air approaches to aid his rushdown
ken also dosent have ryu’s fireball, so him having a better more active cr.mk isnt as big a deal without the rest of ryus footsie tools.
for instance, its much easier to show focus and get a crumple on ken if he pokes with cr.mkxxxfireball because first his fireball isnt coming out as fast, and second he dosent have ryus solar plexus to deter you from flashing focuses in the first place
I know, but it would REALLY shake things up and remove people running away for meter. It would force people to fight which I think is a good thing. Of course it won’t happen because it’s too radical of a change but I think it would make the game more fun.
Sometime, yeah. You still plugging away with Vega? I know I saw you wandering around the Evil Ryu forums a bit too.
Comparing karakusa to a move you have to charge for like 30 seconds? C’mon dude.
And I don’t know how you can say “I saw this and this at Evo/SBO quals” like it means much when there were barely any Makoto matches on stream.
This is why Yun is so good. There is an AT that if Yun or Yang spaced dive kick properly, you have no choice other than to block. You cannot anti air no matter what character you are using. This coupled with their unrivaled mixup game spells disaster for any character in the game.
Then change the game! I think having meter transfer over from round to round makes some of the awesome balls to the walls plays of older sf games like ST impossible because its a better practice in its current form to run away and try to build meter rather than trying to win. This change in and of itself would make the game more offensive than any character specific fixes anybody is suggesting. If meter doesn’t carry over it forces you to try to win the match! and isn’t that the point?
Mix it up! Make super meter 3 bars and increase overall meter gain for all characters on block strings and decrease meter gain for wiffed specials. FADC would still cost 2 bars so there is less DP FADC get out of jail free cards. Also with only 3 bars and overall higher meter gain supers become more viable. I know its crazy talk but so what.
Think about it! Meter moving from one round to another makes the game more of a “slippery slope” which makes the hated “come back mechanics” more needed to make it fair. For example say an Akuma is fighting against Guile and in round 1 Akuma just takes it to Guile and doesn’t use much meter. Meanwhile, Guile is burning meter like crazy trying to stay alive. Guile loses the round anyways or runs away and tries to build meter giving up one the round and making for more downback fighter 4. Now round 2 begins and Akuma is sitting on 2.5-3 bars and Guile has next to none… NOT GOOD, Guile is more or less screwed! Akuma runs away with round 2 as expected. If meter did not carry over the situation would be reset and Guile would have a fighting chance in round 2 without needing to land some kind of ultra “come back mechanic” to stay in it. Just saying…
Oh and to stay on topic…
Yun -1 on block ex lunge punch
less active frames on palm and remove cross up hit box
less meter gain on whiffed palm
6 sec super
slightly decrease range on command grab
Ryu
Give him his old crouch mk back! For the love of god capcom ryu is supposed to be good! Thats it, just give him his poke back, it was FAR from game breaking! You put Yun into the game but Ryu cr.mk was over the top! (sarcasim)
Cammy- Remove or lower height restriction on cannon strike.
Yang and Fei also need some nerfs but nothing to major. Honestly I think Fei is better than Yang but I’m sure that is fighting words for a lot of you.
BS it shouldn’t be instant! TKCS was part of the game engine THEY NEVER SHOULD HAVE REMOVED IT!!! They’ve even brought it back 4 SFxTekken!
Some of these buffs to dictator are actually legit, especially psycho punisher being a qcfx2. Right now, it’s not even reliable to hit off of a jump mpx2 because of start up (22) + charge time. The point of the nerf was to give fireball characters a chance to throw fireballs if bison moves forward. There are other ways of doing this without taking away bison’s only viable ultra. I am not in favor of giving Dictator other buffs mentioned, like cross up devils reverse, faster pc, or decreased c.hp startup time. The first is OP, the second is a random buff, and the third is not needed; it would just make it easier to do for less skilled bisons. The game should be balanced. I hope people can stick to realistic nerfs and buffs.
Dictator needs to be able to compete with Guile and Honda. He’s free to both of them, still, especially** Dictator vs Guile, which is probably the worst match up in the game now that Seth vs Gief is better **(due to Seth losing j.hp). It requires nothing but solid play from Guile and no risks whatsoever; Dictator can’t get in. Easily a 7-3 in Guile’s favor, probably worse. I’m not in favor of nerfing characters besides the new ones(Yun), but instead in favor of buffing characters where they need it. That said, for the Guile match up, EX scissor kicks should have full fireball invincibility, and not just at the start. That way, only the Guile match up is affected. If other chars threw a fireball against Dictator and he had charge and meter, they would be hit as normal, because EX SK would do its job as normal. Guile could still throw booms outside of EX SK range, and thus still control space at range, and he could still chuck booms when Bison is forced to move forward.
No suggestions against Honda at this time, but the damage nerf helped a little. Neurosis, a japanese dictator and probably the best dictator in the world (highest arcade BP, at least), recently lost to Mike Ross at Evo in pools. I haven’t seen the match, but I am sure it would be informative as to what Bison needs here.
TL;DR:
Dictator/Bison:
-EX scissor kicks needs full fireball invincibility to help vs Guile. (Would minimally influence other matchups.)
-Psycho Punisher should be QCFx2 again, damage lowered to super’s version.
So then let’s not turn this into your personal pulpit for what you think the game’s system mechanics should be.
I pretty much play Bison now. I’m trying to not let my vega get rusty since I want to still utilize him for a few matchups (Guile and Dhalsim, mostly). I kind of planned on playing E. Ryu before AE came out on console, but…he’s ***so ***bad. Just not worth it.