unfortunately not a lot can punish it specially when your opponent does it when you are getting up
HP palm builds 30/60 this is too much for a projectile that’s most of the time risk free, armor breaks and frame advantage on block whereas the majority of projectiles builds 10/20 (with the exception of rose that’s 20/20)
At this point, it is highly unlikely that the properties of Ultra 1 are going to be made to fully juggle on everyone whenever you land it in the corner/whatever. This was a common complaint for Chun players in vanilla SF4. They addressed that by introducing Kikosho into her SSF4 arsenal. Ultra 1 is primarily for ground punishes and opponents who’s moves leave them vulnerable on the ground for 7 frames or more. Ultra 2 was meant more for its juggle ability. If ultra 1 was made to reliably juggle 100% of the time then Ultra 2 would get no mileage because U1 gets more damage on a full juggle (even the gimped AE half-assed juggle version does more than ultra 2). You have to choose.
It sounds like when that happens, either the ultra wasn’t executed clean/close enough, or you traded. This is normal and by no means unfair. Even Ryu’s Metsu Hadoken ultra can glance off the opponent for only 1 hit if not timed properly.
I’m okay with having that stuff back. Although I think st. mp only got a damage nerf while her cr. hk got the stun nerf. Most sweeps have already been nerfed on stun at this point. I think Viper is one of the only (few?) characters left that still has 200 stun on her sweep and that comes out pretty slow compared to others.
Unless it whiffs 100% on a standing/advancing opponent they’re probably not gonna change it and I wouldn’t see any reason to. It’s a half-screen normal that stops people dead in their tracks. They already made it come out slower so people wouldn’t have as hard of a time crouching to dodge it or walking and blocking it as they try to get in.
He’s Seth. All of his borrowed moves’ properties are slightly different from the original owner’s and combined they make his general character is geared toward godlike mixups with high risk. That’s not for Chun in this game (or most other characters he stole moves from for that matter).
She doesn’t need faster recovery. It’s still the same as it was in vanilla (never changed) and it’s fine as is. I don’t think anyone needs to be matching the recovery of Guile’s as his is an extreme as far as FB recovery goes and one of his unique traits. If he had and invincible DP like Shotos or a juggle-able air normal that can combo into stuff like EX moves or ultra like Chun or Ryu… he’d be broken with that sonic boom recovery.
I’m fine with this being tweaked/fixed. It sucks going for a whiff punish with it only to have the 2nd hit in the target combo whiff.
I’ve already made my suggestions for Chun, but I know for the most part wherever she seems to be lacking is for a reason and she can still work well without it. The most common suggestion I’ve seen is reverting her back to her super version and I’m cool with that. But I don’t want any changes pushing her over the edge with something she doesn’t need like an invincible DP/tenshokyaku. I hear enough people complaining about her as is…
I dont main the twins, nor do I have problems fighting them, but when you watch pro matches you cant help but notice the over-abundance of meter these guys have(yang even more-so) Maybe that is “as-intended” but it seems a bit much IMO.
Yun and Yang have different recoveries. I have no problem punishing Yun from full screen with Gouken, but good fing luck against yang. Demon flip, rush palm, fireballs, nothing gets through, you have to literally walk up to him and sweep him.
I’d like to see anyone consistently punish Yang from full screen for just standing there doing palm with no regards to what you feel like doing from the other side.
I want zangiefs vanilla ppp lariet back. Hey I’m spinning and there’s nothing you can do about it.
But for real I think giefs lp spd range should be scaled back to super range however I want exgh to knock down again. Also regular gh should be + on hit. And get rid of running bear grab or make it cancelable because that move might be the worst in the game.
Just so people know. Tanden IS a command grab.
It’s hitbox properties are “grab”. That’s why it can be jumped out of and cannot be blocked (if you’re blocking, you don’t block the actual move, you’re pulled at block state).
Wow you’re actually right. Normal tanden gets beaten by Tornado Throw (immune to grabs) and beats EX TT (immune to hits). EX Tanden beats TT and loses to EX TT. Learn something new every day.
Yes. But I’m still unconfortable calling his normal tanden a command grab…it can be blocked for christ’s sake. Anyway, Seth’s damage is low enough to not warrant the scaling after a tanden.
I don’t think so, because of how it interacts with grab/hit invincible moves, like TT.
I hope Capcom ignores this thread completely, except for the posts I agree with.
Seth’s damage is by no means low. Seth, with a little meter, can in 2 combos get ~70% life off high health characters. This is because of his high stun output.