I can (almost) guarantee you’ve never played a version of GGPO that drops inputs. It was quite some time ago.
Says prayers, crosses fingers, donates to charity and closes eyes. Did those changes say anything about a certain whiff animation, getting rightfully removed?
Why do u need to fix lariat vs headbutt? most of the times it trades or only honda or gief get hit. hella random.
Youre risking getting 360 over and over for doing headbutts too much, if the gief is smart and stays near corner and risks lariat for lucky clean hit.
They need to nerf handslaps. make the hitbox lower. so at least gief can jump if he predicts it and not get hit mid air while starting to jump or decending.
Maybe increase the hittable part of handslaps so Gief can do timed low RH.
Gief gets owned for free because of the handslaps.
Im more worried about honda not getting the proper boosts (well, stored ochio needs to go badly lol)
chun_li1
chun keeps stored super and honda loses stored ochio??? wow…
Where’d you hear she’s keeping her charged super?
I hope she does. I’m fine with it doing less damage and even with other Chun nerfs, but the stored super is something fun and unique that I’d really miss both playing with her and against her.
my personal experience with fei is, that i think, all he needed was the easier command for his funky kicks and an improved hitbox on his j.forward to stop sweep AA. You could argue if he should have one or more normals cancellable into rekkas, but thats starting to push a little into potential “too good” territory.
those 2 changes and thats it, i can then see him being pretty formiddable
I think it would be a bad idea for more of his normals to be cancellable, epecially considering how easy it would be to get the 3 hit rekka that will send them into the corner. Something like a fake Rekka would be cool though :wgrin:
More cancellable normals didn’t make O. Fei suck any less
At least give Remix Fei cancellable cr. mp/mk
I don’t get it -If O Fei having more cancellable normals didn’t help him, why do you want to give him some in HDR? What’s the infatuation some people have for trying to give Super Turbo Third-Strikeitis?
From Capcom’s Official e3 line-up:
http://www.capcom-unity.com/kramez/blog/2008/07/08/capcoms_official_e3_2008_lineup_revealed
cancellable c.mp would be good. Capcom really doesn’t like giving characters with rekka type moves a cancellable c.mk lol.
Since HDR fei is essentially n.fei, giving him more cancellable normals would make him a lot better. O.fei was missing chicken wing, overhead, and had different jumping normals.
IIRC sirlin mentioned it in the previous thread. I think everyone was debating stored moves at that time. Which i really think should be fixed across the board.
Yang has cancellable cr. mk
Actually canceled normals did one good thing for O.Fie, lucky low fierce AA/meaty into low strong/forward into rekka’s. One bad jump-in or block and your combed for free and 100% dead.
Fielong does the most damage in the game with his normal combos most of them do more than 60% without super. Someone at Capcom probably felt that giving him a low hitting cancel would make him too good.
As for the E3 news, so that means still the game’s characters art is still far from finished
Fei’s changelog says that chicken wing has less air-to-air priority. It already seemed to have lacking air-to-ground priority(attacks that are very low to the ground out-prioritize it). So is chicken wing only going to be good on wakeup and as runaway reversal? Dhalsim and Blanka don’t have to predict a chicken wing, they can just slide before it makes contact and knock Fei out of it or make it whiff. And now people will be able to more easily stuff it with jump back roundhouse.
I hope the new ranges for rekka’s don’t ruin Fei’s ability to do a safe rekka block string.
I’m a thoroughly mediocre player, but I just don’t see what’s so great about giving Fei easy access to high damage combos through cancellable normals. Hell, that crossup s. fierce into rekka combo that N Fei has is gross enough. How exactly to fix him I don’t know, but more stuff like that doesn’t seem to be the answer.
Sirlin’s never said that - I even went back to check all his posts in the previous thread, and he didn’t say it there. In fact, I don’t think he’s ever revealed anything new about the character changes here (probably because of PR issues).
the difference is that Fei can take off 40% from a simple s.fierce, rekka x 3.
Fei doesn’t need another confirmable normal, especially a crouching normal…if that happens, Sirlin really has to nerf his damage.
Hrm. Maybe my spacing and timing in my Blanka vs. Fei game is wrong? Against Fei I have to constantly pop myself into the air to try and stuff potential chicken wings instead of sliding. I don’t think I’ve ever landed a slide against it (or slid under it).
Not saying you’re wrong. This is just a long winded way of saying, “interesting…tell me more.”
No offense taken. I understand where you’re coming from. I’ll try to find one of the vids.
EDIT:
[media=youtube]OyLu4K6Hw6M[/media]
At 0:10 Blanka counters with cr.jab. At 0:50 Blanka counters with slide. At 1:13 Blanka counters with slide again. At 1:35 Blanka escapes chicken wing with slide but whiffs it and gets thrown.