"Q:
Taunt: No longer improves stamina. Significantly increases damage. Stun meter goes down faster.
Dash Punch: Very slightly reduced meter gain on block or hit."
Awesome!
I doubt the higher stamina will be at the same level Q is with 3 taunts, so overall, he lost one of his most important propertie without any new tool where he’d truly need it, ie. pretty much on every part of his game except kara throw…
Anyway, it’s ok as he now gain less meter with dash punch, which was a really important point to tweak in his favor…wait…?
Actually, i found it pretty impressive how some of the changes are just completely random…
[FONT=arial][SIZE=3]- Normally, I wouldn’t mind Q having more default stamina. I never really liked the fact that for a guy of his size, pre-taunt he has the same stamina as Ryu and Ken. But his Taunt changes made me change my mind because of how horribly THAT got treated…but I’ll get to that later.[/FONT][/SIZE]
[FONT=arial][SIZE=3]- Q isn’t Oro or Ibuki, or even Alex. It’s a damn combo starter, not a combo extender. EX version? Get that SF4 bullshit out of here…[/FONT][/SIZE]
[FONT=arial][SIZE=3]- “Q’s claw move now uses slightly more Juggle Points”? WHAT DOES THIS EVEN MEAN? The normal route one would take is to make the EX version somewhat faster or give it a vacuum effect. This fool knows nothing about Q.[/FONT][/SIZE]
WHY WOULD YOU NERF Q’S DASH PUNCH?!?!
[FONT=arial][SIZE=3]- Unnecessary change, especially considering it already has its use as a semi-deep anti-air and a high-priority Super. Why not just give SA1 and SA2 throw invulnerability? That alone would alleviate some bad matchups in Makoto and Alex.[/FONT][/SIZE]
[FONT=arial][SIZE=3]- …OH GOOD, MORE TIME FOR Q TO NEVER BE ABLE TO LAND THIS SUPER.[/FONT][/SIZE]
[FONT=arial][SIZE=3]- WHY?[/FONT][/SIZE]
[FONT=arial][SIZE=3]- “Faster start-up”? It had like a 4-5 frame startup already, which is faster than Karakusa.[/FONT][/SIZE]
[FONT=arial][SIZE=3]- “Improved frame advantage”…oh good, now Q can’t get reversal SA2’ed by Chun. Any smart Q player knows that he can’t abuse this move anyway. “Uses less Juggle Points”? It was a goddamn juggle finisher, WHY WOULD IT NEED TO USE LESS JUGGLE POINTS?[/FONT][/SIZE]
[FONT=arial][SIZE=3]- THIS IS THE WORST DECISION. Q IS A DEFENSIVE CHARACTER AND WAS ALWAYS MEANT TO BE ONE. WHY INCREASE DAMAGE? SO THAT HE CAN GET 50% OFF OF SOMETHING STUPID LIKE WAKE-UP SUPER? FUUUUUUUUCK YOOOOOOOOOOOU. STUN METER GOES DOWN FASTER, OKAY, HE ALREADY HAS ONE OF THE BIGGEST STUN METERS IN THE GAME. LET’S MAKE IT SO THAT THE OPPONENT HAS TO TRY A LITTLE BIT HARDER TO STUN Q.[/FONT][/SIZE]
[FONT=arial][SIZE=3]- Oh good, ANOTHER useless buff. Let’s totally forget about the fact that what Q actually needed was a fixed “mid-air state” hitbox in his dashes. He’s supposed to be hopping and twirling in the air during his dashes but he still gets all the hits of ohhh Ken’s SA3 grounded.[/FONT][/SIZE]
[FONT=arial][SIZE=3]- This is the only sensible buff I’ve seen in this list, and even then it’s not all that relevant overall. It still doesn’t change the fact that Q will be blocking a hell of a lot. Just because he recovers a frame or two faster doesn’t mean he’ll be able to counter much.[/FONT][/SIZE]
Seriously, this idiot needs to actually know how to play 3rd Strike before he tries to fix it. Get the fuck out of here with this nonsense…
So it looks like Magical Drop will be the room for Ford Strike. Would be interesting if the tools become public and the community can create a universally agreed upon custom version.
Lol, he actually attempted to nerf Elena for some reason. Like seriously, why does her standing mp need to recover more? How often do people use it that it became a problem? And making spin scythe a rekka move? Why? And then increased damage scaling? Yeah, Elena’s damage output is so amazing and so broken. And this new falcon lift… How many moves will it cancel from, because last I checked, elena doesn’t have many.