It was in a blog somewhere about Arcade edition not that long ago.
hmmm… “blog somewhere” doesnt sound like high authority lol. Ill believe it (by which i mean “ill rage”) when its on the front page of SRK or on Capcom Unity or w/e. Till then Im gonna hope youre some crazy fool imagining shit. LOL. Youre probably right about it, but I gotta keep the faith for as long as I can!
the stupid thing is, IF this is true and if Capcom are nerfing him even more, theyre doing it to make him less popular online cause peeps get bored online of playing 90% ryu. Problem is nerfing him means NOTHING to the average online scrub. They like his character because hes always been made (by Capcom n advertising n shiz) to look like the number one, most important character. only actual way to address this is to give the other characters as much marketing n press attention as Ryu gets, and the reason they wont do that is cause it would cost money, where nerfing a FB is just a case of switching a few figures around here and there. Shit is a lazy ass approach to sorting out a problem that is the result of 20 years marketing. sigh… Capcom… … sigh.
I started playing Guitly Gear (I think BlazBlue is crap). Not many characters I like to play now because of balance (Abels gonna be nerfed to crap, Ryu seems like he’ll get nerfed again). No good zoning characters anymore.
People like Ryu. And he’s not that popular anymore, I don’t know what all this talk is. He’s hardly used in tournaments. Guile takes his and Sagats place.
My solution would be to make characters people really want to play, that are really appealing. The problem is balance seems to be coming from the casual players complaints and not the hardcore players who actually know what frame data is, and naunces of the system.
EDIT: OKAY. Just thought of it like this. Nerfing Ryu won’t effect the number of people who play him because casual players won’t understand what even happened. You’re ONLY pissing off the hardcore players of the game, you know, the people that are really into it and will play it until you put out the next version of the game.
either post the link or bullshit.
i have never heard they were going to nerf ryu’s fireball. that doesnt make any sense at all…
you also quoted ono with: “Ono feels the [SF World Warriors] are too strong and can simply use fireballs and we want to tone that down”.
where did you get this from?
what does ono really do regarding game design? does he have any say? he is a producer, but does he actually do any design or have any say in balance? most of the stuff that comes out of his mouth is just complete bullshit. he is the ultimate capcom troll. how many things has he stated that just turned out to be complete garbage?
post the link please; or stop talking about it. i am sure everyone here would be curious, if any of this is actually true.
He didn’t actually say anything in particular would get nerfed. He gave a very vague statement along the lines of “The original arcade roster have some attacks that are very powerful and very difficult to punish, and we want to tone that down, make them more dangerous to use.” I don’t remember him actually naming fireballs at all. I think he’s talking more along the lines of what they did to gief and green hand. It doesn’t knock down, so his mixup afterwards is a lot riskier now. Also, how they changed air tatsu. Strong tactic that’s basically unpunishable by most of the cast.
Discussion is good, but don’t get all worried and upset until it’s final. Everyone thought Ryu would be ass in super because they heard about his dp and ultra nerfs…but he’s still very good. He’ll be good in AE, imo.
I’ll try and find it. Just calm yourself down.
Giefs thing not knocking down is a buff, it reportedly by the Zangief user at one of the expos left him at +frames standing so he can pretty much go for ultra, throw or attack, it’s a big buff. This is according to the Zangief user there that won the win cap limit so he had to get off.
– you can find this info on an evenhub update linking to an article of interviews of the people there.
It may be better, but it’s riskier. I mean, think about it. What has more risk involved? Having frame advantage right next to Ryu, and have to guess if he’ll jump, block or DP you…or knocking them down into a safe jump crossup that Ryu can’t dp? I didn’t say they nerfed it at all…they just tweaked the risk/reward factor by taking away his safe jump setup.
i think it’s a huge buff. and the added risk will be to the opponents, not to zangief. i mean, whose hurricane kick do you prefer? ryu’s or kens’ EX version? ryu’s knocks you down, but ken gives him frame advantage and can lead to serious damage.
when you have frame advantage, the other player has to guess. i mean the options you gave are, mash dp, jump, or block. i’d say gief has a huge advantage with those options.
hmmm, if gief has ultra are you going to mash dp? so your only choice is jump and or backdash, both of with good gief will learn how to punish.
i actually think with this buff that gief is going move way up in matchup rankings.
Co-sign… ex hand into Gief U2 follow up could be a big problem for ryu’s dp…
So Ryu spends all that time training his hadouken and he gets fucking nerfed? What does he have over ken again? This is like 3rd strike all over again.
lol. dont worry about that nerfed hadouken thing. notice that no link to any blog was ever posted - since it was complete bullshit :). you just gotta call that stuff out right away before everyone gets talking about it…
And what happens if Gief guesses U2 and Ryu doesn’t dp? Gief gets hit for 300-500 damage, that’s what. I’m not saying it’s not a buff. It’s just riskier.
to be honest, i think ex green hands not knocking down is a de-buff rather than a buff, but it will depend on how many frames. if it gives more than +3, then they can just do loops or end combos with jab x n, s.strong to get distance if they don’t wanna guess.
how does + frames better than a KNOCKDOWN?
in the end, all it will do is allow zangief players to gain momentum faster + dizzy faster, but leave them with shittier options afterwards.
doesn’t sound that great to me
A knockdown does give you a slight breather. So it is at least possible that it may be a buff by giving you less time to make decisions.
But it is probably too early to tell what the effect will be in the end. Especially since you have a good number of other changes messing with gameplay that have yet to be understood as well.
who knows if this will actually make the final build of the game, but IMO, + frames on ex-greenhand is much better than a techable knockdown. i dont see how his options are shittier at all…
the most frame advantage they can give is one frame, because anything more and gief gets loops. i think you are forgetting that spd has a startup of 2.
again this is just my opinion but, if ex-greenhand does not knockdown and gives gief +1 on hit, lets look at the options ryu has afterwards:
SPD is two frames on startup so at +1 if he does a SPD, you have to react as though it is a meaty spd on wakeup. you can jump, backdash, or DP and you only have 1 frame to do it. and of course he can just bait, or play for jump back, etc… and he is still standing right next to you. if you miss a dp against gief at close range he can do pretty much anything he wants - this is why i said you would never mash a dp in situation if gief had ultra.
when ex greenhand knocks down, you have time to figure out your best option depending on spacing. its a techable knockdown.
imo, ex greenhand without knockdown is a big buff.
well:
- even if you had +100 frames, you can’t throw enemy recovery frames, so SPD startup is irrelevant in discussing loops.
- this is ONLY if you assume gief uses U2.
maybe it’s because i suck during my wakeup games, but the biggest difficulty i have against gief is on wakeup. gief has many options, a few which BEATS dps, and your only option is to guessblock.
knockdown allows for this added mixup, whereas +advantage does not. what will most giefs do when they are right in front of you? spd/c.short/nothing in most cases (not counting ultra as u1 has basically same properties as spd, and u2 is limited option) and none of them lead to as much damage/stun/mixup as splash/knee mixup followed by another mixup.
that’s two mixups that gief gets for free after each knockdown, whereas +frames = 1 mixup at most that has even less potential than now.
i hope that makes sense. it’s all theory-fight at this point anyways.
anyways, have you guys ever had hard time safejumping vs adon? his dp’s are listed at 4f (short version) or 5f (all other versions) and i’m not sure if it’s solely because i’m mistiming due to his faster getup, or if his dp frames are listed incorrectly.
i just have’t had success trying to safejump at all. thoughts?
Okay new topic here… What’s the best way to deal with pokes that are mid ranged and fast. The main example I’m thinking of is Abel’s standing short. I do realize it’s only 40 damage but it’s still a pain. Ken’s f+mk is a bit annoying, i treat that like viper’s thunder knuckles. I poke on block to stuff anything and just keep cool on hit. Some assholes will actually dp me there but that’s fine with me cuz i love baiting the shit out of it.
Sakura’s (I THINK) standing round house… i dunno one of her moves is very mid, quick and long.
This is in an offline setting so if I’m not fast enough to sweep it let me know. I’ll sweep short pokes all day but its the spacing that really fucks the sweep up for me. My best luck so far is spamming jab and comboing into rh for knockdown. Curious if you guys had any better solutions. I’ve spammed jab there and baited sweeps though so that works!
Edit:
Proper spacing and ex fireballs give abel a lot of problems for his standing short. Ken’s f+mk and sakura’s kick are a little longer but that probably works too. Looking for more options especially if i dont have meter!
^ unfortunately there is no easy way around pokes. Even trying to stuff a move comes down to luck cause youre guessing that the two moves will meet in your active frames and not in theirs. The only real option is knowing your spacing. If they are spamming it when you enter range just walk back and forwards, and punish when youre in range. If youre constantly changing your spacing they cannot be certain theyre gonna reach, so you can punish. This is why in high level matches theres such an amount of walking in and out. Your baiting the opponent to hit their pokes knowing they cant be certain if theyre gonna reach (cause one frame your in reach, the next youre not). Just gotta know ranges and punish when the opponent whiffs.
The more I play , the more what you said Darth is true. Mastering Ryu is about knowing when to do and how to space c.mk
c.mp and c.hk. Daigo is just amazing with his sweep, He just sweep everything in sight. I am sure I am much closer to Daigo level
in combos and execution. But when It come down to using normals and spacing myself I am a beginner and he is a super grandmaster. I dont have enough experience to reconize all the normals and pokes of opponent. I mostly knows their special , ultra.
Would be a good learning experience to have a good understanding of all normals of every character. There is only 24 hours in a day
time is the issue. What they say about other games: minute to learn a lifetime to master ( I think it written on Othello game :))
Man I swear Abel’s short is too fast or too long (spacing wise) to punish on whiff. I never see Daigo or anybody do that. I never see people punish ken or sakura’s middle poke either one whiff. I feel like it should be more counter hit scenario but I’m not sure which is why I’m asking.
The problem is its really really difficult to space it and its fast. 16 frames! that’s pretty quick to react to.