Really? He already has Akuma’s 3 hit fireball and Akuma’s dive kick. His teleport looks like Akuma’s…but just way lamer and almost useless. Don’t get the analogy of Ryu fireball to Dan, that would completely change that character…giving Evil Ryu Akuma’s teleport would just give him a better escape option.
Out of all those things, the only one I ever suggested was for the heavy axe kick to be a overhead which fits into one of your descriptions. Since then I gave up on that idea and instead just suggested a slight speed up. As for Akuma’s sweep, I think it should get the start up(not the recovery though) if cr. MK is left alone. To me it’s either or, both can’t be 6 frames.
Anyways although I mentioned tournaments only, I meant in general. I don’t see Evil Ryu anywhere, I hardly ever play mirror matches when I go online and I do play ranked quite a bit(which is probably a bad idea lol).
I dont think having the chance to do do devastating damage in one blow + having the ability to get away is a nice mix. Of course akuma has a vortex but you block once and you reset the pattern. I guess what just suck with Akuma’s teleport right now is that he can escape easily against characters with slow movements
Evil Ryu has way less ways of opening up his opponent than Akuma though. You guys all saw that Sako vid…it was pretty lame. He has to get better ways to open up his opponents, that is really his biggest need. Improving his low pokes would help a lot. His axe kick needs improvement, maybe not the monstrous buffs being suggested by some at Capunity but it is pretty weak as is.
Whoops, yeah I meant to say MK and LK axe kicks. HK being overhead doesn’t sound unreasonable at all given how much time (26 frames) your opponent has to punish/block it
here is some irony. Juri has been getting buffs for the most part all throughout her lifetime in SFIV, but in SFxT, she got mostly nerfs…hummm is it too much to ask for SFxT Juri in AE? herp derp…geez I wonder if people are going to ask for Guy to get SFxT buffs too(jump mp to bushin throw is sexy though).
Problem with that line of thinking is that it ignores the issue of characters who legitimately need their walk speed and/or general mobility tweaked. A character like Cody who has an average distance/speed dash (same as Ryu) the worst backdash in the game, no ability to alter his jump arc, and the 5th worst overall walk speed in the game (and the 3rd worst backwards walk speed.) whose forward moving specials (LK/MK/EX Ruffian/Zonk) are all unsafe on block and can’t be FADCed and have at the fastest 11F startup are in a whole different catagory than a character like Dudley, Evil Ryu, Yang, Yun, or anyone else. Even Sagat has EX Tiger knee and Kara tiger shot to move him forward relatively safely. And he is meant to play from far away. And you can’t compare Cody to Gief either (who is also faster) not only are giefs Greenhands, except HP, safer and faster (and FADCable) but Gief has a command throw and is in general much scarier up close than Cody. And even then Gief has knee drop which while it doesn’t truely alter his jump arc it massively changes his hurtbox and makes many AAs whiff if done properly. (And btw, the knee drop from Gief has a smaller hurtbox than Cody’s forward jump LK. Cody has some fucking stupidly large hurtboxs on his jump attacks but I’d rather they improve his ground game.)
You just can’t put a hard set rule like “no one gets better walk speed” or “no one gets better back dash” or “no one gets better damage” because everything needs to be reviewed on a case by case basis.
I think that would make EX Roll quite literally the definition of a “get out of jail free” move. Doesn’t actually do damage to the opponent but it would be able to avoid any mixup situation EVER.
I have posted these at Capcom Unity(I assume this is the same Ferdi from Netherlands, who also mains Abel).
And he is also a dumb booster.
A ST.HP with 3F start up?
A good tutorial to “How to make my main character OP”.