Everytime I see a statue I just assume confirmed. Dhalsim yay. Juri in, ok. Sigh⌠no hugo statue. Eiiin zweiiii will be missed.
Balrog has grown on me. Torn decision between dudley and balrog cuz really theyâre both good.
Itâs not like choosing between rufus and makoto, thatâs a tough call between rog and dud.
elfuerte or zangief is a nobrainer. zangief over fuerte.[Unless hugo has a snowballâs chance in hell]
juri over maki[pitchforking meh is undeestood i donât know if maki as good tbh]
âŚthe guy with batons, dunno bout himâŚ
I feel blanka, bad feeling he in.
Dan or king cobra. Turn dan into mr.karate imo. That was funny back then but dan needs some mr karate type shit.
Necalli eats akuma, dlc.
yun/yangâs student or have one of em take a back seat.
Teaser for brand new number 2. 4 seconds long perhaps, keep us thirsty capcom.
Sim doesnât have any proximity based normals and never has. He has 28 command normals in SF4 (26 if you donât count his differnt drill strengths as seperate normals).
Sim would be an awesome character in SFV, primarily because his greatest weakness wonât be in the game, which is Focus.
If Sim doesnât make it in, I hope the rumored charcater Zen is added in his place as a female Yoga practitioner trained by him. She has no Yoga fire/projectile, no drills, and no teleport. In exchange, she gets better close range normals than Sim (better cr.mk, cr.hp, cr.hk etc), better slides, her Yoga Flames/Blast can be used in the air to air dash much like Twelve in 3S, Yoga flame/blast also changes her trajectory depending on which button is pressed and can be cancelled into a normal attack, yoga flames and blast startup much faster and are safer, and a special move hit throw with OH, low, and mid variant.
Bullet points:
Some command normals should have better range and startup than SF4 Sim.
2)Lk.slide has 2-3 more special cancellable frames; Mk.slide has more hit and block stun; Hk.slide starts up at 8F.
3)Grounded Yoga flame/blast startup changed to around 5-7 for lights; 7-10 for mediums; and 10-14 for heavies.
4)Air Flame/blast can be tiger kneed like Sims teleport. The fire can hit the opponent and leave them in a juggle/combo state. Depending on button press the six directions are DB; B; UB; UF; F; and DF. The travel distance is the same as Sims teleport. The flame/blast starts up the same as Sims teleport. Is not an overhead.
Special move that is a hit throw. It hits as mid which is -2F on guard; OH is -4F on guard; and low is -5F on guard.
Her CA is a grounded Yoga Shangri-la that functions like Birdies CA. Maybe more range.
V Skill: Yoga Coals. She breathes fire on the ground in front of her. The fire is one average chacters width. The fire can reach up to 3 levels. Level one is instant and it lasts for one second. To reach level two the same spot must be hit with Yoga Coals for 2 cumulative seconds before the level one time limit runs out. Level 2 lasts for 3 seconds. For level 3 the same spot must be hit for 3 cumulative seconds before the level 2 time limit runs out. Level 3 lasts for 5-6 seconds.
Only one Yoga Coal can be on screen at any given time. Another Yoga Coal cannot be created until the other dissipates. Level 1 hits once, level 2 hits twice, and level 3 hits thrice. Once blocked during startup, Yoga Coals dissipates.
V Trigger: Install type with 2 bars that lasts about as long as Ryuâs. Flames become larger and turn blue. V Skill is instantly level 3, but lasts for only 3 seconds.
You can make any character fit in a new SF game. You just have to adjust frame data, hit boxes and other small properties to fit a new game. Considering the radical changes theyâve made to the roster now that mostly comprises of SF2 and Alpha characters, nothing is off limits.
One of the major complaints of players in USF4 is how some characters donât seem to âfitâ the system; Dhalsim is focusâ bitch, Makoto doesnât feel like herself. And one of the major points of SF5 is how the characters dictate how the system works, not the other way around (Peter said that in an interview IIRC). With the degree of liberty they have in this game (different from SF4, which was meant to âresetâ the series to a simpler time, leaving many characters âstuck in SF2â), itâs safe to assume every character could work in SF5, from the less obvious ones (Like Q, although heâd need some creativity instead of just making his EX dashpunches have armor) to the ones practically made for this system (like Juri with Feng Shui V-Trigger or Hakan with Oil Shower V-Skill, Oro with Tengu Stone/Arms Release V-T, etc.); as the V-System works to give every character individuality (with their V-Tâs boosting their main strenght and their V-Skills covering their weak spots). Characters in SFV are tailor made to fit and have their space, we wonât have a bunch of characters who do another oneâs job, but better.
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Quotes from 2 interviews with Peter and one with Matt, itâs clear what Capcom is trying to achieve this time around when it comes to character variety and viability.
With Birdie and Nash in the game, I wonder if Capcom will give us just two more âAlphaâ characters, then round out the rest of the base cast with World Warriors & new characters.
Then Capcom will sell us â3rd Strikeâ & âSF4â DLC character packs. >____< ⌠(or get them for free with fight money)
Iâd really see that running command throw on Dan. I think it would compliment well the character. Press with kohoken until your opponent is scared then run half screen and throw <3
I liked the way she worked in 3s better. Better normals, faster walk speed and her standard dash could teleport cross so there wasnât a need for kunai jump vortex. I donât really have any faith in Capcom doing her an in interesting way for me so ill just wait to do anime execution with Viper.