Eh, maybe it’s just me then… I dunno she stuck out as sore thumb to me way back when I played SFEX (not sure if it was EX2 or EX3).

Your comment about underage looking females makes me wonder if a teenage boy would somehow work in SF… not sure if it’s a good idea, but I can’t help but wonder if it could work.

Aren’t Yun and Yang in their teens? I’m pretty sure Chris from KoF is pretty young, Bao is well.

THIS.

Area was a lot of fun to use in Ex 2+.

http://vignette4.wikia.nocookie.net/streetfighter/images/1/1f/Area_big.jpg/revision/latest?cb=20080212044554

Area, Pullum, and Doctrine Dark were my favorite characters from SFEX, conceptually anwyway. I never played the game. Maybe someday we’ll see them again.

Skullomania is easily the goofiest character in EX, so I like him as well.

It’s not just you. I despise the EX series. The only thing worse than the EX series is the SF The Movie Game.

Area is a horrible character in almost every way.

You’re a strange guy.
For one you say character x had his time in game y. and then you say character z who was in game y should be in SFV,cause he wasn’t in game y.

Nothing personal but you kill your own arguments a lot.

So I heard you couldn’t beat him in arcade mode lol

[quote=“Lemres, post:4227, topic:175569”]

Then how would you fit her in the SFV vision? I’m geniunely curious here, as I have no particular attachment to this idea. I don’t believe anyone right now has more than 4 special moves other than Vega (of which one is a stance chance and two others are stance specific). Karin had eight special moves in A3!

As for the followups, the big advantage of the slide ender over the palm strike was that it left them right in front of you. But in the SFV engine, a knock up would offer a similar benefit in terms of positioning. The Elbow Rushes weren’t a particularly useful followup and work well as a target combo instead, same with making the upkicks into a command normal. The one left is the wheel kick, which as a followup has always felt super gimmicky.

[quote=“Muttonman, post:4249, topic:175569”]

Well that’s probably due to the fact that she’s one of the few characters in SF history that has more than 5 special movies? The only other character I can think of is Alex who has 6 IIRC.

Some characters like Bison and Nash got new moves and stuff. The people working on the game won’t flat out reduce the amount of moves she has just because there are no characters in this game that has more than 4 moves atm.

Who knows if they didn’t tweak certain things about all of these followups to make them more effective?

My point is, back in SFA3 all of those follow ups were also stand alone moves, so what’s the point of nerfing her rekka options, if you could just do them on the go? Even if you say “it’d work better as a target combo/command normal instead”, there’s still no reason to nerf her rekka options since these are all moves that can still be done without her rekka input.

Once again, this would just make her rekkas very straight forward in comparison to her A3 counterpart, which would be very disappointing since she hasn’t been in an SF game in a long time.

EDIT: Oh yeah I forgot that the slide can only be done from her rekkas, but my point about her elbow rush and up kicks still stands.

[quote=“Muttonman, post:4249, topic:175569”]

(Edited my post since I quoted wrong person)

IIRC her slide option wasn’t available as a move on it’s own so having the slide as a followup makes it harder to defend if she also has the option to go high.

Having varied rekka options makes it harder to defend or counter her. If you go to punish a rekka she could instead do rekka - counter and your punish instead gets punished.

Having varied rekkas also could open up new combo options from difference distances. Honestly the only rekka option that seemed redundant is the elbow strikes.

I notice the boss characters are the dullest, so I’d have to say by design it’d be either necalli or bison since they fit that ominous I am the boss design.

I’d say Necalli is unlikely to be the boss character. He’s too much like a mix between Blanka and Evil Ryu to have any sort of master plan beyond Devour-our-our.

Maybe they go the A3 route and put us up against Shin Bison, but again, I doubt it. Dude is evil, no doubt, but the impression I get from his inclusion so early in the reveals makes me think they cooked up another new boss.

[quote=“MilesRiey, post:4250, topic:175569”]

Most of her followups were like Abel’s CoD followups. When was the last time you saw an Abel in a serious match use his CoD 2nd or 3rd low? They’re basically dominated decisions. There was some use I suppose as combo filler in certain Vism combos, but as part of the design decision for SFV is that every move is useful in and of itself that’s not really a point in their favor.

If you took away Abel’s CoD 2nd/3rd lows in a stealth patch I wouldn’t be surprised if nobody found out for a while. It’s the same stuff some of the rekka followups for Aism Karin; there just wasn’t a real purpose there, so why keep them in? I suppose you could make an argument for wheel kick hopping over some attacks, which is fair enough to slap it there, but when you can consolidate moves you generally should.

Take her upkicks; it works great as a command normal instead of as a special. As a rekka ender, you could juggle into CA or just let them hit the ground while dashing at them or jumping to put on wake up pressure. This fulfills the exact same role as the slide ender (getting that close KD) and the old upkicks ender (safeish ender, juggles).

So we’ve removed what were old false choices, consolidated choices to deal with the new engine, yet still kept the flavor of multiple routes intact (you can go punch punch punch, punch punch upkicks, interrupt at any time with a counter, and hell even throw in the wheel kick as I can see the argument for it).

Also, plenty of characters have more than 5 special moves. Top of my head: Boxer has 7, Ibuki has 8, Dudley has 6, and Juni had 6. Cammy used to have 5 but got one V Skilled. Bison got an old move back in exchange for losing a classic move but also gained a new move thanks to the DR/HP combination freeing a slot. R.Mika lost a move and Birdie traded a move. SFV is trying to be a simpler game in terms of jumping in and playing it, where every button has a purpose outside of combo filler.

However, if you can think of a good way to both keep all of her followups and make them unique I’m all ears. The way I’m looking at it, your poke of choice would be a medium into Rekka, with jump in hits being perhaps a medium linking to her Elbow Rush TC (which would be unsafe so you want to Rekka in neutral) for max damage or Rekka -> Upkicks -> CA if you want to spend bar (and you could just let them fall for a setup) or Rekka -> Palm Strike for corner carry. On block you could always also throw in a V Skill Counter. In neutral her Upkicks would function much the same as Cammy’s f.hk in terms of beating lows but safer as you could only get a CA off them. Her wheel kick overhead special would function much like Abel’s, go over fireballs, beat throws, and travel a good distance to punish screwups but be unsafe on block (so pretty much how it was in A3). She of course would have Rekka pressure as well and a solid cr.mk (probably not cancelable as cr.mk xx rekka would be weird as they’re trying to remove the whole cr.mk xx safe special that was so strong in previous games, so keep that nice A3 no buffering kick).

Give her the old Aism P Super2 K Super1 combo as her CA and I think you have a character that has all of Karin’s old strengths and still plays like her (assuming she keeps that lovely walk speed), but has trimmed the fat and made to fit into the new engine. The only move you’d actually lose is her slide ender which I think can afford to go away as her upkicks take its old role. If you really wanted to keep it, I could foresee losing the upkicks ender and just having the whole rekka string be super cancelable, with the CA catching them as they’re hit away with the Palm Strike. That would give you no safe Rekka enders, but if they wanted to do away with safe enders anyways it would mean you didn’t need different frame data for the command and ender upkicks.

I just think she’s bad. Bad characters shouldn’t reappear in any other game ever :stuck_out_tongue:

[quote=“Muttonman, post:4254, topic:175569”]

The reason people don’t go for Abel’s lows is because they aren’t viable alternatives. If you go COD - Mid - Mid it combos, none of the low options combo from COD and are still unsafe, finish low is even more unsafe than finish mid.

If Abel’s low options didn’t combo but were /close/ to combos or at least comboed with COD was a CH they’d might see some use. Second low doesn’t even combo if the COD is a counterhit currently. Before USF4 there was no way to combo to finish low even a counterhit second low wouldn’t combo to finish low, and getting the second low to be a counterhit is a feat unto itself.

However with Karin’s rekka options almost all of them see use because all of them are viable even if they are situational or occasionally redundant. It’s not a truly 1:1 comparison.

[quote=“Eternal, post:4256, topic:175569”]

The idea behind Abel lows isn’t that are combos from CoD but that it’s a mixup. It’s just a slow mixup that isn’t worth going for because you can react very easily to the low option, otherwise you might see some CoD (blocked) xx 2nd Low or CoD (blocked) xx 2nd High (blocked) xx Finish Low.

Mainly I was demonstrating dominated strategies, such as Karin’s Elbow Rush off Rekkas. The argument then goes into the idea of consolidating moves such as making the slide and upkicks the same because in a game without teching they accomplish the same thing (as you can block her wheel kick on reaction super easy), just that upkicks would allow for a Super juggle. However this could be changed to letting her go into both wheel kick and slide while removing upkicks and moving the super cancel to the Palm Rush, which both removes a safe ender (you would have to guess on her Counter), something Capcom seems to be moving towards for meterless moves and keeps her command normals and specials separate.

So have a rule that she can cancel her rekkas into her other specials and V Skill (which would be cool to cancel a parried rekka into a command throw), make P her Palm Strike and be Super Cancelable, K do the slide, V Skill as a cancel, and HCF K (or just Up K if they want to do a command like that in SFV) do the wheel kick? This gives you a (shitty) mixup at the end which you’ll get punished harshly on block, but in addition to the standard rekka “push a button, I dare you” lets you possibly skip over lows with the wheel kick or counter moves with her V Skill. I suppose that probably works better than my original plan, as it lets her have the safeish upkicks without fucking with frame data on the rekka string.

I imagine she’d also lose her st.mk cancel, but that’s because everyone seems to have lost theirs. So you’d have your st.mk and cr.mk as good pokes, st.mp and cr.mp as your pressure buttons, standard rekka poking, and have comboing into f.hp xx hp as your meterless damage punish? Perhaps even make the target combo st.mp xx f.hp xx hp to prevent one hit confirms? Make her rekkas do Yang styled damage (heavily backloaded compared to Fei’s so that damage scaling pulls it down but you get more off a successful frametrap) and you’d have ~200 off a st.mp and get ~30-40 more if you did Elbow Rushes. That gives you 4 basic combos; a low into rekkas, medium into rekkas (two enders), and medium into elbow rushes, all of which have their own ups and downs.

I have no clue what you’d do with her and EX moves though.

I dunno man, I get them vibes from them like their the [oh we the boss] bosses. Although I would very much like to see Juri as the main one since she killed plastic urien.
Not too fond of her moveset in 4 though, sfxt different story.

I wish I could build a time travelling machine and travel 7-8 years in future and come back with a list of all the characters in the game x__x

The suspense till TGS kills me lol, really anxious whose the next returning dude

Who says the bosses will be in the initial 16? Capcom are taking a new dlc approach to chars and possibly story. We cant assume the whole story and bosses are contained in the initial release imo