Blanka’s cr. mk has a bigger hitbox, so his combo’s are a lot easier now
Kuma’s Breaking move now moves easier towards your opponent
Blanka’s cr. mk has a bigger hitbox, so his combo’s are a lot easier now
Kuma’s Breaking move now moves easier towards your opponent
I wanna believe you guys about the changes to rolls, but out of the matches I played not a damn thing was done. All of my opponents teched throws and blocked some set ups rolling all day erryday. Maybe someone is doing some placebo to make people not roll as much because as of right now not a shit was done.
Edit:OR maybe they tried to tech throws using B+lk lp with Hwaorang and Steve.
A restand forces an bound/ground bouncing character to stand. At least in this game. But in SF4 terms with Sakura ex senpu lp resets or makoto corner ex hayate f+lk, lp shenanigans.
Personally, with the nerf to Rolls I’m okay with this, though it does remove some style points.
Rufus’ galatic tornado’s chip damage has been stealth nerfed. THe HP version used to do 5/5/20 before now it “only” does 5/5/12.
Man i used to abuse that alot…
If anyone wants/needs me to I can check stuff from version 1.06, since I’m on the PC version and we probably aren’t gonna get the 2013 patch for a while. :bluu:
Apparently, this was a PS3 exclusive change. From what I understand, the Xbox versions always hit crouchers.
Can someone run through some ibuki combos? want to know if there are any changes to EX kazagiri, her AC, and st.lp off TG4.
To continue on this, we have a cross assault combo between Ibuki and Ryu. We do any such combo into cross assault, Ibuki does Raida, Ryu does HP DP, Ibuki does Raida, etc. We loop this until cross assault runs out when one of us does super. This appears to work because Raida seems to reset the juggle points, and Ryu’s HP DP doesn’t use up all the juggle points like most of the other DPs in the game (like Cammy’s or Ken’s). Does this still work in version 2013?
I posted this in the general thread, but this is the better place to put it. Bryan’s M and H Right Upper still technically hits airborne opponents, it just doesn’t do so until the end of the swinging arc, when the Fisherman’s Slam followup can’t be executed anymore. So you can do M Right Upper -> Gatling Combination xx Mach Breaker against aerial opponents, but you have to do it kinda early or it will whiff right through the opponent.
There are no changes but the nerfs.
At least Law’s LP, b.MP, MP, LP restand is still intact. I assume all the bug hits where they’d reset randomly, like Juri MK pinwheel, Sagat Knee (I can confirm this one’s gone) and Jin EX MLD, were the ones that were fixed.
oh wow. I never noticed the difference even though i’m always on 360 at home but out it’s PS3.
…thanks capcom.
Was Xiaoyu’s SA nerfed to 270 from 310 before the patch?
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Not actually a nerf, but in the patch notes, it said that Jack was going to be able to canel in to special moves from st.lk. This is not implemented.
He was supposedly getting a new wall bounce but I’ve yet to find it.
mk->mp->mp (charged to full).
That’s what I thought. didn’t charge it
So what’s the official word on the roll changes? Some people are saying they’re only throw-punishable. I’m pretty sure I saw them get punished with attacks as well, but it could also just be that the player wasn’t blocking?
You can only block after rolling, not attack or tech throws. So if you get caught rolling you get thrown for free. That also mean you can get caught with a high/low mixup as you can’t do anything but block. I don’t know the frame data tho.