If Vega ends upa with an anti air that stops that old coot I will eat my controller.
k. ;~;
Hes just an old man with stubby legs, jeez. Vega is a “Beautiful” person that licks his lips too much. No anti-air for YOO.
let’s talk more paul!
my impressions (WOT):
I surely hope he still has the walkspeed buff. I mean, it was announced, so they probably just forgot to add it. they messed up EX Shredder changes AND mp sway as well. I bolded the most important buffs and underlined the most impacting nerfs.
Spoiler
-even tho while his forward dash is still crappy in distance, it could open up CADC combos for Paul after c.hp anti air and makes his throwing game alot more threatening… up close at least ~_~. with 17 frames he’s on par with the best of the tekken side. (only yoshi’s is faster).
-Foreseeable, but I don’t know why they increased the start up AND reduced the block stun. only the latter would have sufficed. He only has 1 <5 frame move now. c.lp with 4 frames (but almost no range).
-cl.hp is +5 on hit and -1 on block. The faster start up helps to land it in the first place and enables it to be used instead of c.hp for some combos.
-Lucky CH crumble during footsie. Now it’s actually usable… occasionally. Could become a decent anti air too.
c.lk is bad and this change won’t change that. can’t combo into anything but chain combos.
-This leads to new combos! cl.hp, c.mp will become the new best punish combo start up, as cl.mp, c.hp has been nerfed in damage.
1 Frame link tho.
-c.hp was already somewhat reliable but a bit slow and his only decent anti air.
This makes it a force to reckon with, 6 frames decent enough. Damage change hurts his bnb, but that can be counter acted with using the new link. Hit stun nerf means that c.hp xx ex morta is probably a goner. also makes a ground CADC combo / pressure game with his new forward dash impossible…
Shredder and Sway needed the most adjustment out of all the specials in the entire game.
-5 Frames attack invincibility for all mp and hp version now (had 1-3 before; LP sway remains unchanged) won’t be very noticeable probably. the backwards movement is too slow and covers too little distance that you barely could dodge a c.lp.
-L sway change could lead to some interesting baits. walk up, sway, smasher/morta to counter hit a limb. or block string into lp sway xx smasher to catch mashers.
-M sway, finally a use for that move! low invincibility could make some footsie battles easier. could it even stop c.lp? we’ll see. still 37 frames start up tho - so it remains to be used as a guessing gimmick. the change to hit stun is wrong. it’s +2 at the moment, so it’s either now +6 buffed, or -2 nerfed. therefore, on block its -7 would become -3 or -11. if you can combo afterwards, this would make it an interesting footsie tool as the forward movement is increased. also something for baiting.
-H sway. still crap. no change to its awful start up (30 frames), no perks and unsafe. 150 damage isn’t prolly worth it.
-no change to ex? seems odd.
- LK Shredder is a new fail save anti air option for Paul! awesome! 6 frames too, so it’s either a safe 70 damage or with c.hp xx more damage for a bit more risk.
- M Shredder. probably won’t see much use. the range is still crappy and it doesn’t hit crouchers. limited reversal (at least he now has one!)
- H Shredder. combo only. (and here it does 10 more damage)
- Ex Shredder - this got me teary. finally he has a REAL reversal. somewhat slow and you need to hit up close, but it’s still way way better then before. now you gotta respect paul’s option. at least when he has meter.
-The change itself turns the weird link you had to do before into a total joke - will be so easy to connect now. The question is if Raze has the same juggle properties like Ex Raze as you could never test it in the current version, if it does, then this change alone gives Paul WAY more damage in combos, this will be in EVERY combo, since it allows to combo with c.hp xx HP smasher / Super afterwards. (now I see why c.hp got a damage nerf).
-Also, who would have guessed, a 3rd reversal! Before it was 1-4 invul, 5-18 projectile invul. Could be a new counter poke tool AND you can dodge almost every chip attempt.
40 more damage, which is nice for the c.hp xx morta anti air options. (on counter hit it combos, otherwise it’s a free overhead mixup). Does also 10 more damage then smasher, so it might be a new combo ender for some combos. gives the move a better risk / reward ration.
-NOW we’re talking. sadly they don’t seem to have buffed the -9/-10 on block at all (after they nerfed paul in the last patch for no apparent reason), so it’s very risky to throw out randomly. At least this is alot like the Tekken version of the move :3
-I don’t know what SE means nor what makes the final hit of Ryu’s Ex shoryuken so special - someone kind enough to elaborate?
-df.hk ~ Punch ~ Demolition Man is now a true combo if df.hk counter hits - even mid screen and with the other change you can even combo into his super.
-meh. that was his only real strong point - his throw damage. sad panda.
Another note:
This is a TREMENDOUS nerf to Paul’s meter gain. You could build decent meter with this move (in particular with gems active). I know that this is a system nerf, but it still hurts him a big deal.
All in all, if you take into account how other characters have been nerfed, he could be somewhat viable. I still don’t see top tier potential as he still has some glaring flaws, but it’s acceptable.
I’m positively surprised about the non-ex shredder and mountain raze changes, but I do miss a few other things:
j.mp and c.mk faster. hp smasher back to -5. lp sway as a real command back dash or a straight backdash buff.
New example BnB (IF razer change really means = ex juggle):
[409] j.hk, cl.hp, c.mp xx LK Raze, c.hp xx HP Smasher
Meterless! Might be even able to use cl.hp instead of c.hp for a bit more damage.
. . .anybody want to throw a 2012 tournament after 2013 drops? lol
i think capcom just ruined my favorite game. i was really hoping for 2013 to be the version that opened everyone’s eyes to the glory of this game, but no.
Jin buffs DansGame
+9 on last active frame on her new F+mp. The girl is looking really strong, f+lk crush AA is pretty amazing.
Broke down the notes and wrote my opinions on them.
To an extent. YES celebrate!
A simpler way to combo into Misogi Mid-screen therefore strengthening his damage output mid-screen has to be one of the biggest changes thanks to that ground bounce Cl.St.:hk:. I think for once he might be able to hit at least 500 solo off of a regular jump in for once :)!
Rolls being nerfed is actually a good thing as well because auto-correct Demon Flips may be more effective than they are now.
And now after seeing those Lili changes, it all feels good. Dive-kick resets for my team and better footsies for Lili meaning more ways to get more damage for my team!? Ouch…
Screw the low health then…
F+lk crushing is going to be really nice, no more having to spend meter for a reliable AA. Also removing yet another weakness in my game SRK inputs! FUCK SRK INPUTS!!!
Just think of doing them like a Wind God Fist in Tekken, just forget the neutral part of the move. It’s a little annoying at first especially if you aren’t great on Player 2 side but it’s more a case of mental alertness and reactions as well.
You can also just hold whichever strength button (be it light, medium or heavy) before the jump even happens. Like for instance buffer it during footsies and then the moment that you see them jump, do the motion and then let go of your preferred button. This method is pretty good for first time SRK/Shoto players especially if they struggle doing DP motions to react to anti-air.
Try it out :D!
I see tons of Tekken characters getting huge AA buffs. Does this mean I no longer have to worry about my SRK trading? If Jin can get an invincible AA then I’d better not trade ever again. Otherwise, I’ll eat my own puke.
Nah, he’s probably higher now. Anytime for the laughs, though. No problem.
Um, sorry. But Ryu’s normals can be challenged by a vast majority of the cast. His best poke, Cr.Mk, isn’t THAT special. But supposedly his Cr.Mp is broken and his 5f sweep is too good.
Thanks for the advice I’ll have to give that a shot! Never really thought of that before. You have way too much knowledge in that brain of yours. :eek:
How would i approach picking Lili up?
Lili/Hwo looking strong
The Lili section of the forums is a good place to start. She’s relatively easy to use once you get used to her weaknesses and frame data.
• EX Phoenix Smasher - SE on hit is same as final hit of Ryu’s EX Shoryuken
anyone knows that that’s supposed to mean? SE?
Serenading Eeguanas
sound effects?
Lili looks wayyy too fun to play for me to not try her out. During every combo she screams. HERE, ENNAYY, I CAN DO IT.
Plus shes like a 15 year old that has her goods hangin out in every costume.
Not that im into 15 yr olds with their tatas on display but, oh nevermind.
She’s 16. Age of consent? Check.
Seriously now, Lili is tons of fun. I’ll probably keep maining her in 2013, though I really really want to try Elena out again.