If that’s indeed going be the case,then i can imagine that feature being used match-up depended.
I interpreted that as allowing super to be preserved if you wanted to go back and play. 2 games, one disc.
But if it is indeed something like hyper fighting sf2 I’d stick with AE Gief. (In a perfect world I’d pick sf4 Gief but eh, lol). I felt no difference in LPGH after SPD and U2 seems extremely viable now.
The funny thing is even with the majority of nerfs i think most folks would pick their AE characters. Guile, Abel, Honda’s are the notable exceptions. They got nothing in return at all.
I’m almost 190% sure everyone is reading too much into capcom’s wording on the selectable versions of characters.
It’d be too confusing to players who aren’t in the loop. Download the patch, in which allows you to choose upon which version of SF you wish to play. The balance patch comes free more than likely. The rest i’m guessing is probably going to be $20 paid DLC.
Satisfies all parties. Those who want to play AE can, those who want to play super can, those who want to play as the new characters can pay for those characters(potentially the replay stuff too).
I agree with iMatt…they are just saying that if your friend never purchases AE, you two can still play, call iut backwards compatability.
And based on al lthe changes I remember…I’d stick with ‘Super’ Gief…slightly larger throw box is nice…knockdown on EXGH…nicer IMO. Granted I’d rather have O.Gief…the health…the links…uhm…yeah…and retard lariat.
- :bluu:
I tell you one thing. The u2 shenanigans I’m seeing Aqua do on a weekly basis is just batty. He is using it mostly as an AA and anti backdash tool. Not really wake up shenanigans which is pure guess shit. That extra mobility may be a decent tradeoff for no KD GH.
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I think the 50/50 looks much stronger now than it did in super. EX-GH connects, and you can go for either combo / grab, and if they backdash your jab, you can just grab em for more dmg than in super… Looks op Especially since EX-GH KD does not work on a high level, or well it doesnt work that well… And eating or trading a shoryu, isnt that big a deal. Its much more troublesome whiffing a grab from cross, to eat a 300 dmg combo =P
EDIT: Look at Aquasilk, he is just toying with most his opponents, jumping all day, everyday even on a wedensday nights fight =) Is that hes playstyle? or just when people cant aa him?
Definitely agree with Veggey. Most of what I’ve seen from high level players is that they agree - the GH knockdown shenanigans just don’t work reliably at high level. Personally, I’ve even seen a bunch of new stuff showing up on Live lately to shut the vortex down.
There was a list making the rounds a while back where Diago, Mago and someone else made a tier list for AE and Zangief was top ten - and none of those players use Zangief, which means AE Gief frickin scary, even if he still has some really bad matchups.
SF4 and Super SF4 Zangief were barely Zangief at all. He was about landing that link combo into knockdown and then milking the knockdown.
AE Zangief actually plays like Zangief. He’s all about his ridiculous throws. As it should be.
i think that the reason for his changes make him more like super turbo gief. i dont know if that good or bad thing for him in AE.
Now you guys are starting to come around…
Pretty much. Lets make Gief more grappler like but super has game mechanics, like focus canceling out invincible 3 frame moves, alot more effective keep away and way bigger stages. And where is giefs gdlk cr. Rh. Hahaha. turbo gief had a way to get kd’s in footsies. Super gief? Um, no.
So basically this argument came up before and I dont buy it. I’ve just accepted the fact that in high level play gh kd down didn’t milk that much damage unless you had the opp in the corner and so this nerf doesn’t really have a huge effect afterall but does allow for a legitimate u2 50 50… dude sitting next to you hears you churning… is it spd or u2. Hahaha
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lol Aquasilk
Anyway, i still feel like the light attack XX - OS is very viable in all the amtchups where it trades/overrides/whiffpunishes easily, its still much dmg, and even though you then might be abit further away(??) its still that 50/50.
Whats needed now is a s.mk that isnt -10 on block and -5 on hit. So that we can footsie properly with just using medium attacks and light grab. Thats the ultimate gief =) Knockdown milking, gets old
What are you guys smoking to say EX gh KD doesn´t work on high level of play? You don´t understand how some matchups are going to change COMPLETELY in AE without it. Most of zangief 6-4 are going to be dificult 5-5s now and his hard matchups are just going to be a nightmare now relying in the gamble of u2.
Yeah , I can’t believe some people are still saying this shit. He’s worse in ae for sure period.
Zangief’s command grabs aren’t as scary in SF4 as they were in SF2 since they don’t have a 0-frame startup. When Zangief had you trapped in SF2, you were done. In SF4, there’s always a way to guess your way out of Zangief’s tricks. I’ll still play him in AE, but I’m not happy with command grabs in general in the SF4 engine.
A lot of stuff is neutered in this game when compared to ST. 0 frame grabs would be retarded in this context. Blocked something? Anything? Anything at all? Punish it.
I agree with you, but one of the unfortunate side effects of putting startup frames on command grabs is that they become less threatening in a footsies war. Zangief can’t scoop you out of a badly spaced poke like he could in SF2. This becomes more noticeable when you’re fighting a character that can mash out a Shoryuken or a 3-frame jab. That 2-frame window can be a real buzzkill.
I think the main difference between SF2 and SF4 Zangief is the way it feels when you SPD someone. In SF2, it feels like I put my opponent in a position where they had to eat the SPD. In SF4, with all of the ways to escape command grabs, it feels like my opponent allowed it to happen - almost like I was given permission beforehand. I fully understand that this is a weird, subjective comment that can probably be endlessly argued against, but it’s how I feel when I’m playing a grappler in this game.
I can completely understand where you’re coming from. In SF4 a Command Grab can only result from a few things. 1.) A horrible mistake, i.e. whiffed/blocked special move or anti-air, typically baited. 2.) Failure to hold up during a block string or after I empty jump in. 3.) Failure to mash reversal special. This is particularly their fault if they have meter to make it safe.
I love grapplers and I love Zangief in particular. But there are a lot of really cheap get out of jail free cards to escape command grabs in SF4 and there is little in this game as frustrating as setting up an advantageous scenario after working to get in, and getting DP’d during a tick throw attempt. Jumping away I tolerate and deal with and sometimes punish. But eating reversal specials and ultras makes me sick to my stomach when I’m playing a grappler. I’m not the one that’s supposed to be scared when I get in, you are.
The problem with no KD at times high lvl players don’t fear you like before was watching a vid where Gief gets in on vega does a combo finishes with ex GH is going to continue applying pressure but the opponent had been buffering ultra since he was eating the combo and hits, same scenario against a Dudley player both ate a combo to ex and as they were going to continue with pressure at an ultra I thought you were supposed to be at the advantage not the other way around.
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That neatly sums up how I feel about grapplers in SF4. Zangief’s lack of knockdown potential in AE will just magnify the inherent problem with command grabs in this engine.