Looks pretty normal to me… first part of Messiah was already finished and you counter-hit the followup. They’d never buff st.hp, it’s already very good. Wouldn’t mind a slight recognition range increase for close st.hp though…
Playing Guile in this version seems not as fun. They nerfed some bad match ups and replaced them with more headaches. Must be the annoyance setting in of being unable to get decent damage unless I learn some convoluted combos.
On the fun side, j.mk cross up Hakan in the corner. Didn’t work on Ryu body size.
If anything it should be easier to get damage than before… after years of c.lp > c.mp being a 1f link it is now finally a 2f thanks to c.lp being +5. I’ve already got the 1f link down to 80% or better consistency so this is just icing on the cake. On top of that, the extra frame now means c.lp links to st.mp which so even some flubbed confirms into flash kick inputs where you accidentally stand will still combo and it’s possible to go straight from c.lp to st.hp. High Kick and Upside Down Kick both hit more consistently than before thanks to hitbox improvements and red focus allows you get crumples where you couldn’t before.
Some people prefer to use Ultra 1 in spite of not being able to combo off it. If the motion command (hold B, F, B, F) was the same as Ultra 2, then I would have definitely use it.
with the introduction of red focus, this is probably the most easiest way for Ultra 1 set up.
***For example - S HP (close) > Red Focus > Ultra 1. ***. Burns 3 metres so whether it is worth it is another matter all together
Air throw against rolento appears to be reliable against Pogo.
Can anyone tell me if Rolento has reliable anti-air normals? I’m sure he has, since they cannot make it that easy to jump in on him.
His go to anti air is standing strong. He can do use standing roundhouse sin a similar way to guile’s standing forward. In some weird cases use close standing fierce or far fierce. Fair warning though, far fierce isn’t the most reliable thing; it does beat sakura’s tatsu clean though.
Rolento has 5mp but with only 3 active frames it actually requires quite alot of precision to use it and hits further out kinda like Guile 5mk. If you’re right above him his close 5hp can be used like Guile’s but you can imagine it’s not very reliable. I think his grounded AAs aren’t great because of his mobility. He could roll away from your jump in or anti-air with the PPP forward roll if you happened to be in the air. He can air-to-air pretty well and his super is a surprisingly good anti-air and anti-crossup.
Well I’m not gilley but it’s most likely the additional counter-hit window for Sonic Boom. Here’s my best guess of what’s happening but somethings don’t make sense to me either and I’m not sure if Total Recovery includes the startup or not.
Sonic Boom has 10f startp (11 for EX) and a total recovery of 30/32/34/39 frames for L/M/H/EX boom respectively
The code on the right appears to flag Sonic Boom to be counter-hit between frames 0 and 44 where as the code on the left is the old version which has a counter-hit window of frames 0-28
Where this makes a little less sense to me is:
There was no CH window in 2012 which means that the number 28 should be 10 (just for boom startup) and 28 would only make sense for the AE2011 counter-hit window so one possible explanation is that there’s another piece of code (or lack of code) that stops the CH window from happening even though the property is still listed under the boom itself
The number 44 is consistent across L/M/H boom even though the longest recovery is EX at 39f but the completion of the sonic boom state will probably just override the seemingly too-long CH window so it’s not like we are CHable even after we’ve recovered
There are 2 versions of boom script, one is SONICBOOM_H and another is SONICBOOM_H_NEW where it looks like they reduced the CH window from 45 to 44… but this makes no sense if no boom ever goes for that long in the first place
EX Boom has a 41 frame CH window so either this is a concession for burning meter or it’s a consequential adjustment due to the increased startup, or both.
head exploding. gilley halp.
Edit: I can’t tell if I’m reading the frame data right… if boom recovery is 30 total rather than 30+10f startup then some things make sense but then others don’t… If it is actually total + the startup then a 44f CH window makes more sense as it would cover every boom up to HP while EX gets a marginally shorter one.
Having said that, I suppose that you can jump in on him after you throw or knock him down and apply pressure, particularly when he has no metre. Target combo, UDK mixups etc can be used.
UDK has a tendency to miss when he is ducking, though there were times when I landed it. Same goes with Elena. generally you will only hit rolento and Elena if they try to tech your throw attempt if you UDK them.
A friend of mine said Hugo vs guile is 8-2 or 9-1 lol. I dont think it is that bad since Hugo players are yet to unlock his full potential since if guile has no metre hugo has metre stocked I think Hugo can really fuck him up. Hugo can do tthat rising knee thing to go over fireballs. Even T-hawk is probably only 6-4 now, so the only thing you need to watch for are T-hawks gimmicks and frame traps strategies that lead to Ultra 1 or command throw
I saw this page the other day. I couldn’t figure out what is going on. The numbers for SB was puzzling for me because LP SB only has 29f total. So I dunno where the 44f is coming from.
Maybe I’m going out on a limb but what if 44f equals the new total frames for lp sonic boom? I mean I am getting caught by things that I figured I’d have more than enough time to recover from but actually didn’t.
Yah, Hugo is probably 8-2. Hop doesn’t mean anything… just keep throwing booms. He’s just too easy to AA.
I’ve been really loving the damage on U2 juggle. I landed c.lp > c.lp > c.mp xx hk flashkick FADC U2 and it wasn’t even a full U2. The damage looks kind of like… “Well, that’s respectible.” The damage just looks… appropriate.
So you’re saying they added 15f to the SB? Go put your opponent in the corner, hit them with a SB, then try to hit them with any attack. If they added 15f to it, you wouldn’t be able to hit them with anything. Every combo still works with guile. Total frames haven’t changed