SSFAE:2013?

I see Rina-chan voiced Juri again. Remeber she did that Juri song?

That unblockable dive kick and the camera angle like Killer Instinct lol awesome.

Speaking of taunts, the System Change Requests thread is open. I asked for the taunts/personal action to gain a little bit of meter. A few people have asked for it as well. I like the fact that they are so many of them, it makes characters feel more alive. But it sucks that they are never used. So, if they add some functionality to taunts, they would be used more. And add some hype, for anyone who likes that.

http://www.capcom-unity.com/street_fighter/go/thread/view/7411/29883663/system-change-requests

Is wanting character dialogue during fights and character specific win quotes system changes?

@terios Yes, they are. They said to aim very high for this last thread, so go for it.

That’s called the lock hit, and U2 does have it… on the 5th or 6th hit, which is high in the air.

I think I’d prefer it reset her stun.

Well, different taunts could have different properties. Someone posted an interesting idea on Unity:

There’s 10 taunts by character. On each one (must finish it to be awarded with the buff) : adjust by taunt lenght, not equals.

1. Build ultra meter (5%, only if ultra meter is already +25% charged)

2. Build super meter (20)

4. 3. Regain half of grey life

5. Next hit will be auto counter-hit

6. 3 taunts = next throw automatically tech (if not in punish)

7. 2 taunts = next focus without grey

8. Next move/combo has +15% stun

9. 2 taunts = Diminish stun taken the whole round by 15%

10. Cancel the opponent taunt’s buff

11. Character’s specific award : Yeah, let’s find 39 buffs.. :x


    Rose : Give an absorb buff (dmg +7%)

    Juri : Next time a kick normal move will be pressed (lk mk hk), if the player let the button pressed, juri will store a fireball according to this button.

Of course, some of those are excessive, but I like some of those.

that’s the dumbest shit i’ve ever read. sounds like all of this persons problems would be solved by playing xt.

Taunt Gems? Ha…

She could always make fun of Cammy’s dead sisters for massive damage lol

“A taunt that hits that but no life loss, it just pushes opponent or yourself back to half screen. ( I know some already do)

Which one is this?

I want to play a fighting game, not a taunt-off.

a fighting game where all attack moves are taunts?
hmmmmmmmmmmmmm.
i think you are onto something here.
hey, if divekick the game exist…

in case some of you guys didn’t know…some taunts in AE can be used for strategy specific reasons.
but only a few have any use.
u guys already know about dudley’s rose.
but there is also adon’s taunt number 1 and 9. they both hop over fireballs. and he cant be thrown or ground command grabbed during it. he can even avoid low sweeps and even certain attacks you wouldn’t expect it to like makoto’s chop whiffs when he does it.
fei long taunt number 7…i think its his 7th, can duck under fireballs.
guy has one that mirror’s somewhat the appearance of his focus attack and can be used to confuse the opponent as to what he is doing. focusing or taunting. since you can cancel the taunt into something like tatsu…yeah so there’s some useful ones in the game.

Ignoring that…

Interested in what you guys think of this…

He is going to put this on capcom unity as a whole “SRK thing” as though he has gotten the input in as the whole community.

I actually like the cr.mp buff but dont think it necessary. Same can be said about Lk fuhajin, cl.hk (really useless normal outside FSE), U2 (i need to see an instance where this messes up in a combo and not used as an AA), and st.lp (a lot of characters are being asked for a universal st.lp to hit crouchers so why not?).

I really just think far strong becoming cancelable, ex pinwheel buff, and a store buff.

most of those are taken from my list lol. i think they’re all fine except the low strong buff which is too strong. that gives her the option to low strong, far short, short pw, fadc all the time rather than just on ch.

Ok ima give emanuel the word on this.

thanks Lion Jack for posting this for me.

Ok, since Genki thinks cr Mp buff is a little too much - I will remove it. Some other sugestions I’ve found and could replace the said buff:

  • Sekku: faster start up (maybe 1 frame faster) - a couple of people requested this one, and i’m ok with it.

  • H Fireball: a better hitbox

0 on block is fine. keep that if you like, but +4 is too much: it’s already one of her strongest pokes for footsie with 6 active frames, so being able to just throw it out and hit confirm into (presumably) 300+ damage is a bit broken. i personally don’t think the overhead needs to be faster at all and the hitbox on the heavy fireball is manageable. i would much prefer walk speed over any of those 3, on the same level as my buff request list, considering you’ve seen it. (boxer, guile, adon sakura area~)

that’s just my opinion ofcourse, though i’m sure quite a few will agree.

I’d even just settle for a faster walk back speed.

petition to get juri a new special move not for the update but for SF5, assuming she’s in it…
i personally would like a lunging forward ax kick that is essentially an overhead.
reason:
to open up the charge characters and their turtling. that way the charge characters aren’t such a horrid match up for her.

thank you.

My list

Kasatushi (normal verison)
startup 1f
ignores AB moves and the such (beats out reversals as well)
make it so you cancel the recovery frames into a FA or throw too. (you cancel into a taunt, also can cancel into normals, specials, supers, ultras)

st.mp and either st.hk/hp cancelable. Also st.hp startup 8-9f.

FSE hitbox fixes.

cl.mk hitbox fixed so it hits crouchers all the time.

Sekku

startup 15-17f -1 on block.

FSE meter gain 1/2 instead of 1/3.

Ex senpusha full body I-frames 1-9 while normla and during FSE.

L senpusha both hits connect on blocking crouchers. and increase JP by1-2.

cl.hp float is launched more vertically then horizontally.

Have fwd dash be considered at waist level on frame 1 then frame 2 and onwards be considered at thigh/knee level.

backdash recovery reduced from 27 to 24-25.

all kicks do 10-20 more damage.

Fuhajin kick recovery frames reduced. JP increased.

Fuhajin shot recovery frames reduced to 27. JP increased.

Ex Fuhajin M verison cannot be crouched under.

All Ex verisons are +11 (for L and H) and 13+ for M verison on block.

Is any hit of Ex shikusen hits all follow-ups will connect. Also increase JP to allow more combo variety.

Assatu kick does 130 dmg
Karen kick increase dmg 140

Hmmmm I know I’m missing something…but having this Juri would be like her SFxT self.

Uh… learn to uss

Uh… learn to U1 and f+mk?