J.fierce has a horrible hitbox. It’s only good because it hits multiple times and hits early but don’t say the hitbox on it is good lol. J.mp is awesome though. The reason why j.mp is good is because it has high priority, hits horizontally, occupies good space and almost never trades. The hitbox on c.hp is also very good and underrated. You can hit someone who’s right above your head with it. And on counter hit you can combo with s.mk xx Gehosen or tag cancel it.
And having a short dash that fast dash is actually a good thing. It makes his CADC into frametrap/throw much more effective. Having a long backdash = good. Having a long forward dash = not that good (gives opponent more time to react).
Fun facts about Flea Stance:
-Allows you to crouch under hadokens at will and avoid 80% of jump ins including air tatsu
-Can stuff crouching forwards/sweeps/reversals
-If someone hits you while you are in Flea Stance you can combo ON TRADE into 400+ damage
-Slide can combo into s.mk xx Windmill on hit and is a safe tag on block.
-Counter hit jumping Flea can combo into Slide
-Super Jump Flea can auto-correct vs tech roll
Yeeaaah it’s just a silly gimmick it’s not actually good or anything…
You are right about 2 things: His normals are bad in general (no pushback, lack of lows) and without meter he is unsafe on block on most special moves. But neither of those make Yoshimitsu a bad character. That’s like saying Zangief is bad because he doesn’t have a projectile.
EDIT: I just realized how fucking off topic I was lol. Sorry about that… But when I read people talk about Yoshi I just have to respond.
I always considered Jin to be one of the better characters in this game (although i dont see him much, people tend to play kazuya instead), so im not really sure if he really needs any buffs.
Jin main here, I don´t think he needs any buffs. He´s a very viable character who has a good neutral game, massive damage combos but only subpar mixups. Simply a well balanced character in my opinion, even though I think his mental alertness anti air could be a bit more vulnerable at landing, he barely has any and that feels just a bit wrong.
Most people when they think you will throw they’ll start mashing Cr.Lp, as it’s so fast. That’s the PERFECT opportunity to use a raw launcher. Next time when you go to throw them I bet they won’t mash Cr.Lp, as now you’ve conditioned them. I implore you all to try and implement launchers into your game, as it’s a part of the mixup.
Still, he’s not the worst character and he definitely works – but I feel for the effort it seems to take to make him work (I tried playing him for a while, as you may know, and it didn’t end well for me. And I’m the guy who sat staring at his screen doing 10,000 EWGFs just so I could actually preform the move) it seems like he should get more rewards in the long run.
Some of the extra mechanics are nice in here for expanding diversity in combos. I was just imagining shadows of CvS2 Bison in here if you can juggle banish in the corner a few times like how people juggle normals in the corner.
edit: Still hoping for system wide changes first before they start changing individual damage values. Grey life nerf + Combo scaling changes = More damage being done before nerfing / buffing characters.
The 10,000 EWGFs…
People really underestimate how difficult it is to fully get the move down (every EWGF Kazuya I’ve come across has mained Tekken before). I probably should have that myself; still can’t do wavedash > EWGF consistently.
actually she can combo multiple specials in single combos so certain gems maybe in her favor…im working on afew builds now…and of course they will be DLC and non-DLC ones so I’ll try to give some depth into them…but in reality Gems are not rocket science so~
In twelve days Yamaza–I mean Bryan, will be kicking people’s teeth in from a worm’s eye view. I didn’t think I’d say this but I really may go with the Psychotic team of Juri/Bryan.
Does anyone know if the new update is gonna include the other DLC costumes that should be released as well? There’s another set of DLC costumes that we have seen and heard of yet not informed about at all. It should come with the July 13 patch right?
My interest in this game will be way up there once DLC drops. Hwoarang will finally be able to anchor for my SF4 main!
Also, I hope that Guy (my old SF4 main) will actually be decent in this game. I’d love to see the return of some of his Alpha juggles.
1: improve ken frames across the board for a majority of his normals. like seriously, this is not ken at all. i haven’t seen ken with such shitty frames in my life.
2: give ken ryu walkspeed. this is something that he should’ve had in sf4 but people made decent arguments of ken being able to kara everything gave him more than enough mobility options. but as y’all know, ken can’t kara shit here so his ground game is significantly worse. gave this guy the walkspeed he deserve so he can play footsies like a shoto is suppose to
3: ken izuna kick should be able to give enough frame advantage to be combo’d into, and thunder kick should give ground bounce without ch. i’m pretty sure everyone know ken is suppose to be the in-your-face mix up shoto. in sf2, he had knee bash grab mix ups, sf3, he could combo off izuna kick AND uoh, sf4 he had kara throw mix ups. point is in every sf thus far, you had a very good reason to fear ken once he got in on you. in sf x tk, this is completely not true. ken is not a threat in this because you have no reason to fear him since he lacks kara throws and throws are generally ass to begin with. with these changes ken would be feared once he gets in like he’s supposed to.