I’m stubborn like that too. Character loyalty.
Dammit man you’re inspiring me, lol.
Right on :rock: I may not be the best one out there but 90% of the time you know who my cursor is going to land on!
Right, so there’s the nerf bat. But we should ignore the Boost Combo nerfs, that makes it look even bigger. And I think the nerfs to the boost combos are what we all wanted. So that is a great thing.
Actually Gief isn’t too bad, they want to see more SPDs, which is fine. StLK…not too happy, but if I look at Cody, I’m quite happy again, crLk unsafe? Muuuuuuhaaaahhhaaahaarrrrr
What I do find ridiculous are the Dudley changes. He apparently was a sleeper. Don’t do mixups anymore when you are close, your OH is now punishable. Play footsies…no they are shit…oh well, just don’t chose Dudley…too many people chose him before…oh no, wait…
Problem is: all these changes (mainly nerfs) are not gonna help timeouts, unless they come up with something. Really curious about the Tekken char changes. I have a bad feeling they will receive more buffs, which is not really necessary for a lot of them.
Then we will play Tekken x Tekken. Yay! Or nothing anymore
Actually, seeing this change list makes me want to play the game less. I’m not sure if that was the intention
Some of the things that were BnBs for her were crazy as hell. TC into ultras was a standard and her AA off of Ageman though better and allowed a vortex situation I find a lot more difficult. But a good Ibuki was amazing to watch was like watching Goku vs Krillin or some shit.
Dude I definitely admire your character loyalty. But the reason I’m dropping her is the fact that not only did she not receive any meaningful buffs, but she got nerfs?! Some were dumb and others were for spammable by noobs, but AT LEAST give her something in return. +0 fuhajin store at least. A 3 frame move and an overhead that is +3 on hit even if the timing is tight at least I have an option instead of storing a charge for a crappy overhead into cr.lk tag. Why should I struggle to play Juri AGAIN beyond character loyalty? For instance Ryu gets throw invincibility on his EX tatsu he doesn’t even need that. I’ve been thrown out of EX senpusha on startup so many times now I just wake up cl.mk HK.senpusha tag. It may seem miniscule, but I haven’t enjoyed her in this game as much as SF4 hell even watching people fall out of my ultras is more fun. In a game where there are overheads that are midstring, safe, or don’t even look like over heads she doesn’t even get options that are equally or close to favorable. The only thing fun about her IMO is noob crushing and watching people jump in 5 times in a row to eat a combo.
/end rant
/Nvm fck Juri
/End rant
Cody
cr. LK - Startup increased from 3F->5F…At least Capcom has shown that they cared with this right here.
Looking over the changes again.
“• Senpusha (L): whiff 15->0, on hit 10 x 2(20)->30 x 2(60)
• Senpusha (M and H): whiff 15->0, on hit 10 x 4(40)->15 x 4(60)”
Huh. I didn’t realize how much meter she’s gaining on hit now for Senpusha. That’s pretty raw. She was already a pretty good battery for Law, guess this means I’ll have to hit more, but get more meter in return. Combined with teh meter gems I’m using, I’m okay with this.
Juri/Law built stupid meter before on hit. Provided Law’s meter gain is at least not nerfed, I don’t think I’ll have to worry about meter pretty much ever with that team.
Not the sexiest thing to consider, but it’s there. pondering
Just out of clarification… What about “on block”? Is that bunched in with the zero meter built for whiffing or does that count as a “hit”? I would assume its considered a hit in this example.
Please don’t kill the Tekken cast Capcom…
Something I think needs attention is the notable lack of anything meaningful done to Chun Li. She is currently one of the best rounded characters in the game. Pending the fine points of changes to the Tekken cast, she will easily jump to a pretty dominant top tier. I see Akuma going up a notch as well with the buff to his combo options. With Ryu in the shitter and Ken still being somewhat unreliable, Akuma will take the spot as top shoto for a few reasons.
Number one, the universal nerf to reversal DP tag cancels is essentially irrelevant to Akuma. In his case, mashing out is rarely worth the risk anyway. Number two, damage output and combo options are currently big holes in his game. The buff to his cl. st. HK causing a ground bounce in combination with far st. HP being cancellable will do a TON to patch up his currently weak combo conversion potential. Add to all that damage buffs to his demon flips, and I see him becoming very solid. The nerfs he’s receiving are more or less irrelevant. Teleports should not be get out of jail free cards. As far as the recovery nerf to zankus from a back jump, jumping backwards is a horrible way to control space anyway and the nerf only serves to make him less cheesy in the hands of a beginner.
Silph, as a Ryu main. Where do you fee he stands in bad match ups now? I hated fighting Zangief and Chun-Li because of their buttons and options. They didn’t get nerfed in the hitbox department, we did. Somehow, I feel Ryu is going to be a lot less effective.
EDIT: Yoooo, seriously… I keep looking at Elena and I’m like… I may have to add her back to my “stable”, as it were. Looking mighty good for her right now.
You know, I’m honestly not sure. I don’t really want to assume and put bad info out there but they don’t mention any separate numbers for block, ut I’m sure there’s a universal chip percentage or something at least.
If not then that’d be kinda crazy. Anyone can confirm how that works?
As of right now, Ryu is very well rounded. Most of his match-ups are 5-5’s with a few 6-4’s against low-tiers. The only matchup that he is at clear disadvantage in is against Dhalsim. I would call his fight against Chun only slightly in her favor. If I were writing up a tier list I would give it to her 6-4. Concerning Zangief, Ryu is currently one of very few characters who holds a good match-up against him. Gief’s walk speed and nonthreatening jump-arc make him very easy to zone with fireballs. The responsibility is purely on the Gief player to get inside and it’s not easy for him at all. I give it to Ryu 6-4. If you’re having trouble against him, I would like to hear in what way you’re losing.
6-4 Ryu?! God damn, we really need to have a match up thread. What about Gief being able to pass through fireballs and use St.Mp and t.Lk to punish Ryu in footsies. Please, tell me how you’re playing this patch, as I’ve CLEARLY been doing it wrong for too long.
I’ll just leave this here.
In this match-up you will lose a poking war %100 of the time. Don’t try to play gentleman’s footsies with him. You will die. Your focus is exploiting his immobility with fireballs and punishing his attempts to close the gap. Use your pokes sparingly and primarily as tools to exploit his impatience. Especially in match-ups like these, it is important to think of your fireball as not just merely a projectile, but a footsies tool for space control and an extension of your presence on the screen.
I’m sorry and I’m not trying to be an ass or anything of the sort. But I literally laughed out loud when I read that. Capcom can be quite the predictable beast. (also lol @ crumples (Cody) on hit)
To be fair though… that cr.lk was really out of hand. Cody was wearing his Nikes to every fight.
Not sure what you mean by “care”
Do you mean “care about decimating a character already hinging on only being good via switch cancel combos”?
Cody has one of the worst walk speeds in the game, can’t combo off of his overhead without switch cancel, has the worst projectile in the game by a HUGE margin (It only does 10more damage than a hadoken while having more than 3X the startup), he has no safe specials, zonks are all unsafe and no that on block they pushback less distance they are even more punishable, he has the same terrible throw range everyone else has. He has no way to alter his jump arc. And c.LK was his ONLY 3F normal.
Cody is now delegated exclusively to be a combo ender. His pressure game is mid level now, his frame traps are mediocre at best, his mixup game is non-existent, his zoning game is weak, his footsie game is weak, his defensive game is non-existent. There is no reason to play him on point EVER. I’d argue even that on point, Cody is among the worst in the game (not THE worst, but certainly top 8.)
If they had just nerfed the hitbox on c.lk maybe. But they basically destroyed the move, worse hitbox, unsafe on block, longer startup.
What was out of hand about Cody’s c.LK that wasn’t out of hand for Cammy or Chun Li’s c.LK? All 3 were 3F lows with long reach, only real dif is that Cammy and Chun Li could link theirs into other normals while Cody could not (since it was only +1 or 2 on hit)
Also Cody always has worn Adidas Superstars even since final fight. Guy wears nikes
[S]wont happen [/S] apparantly happened lol… Although the damage nerf on MK ST is fine. As a Vega player I expect much much worse. So for me he got buffed to hell. I[m content
Edit: Well means that my new max damage combo should go from 424 to 435ish before landing Cross Art, and might need to revert back to CH ST type bnbs like in SF4
OH should be punishble on block if it’s comboable on hit. That’s fair. I do agree with you that he probably needed better footsie tools.
Gief has to spend meter to offensively go through fireballs unelss he’s really really close… which you’d never throw a fireball anyway cause it’s unsafe. sMP is how gief gets in but he really shouldnt be getting that close anyway. Ryu’s DP and fireball should be enough to zone him out. If not you have air tatsu, which while it can still get autocorrected with lariat… gets you outta the corner.
aka what this guy said
These changes…some of them feel like a cat got on the developer’s keyboard and changed random numbers.
The major loss of meter gain on whiffed fireballs depresses the shit out of me too. As a Poison player, I don’t use them to hit people (even less so than a typical shoto, hitting means my opponent got stupid). Good thing, I’m usually agressive anyway, however the whole meter gain revamp of the cast is confusing. Can the rest of you give some input on how it might impact your characters? I’m all for balancing meter gain through the whole cast, just a little scared of a global nerf. Less meter could, again, mean more timeouts in the long run.
Why? Is Guile turning feminine in Capcom’s eyes? Was his health a problem to anyone? What the hell…
Huh. I was under the impression it was better than that, but I don’t use him as much so I’ll defer to you Cody players on that.
And yeah my attempt at a “just do it” joke was pretty bad, laughably so. XD
Stop playing SF4 cody and spam AB like everyone else bro.lol
But on a real note. A lot of the characters I play have poor walk speed. I feel that the only thing a better walk speed means is a better throw game in the long run. And off of an overhead he can switch cancel? At least he has the option Juri doesn’t have that hell like I said before some characters don’t even have overheads. And Cody NEVER had safe specials EVER, and that was never a part of his game (only his corner game with EX bad stones and even then it was risky). Crack kick is still amazing in this game and whiffs on crouchers like always and provides mindfcks. Not only that you can hop over grounded opponents. Hell he has an amazing AA b+mp (second only to Ibuki) that nets him 300 damage no meter on CH and I get 500 Damage off of b+mp switch cancel combos. He great combo damage AND his combos are short. His c.lk has crazy reach (slightly less than Julia cr.lk); this is far better than some characters like lili and Juri whose cr.mk is 3/4ths the reach of Julia’s cr.lk, so he can play footsies just fine. His CADC has an animation that isn’t so obvious. His f+mp is really good on block better if meaty. Cr.mk ducks fireballs (though unreliable). How is he a bad character at all? He had a surplus of options and priority.
Chun li’s c.LK and and Cammy’s? NIGGA what are you smoking? They have less reach than Cody’s cr.lk…Hell Chun Li’s crappy c.lk has more reach than her c.mk…And Cammy’s has less range as well. I could also link cr.lk into itself and then proceed to safe chain if I wanted. All of these was during a week when I played him. I ended up destroying characters I previously had a lot of problems with. At least research before you throw misinformation around…
Cody’s b.Mp even beats a deep Hugo j.HP which was unreal when I found that out. From my perspective Cody has always been about counter pokes and Frame traps.
OH BOO HOO I pointed out a single move that went from 3 to 5 frame startup. So now it has slightly less range than Julia’s c.lk and the exact same startup. At least now you can play him without getting messaged about playing a broken char.