Street FighterxTekken ver. 2013 (The free edition)

…anyone who is using the same character as Tokido can pretty much expect to be in despair anytime a balance update is released. :tup:

NOT having a comboable overhead is a weakness, if you don’t switch cancel cody’s overhead it can’t be comboed after, and it’s too slow to combo into. Ryu can actually combo off of his (granted it’s a 1F link to do so)

His sweep is no better than anyone elses really, it’s not BAD but it’s not good. His st.HK is good but slow still. His criminal upper is -4F on block for LP (worse for each of the others) it isn’t easy to punish but it’s possible. Zonk’s are all unsafe -8F , ruffians are unsafe except at absolute max range which they can be reacted to and beaten (well maybe not EX RK which move pretty quick.)

He doesn’t have an invincible anti air, I don’t know where you got that info. HK Ruffian has a good hitbox but it’s not invincible at all. EX Zonk isn’t a good anti air at all, and even in SFxT his EX Criminal Upper loses strike invincibility before becoming active.

As for Cammy and Chun using low shorts, both have better pokes and for hit confirms have 3F LPs that have good reach and damage equal to Cody’s, and they both have better ways to open a player up than Cody, and a almost twice as fast walk speed. (Chun can combo off of L or M hazansho which is an overhead. Cammy has her not as good as SF4 but still useful cannon strike and the faster walk speed for pressure)

Pressuring an opponent is MUCH easier if you can actually stay near them, with Cody’s slow walk speed in SFxT it is harder to do, and his normals while above average in terms of hitboxes aren’t really that much better than many characters with better options outside of normals in SFxT. His normals do less per hit than in SF4 (though he can land more hits) his frame advantage is about average on block. His c.LK is his only special cancelable low hitting attack.

So while I think Cody will still be strong as a combo finisher, what can he do on point to open a person up who is blocking? He has no command throw, his only cancelable low is now unsafe on block, his overhead is unsafe on block if they stand (-4) and can’t be comboed after unless he switch cancels as well as being one of the slower start up overheads in the game at 18F though by no means the slowest, his walk speed is abysmal which when combined with the 7f (soon to be 5F) throws with super short range make the tic throw game much less to be feared if at all.

What can Cody do on point that isn’t done FAR better by another character?

I was going to comment on Gurlie but dark pretty much summed it up…how the hell does a american U.S military Colonel who probably benches 320 share the same health as a japanese school girl…

With very few exceptions, later versions are always better and more balanced than the previous ones.
The characters may be weaker, but until you see the Tekken cast and the universal changes, talking about how the whole game balance is, that is kinda silly.
Of course, good balance(which has to do with match-ups) does not a fun game make by default

All boost combo’s nerfs are in fact buffs for all characters.

Dude. Why even AA with HK Ruffian when you can b+mp and get either a CH combo or a meaty f+mp? b+mp~hp zonk charge, f+mp, cr.mp, zonk release switch cancel, instead of HK ruffian, cr.lk MK ruffian. Here’s the wonderful thing about Cody he has 2 moves that move him forward safely f+mp and f+hk use them wisely and your opponent is never too far. And Cody Never Had A Reliable Reversal In Any Game. Zonks were never safe to my knowledge (maybe EX but I sure as hell found them dumb to use on block unless you FADC) the only thing they had was an amazing hitbox (which isn’t in SFxT). He can overhead switch cancel a blocking person. OR F+HK a crouch blocker. When it whiffs you can grab or cl.mp, f.mp, f+mp, cr.lk CADC backdash wait for them to press a button then punish with cr.lk.

Poison is great on point. Has great fireballs -unlike cody. Great AA -Cody’s is better IMO (b+mp). Average to slow normals - Just like Cody. Overhead that is SEVERELY NEGATIVE on hit -Unlike Cody’s which is good on hit and you can switch cancel. He is a versatile character. He may be better as an anchor but how is he a bad on point char? AND LOL who AA’s with criminal upper? It’s like trying to AA with Ibuki Kazekiri instead of her amazing b+mp…in fact it’s exactly alike.xD
The things you’ve pointed out make me think you haven’t been using Cody enough, or even at all in other games. Trust me on this one, go play SF4 and you’ll notice that he never played like how you described.

PS his crappy projectile is a benefit if you mix it up with fake stone. A lot of people don’t use it, (Dunno why) but it’s a nice jump in bait.

I just want to see the tekken buffs now. Maybe the core system changes will add to these buffs and nerfs.

Chun Li’s Cl.St.Hk no longer jump cancelable on block!?

I SERIOUSLY, want to know the reasoning behind this. Why did they feel the need to take that away?
With LK HSU not being considered an overhead in this game (even known it was in the SF4 series)
I spent hours in the lab trying to find solid mix up and pressure tactics from neutral wake ups to tech rolls and found Cl.St.HK to be her most viable mix up tool
You can cancel into specials and jump cancel it for cross ups or neutral jumps or jump away against character you can’t rush down effectively like Geif
Believe me – this extremely reduces her offensive capabilities. I wouldn’t have won the recent tourney if it weren’t for these tactics I’ve found.

Chun’s J. HP causes knock down now too? J. Hp has ALWAYS caused a juggle state.

Capcom completely ingores her broken Cr. Mk hit box where it completely passes half way through the opponent and doesn’t even hit.

They clearly do not know how to “balance” a game that really doesn’t need much as it is other than hit box tweaks, push back etc.,
Like I said on the Chun boards… Good day Gents, I’m done with this game.

OHH just read Juri’s section Cr. Hp cannot be jump canceled either on block and the damage reduced
Good day Gents… Good day.

Okay here’s my opinion on my team

Juri-

Very unfortunate and unneeded she lost her JC off of block. At higher levels its less of a threat as you can auto correct dp it, or raw launch the crouch fp. I have never been destroyed by a Juri because of her JC. I know how to block. With that said, it is her overhead that poses a threat if you get nervous and press a bad button. But THEY LEFT THE OVERHEAD ALONE! I’m grateful for this.

Juri still has the overhead that is annoying as hell, the tricky jump arc, great normals, priority, ambiguous jump ins with jump light kick (will be using this more now that I lost jump cancel) jump fp (damage nerf though : /) jump mk. She still hits hard with pinwheel combos without meter. Damage nerf on crouch fp is a huge downer. The hit box nerf is the only real thing that concerns me. As long as I can still AA with it reliably, I’m cool. I don’t know if its going to trade or be crap, or simply require better spacing and precision. If all else fails she has the faster crouch mp, but you don’t get anything off of it. She’s still good and I will be abusing that overhead more and the frame 5 grab among pulling out other things I never needed to use because I could just pressure with JC shenanigans.

Bison

angry they reduced his devils reverse meter gain, but w/e I can live with it. Warp nerf… it only matters if the recovery is so bad you get punished after doing roll- warp. It’s not a big deal though he still has other pressure evading options. Damage nerf on throw is… pointless. He never did do damage. Is it because he might have a very good tic throw game now with the grab frame data buffs and walkspeed? But is the slight damage nerf only off of one of his throws? W/E. One strange thing is I noticed they didn’t alter his blocked boost frame data. Did they leave it out or does he continue to buffer pokes in footises? If so cool. I think his biggest change is the changes made on other characters. It actually is going to make him more dangerous with the frame data nerfs and health nerfs so many characters received. Many streetfighter characters are going to be upset when he blocks a poke they tossed at him. The buffs he received on ex scissors and medium punch, I’ll have to see what he can do with it. Also the push-back on light scissor kick is interesting, does this mean he doesn’t get blown up for scissoring a character with fast supers like chun or gief? I’m interested in the positioning it leaves the opponent. He’s looking possibly even more viable now, but I have to see changes to Tekken characters to say that with total confidence.

tl;dr I’m very excited to see whats in store. It looks like they made characters MUCH less scrubby.

Yeah, I’m also done with this game even though I haven’t been able to play it for months, lol. I’ve been defending this game for a long time now but can’t continue to do so. This isn’t just a balance patch; it feels like a** completely** different game. I just don’t see why they had to nerf the fuck out of characters that were fine as is.

What use does Rolento have now? He’s fucking useless when none of his patriot circle hits are safe, and he already has garbage damage. Cody went from being really good to really mediocre. I wasn’t a fan of what they did to Raven earlier. Ryu was fine after the joudan nerf. Chun-Li needed minor changes, not a re-work. I mean, they decided to make Zangief even slower? How about just nerfing some of his too-good pokes? Seriously, who the fuck gets all these ideas over there?

Capcom is really full of idiots sometimes. They should stop listening to all the randoms on their stupid Capcom Unity board and keep it exclusive to actual pros. Fucking dumbass company. Leave it to them to screw up Resident Evil, SF4, and (now) SFxT.

EDIT: They really have no fucking clue. They introduced the new DMC with an “emo” Dante. People complained so they changed it, lol. Shows how much faith they have in their own stupid ideas.

I did not understand why they nerfed him again and gave him 930 health. Truly shocking. It seems some of these changes were fresh from stream monster scrubs who played the game for a week, got their asses handed to them and quit out of saltiness

I liked this purely because the amount of pent up malice in this post.

At least they didn’t really do anything to Ibuki. For this I am grateful. And with the Elena buffs I might just play her as well. Ni…nja please! =D

They’d better give the option to play the vanilla version. Fucking idiots, they’ll probably make a DLC out of it. What will they fuck up next? I get annoyed because they say this is from fan feedback - but from where? You would think they would mainly consult SRK, no? Well, nobody on SRK suggested bullshit to this degree.
It pisses me the fuck off because I actually liked this game. IMO, the following changes were needed:

-No more zoom on ABC launcher, re-work Pandora, and give a different glow upon gem activation.
-Fix the quick combo glitch for characters like Akuma
-SLIGHTLY nerf: Chun-Li, Kazuya, Cody, Zangief, Juri, Cammy
-SLIGHTLY buff: Raven, Akuma, M. Bison, Ken
-GREATLY buff: everyone else
-LEAVE ALONE: Rolento, Ryu, Jin, Dhalsim, Heihachi, Hugo, Lili, Sagat, Ogre

930 for health is odd why couldn’t they have made it 950…

Yessss… Lets theory fight about nerfs we can’t tangibly comprehend; no need to wait and play the game. We could have, obviously, balanced this game way better than Crapcom.

Lolol. Just STFU.

After reading the changes again they’re not too bad overall. I’m especially excited for Elena, Ibuki and Sakura. I wish the left out JC able moves on block for some characters, but oh well it’s gone for most chars (except ibuki). Rolento is a shame, but I’m happy boost chains are nerfed overall I just hope the tekken characters are properly adjust. CAPCOM don’t touch Lili and Nina please.

They probably only look at the capcom forums for “Fan feedback”

I already knew Elena was good, but after this patch, I totally wanna main her again. I was a little surprised that Cody’s cr. lk got hit *that *hard. But honestly it doesn’t really matter that much to me and probably needed to go anyway. Now I can feel a *tiny *bit less guilty that I’m so loyal. Can’t wait for the Tekken cast though. Give Lars all of the buffs, I don’t care if he’s fine now, make him the overpowered piece of shit to ever wear that stupid ass haircut.

A little off topic, but what makes you think that? Not that I disagree, but being a newb right now, I’m super free to even the most basic of Akuma “jump back fireball” zoning.

They really have not changed the character though.
Same look for the most part. It’s not like actual lines and plot were revealed in the first few videos.
Bad example.
And it’s not like core mechanics of the game were abolished, as of now it’s just a cast readjustment.

Poison
Command change - Backflip command changed from KK to KKK

Useless buff? Or secretly racist you decide…

Cheesy way to waste time and now he can get punished by someone who is close enough to dash under and force a whiff. With 9 frames of landing recorvery he’ll lose a lot of health. Hopefully it forces people to step their Akuma game up.