Because by jumping back you’re giving up space. And letting them get in a better situation.
Ah, I see, thank you good sirs.
If you currently like and enjoy the game as it is now, I really can’t see how you’d be in favour of such major changes. They’re practically completely re-doing the game. SFxT wasn’t broke dammit, it needed tweaks not a complete overhaul.
You should never need to make such changes to a released game. We’ve seen moves gaining 7 frames, why would you even need to do that? You’re either saying A. Yeah, we royally fucked that up first time round or B. Hey whiners, look, we completely trashed that move you didn’t like, are we cool now? Please play our game.
These changes are to try and win back the complainers, people who pretty much have no intention of playing the game anyway all while the people who stuck with it have the game completely turned on its head/their team trashed.
Who here was asking for this?
This may be a dumb question, but if moves no longer provide meter on miss, then I’d be correct if I assume they will not provide meter on CADC as well huh…
rol , ryu , jin , hugo, hei - haha i wonder who u play on this list. Really tho im happy for the nerfs but there are a couple things that made the characters less unique.
IMO the characters need to be fun so nerf the bull crap but leave mobility, juggle counts , combos alone and change the dmg. everyone needs a cadc like ryu
abel AC change? i kinda liked the old one and akuma cancel far hp? more stuff like this
Why is it that Dio Brando never brings good news? =(
Im anxious to see how these changes will affect the game. It appears that as stated earlier capcom wants to encourage hit confirms and a solid pressure instead of just fishing with abc. With the stages being so huge, decreasing meter gain on whiff kinda encourages players to get right into the action seeing how meter is so important. Also since abc combos net the least amount of damage and give the most grey health they should not be the go to pressure or offensive tool. By making them more unsafe on block this creates more punish opportunities in a game where at high level of play are few and far between. To me this would actually decrease time outs due to the game now being less forgiving for mistakes. Im more excited to see the tekken cast, can’t wait till December
Nerfs are just plain stupid. They could have just buffed the weaker characters to compensate.
We love the game, but the game won’t love us back. Are they screwing with us or something!?
http://chuvadenanquim.files.wordpress.com/2012/01/kyonfacepalm.jpg
I guess they called it “The Free Edition” for a reason.
Are there typos/errors in the change log?
According to the guide, her forward dash is 14 and her backdash is 22 frames, and clHK has 6-frames of start-up while far HK has 14
I don’t see how that decreases time outs when a lot of moves get a damage decrease. In fact whiffed moves not giving meter is kinda dumb and makes a lot of characters less viable. If the timer didn’t run during supers I would be more inclined to think that helps timeouts more than whiffing moves (which I’m certain after looking at the moves they nerfed is actually a CADC nerf).
Well I play Nina and Law and I can tell you that one mistake against me and I’m easily taking 500+ so with more of these opportunities that helps. Also essentially they’re taking away that sf4 zoning game where you can just sit back and throw fireballs for meter, for some characters now it’s pointless so why would you not try to play the neutral and footsie game from jump to get meter. I know both of my characters are meter dependant so I’m tryna to get in ASAP to build at least one bar. More offense less gimmicks ya know?
I love this post, I absolutely LOVE this post.
You sir are awesome.
My team will be complete garbage now. So many offensive options are taken away and the damage potential has just been robbed.
And I’m pretty sure with Juri’s hit box reduction on Cr. Hp it will not be as reliable for Anti Airing and I can seriously see her corner combo potential not working anymore or if we Juri players are really lucky, it’d work on half the cast while others would fall through – chills of Chun’s Hosenka in SF4 are haunting me…
I guess, I just think they want to nerf CADC and CADC combos meter gain though. For instance balrog’s dash straight and dash upper. Which both propel him forward shouldn’t be 0 on whiff, but it’s his chargeable move so they made it 0. So you can expect nina’s blonde bomb and Law’s chargeable command (dunno what it is) to be 0 on whiff.
With Akuma the adjustments will basically boil down to using the neutral-jump air hadou, which is amazing anyway. Jumping back with it should still be ok as a safe opener, for example, and a way to AA. I’m pretty sure it will be ok if you do it low to the ground, which I do anyway. Gonna have to be smarter with his fireballs and teleports now. The safe DP tag on block is a pretty big nerf, though. They should have left his teleport if they were going to strip this away. And I don’t know why they decided to further nerf his air tatsu???
He still has his crappy health, nothing wrong with making him an escape artist. Even with all his defensive tools he was still never placed higher than ‘B’ on any tier list. The nerfs to Rolento? Oh man, he’s going to SUCK now. He has almost no way of doing safe chip damage now, and the nerf to chains also kills his ability to hit-confirm into tags. I’ll be shocked if Infiltration sticks with him.
Someone wrote a comment wondering which characters I play, after I made a list of who should be left alone. I play Akuma and Yoshimitsu, I just felt that there were a few characters in the game who were balanced perfectly fine.
I’m not going to complain yet because I’ll continue to play my characters anyway regardless of what kind of changes they get (Sagat got a lot of nerfs but at least his High Step Kick remained largely unchanged. If they reverted it back to the AE hitbox I would have probably given up since I use that move so often). Looking at all of these Boost changes, it looks like LM is going to be the go-to for confirms since a lot of characters who had safe LMHs like Cammy have made it so that we can’t just throw stuff out there like that. That’s fine by me since Sagat’s LMH’s and Heihachi’s LMHs were MAD unsafe to begin with.
Rolento’s not going to be too bad now, outside of universal boost-chain nerfs, they’re just nerfing far LP, jMK, Patriot Circle (he can still go into his other specials to stay semi-safe and/or continue pressure), Stinger (just a hurtbox increase to prevent runaway), and his health. He’ll be around mid-tier, he will still have dominant footsies which will be even more important with Ryu, Dhalsim, Sagat, and Guile nerfs.
On another note, expect Lei to be nerfed. Especially his midscreen-only infinite.
Couple of comments from various things i’ve read in the thread:
Someone said faster walk speed only improves throws:
- no, faster walk speed vastly improves punishing whiffed moves. Throws are already really good in the game. It’s way safer to eat a the throw than get hit. Play the older games and you’ll see what i’m talking about.
Rolento patriot circles being punishable:
- They’ve been punishable in every other game he’s been in, it’s not a big deal. It’s actually ridiculous that it was safe to begin with. Now you just have to play him like old school rolento: build meter and work his jab/throw mixup game.
Cody’s c.lk:
- As long as the hit box actually matches the animation of his foot, he’ll be fine. He still has tornado, back+mp and other ridiculousness.
Someone said cody should be able to combo after his overhead:
- Ummm no. He gets a free switch cancel, and he can also charge zonk during the overhead to catch somone hitting buttons. Oh yea, let’s not forget the range it has. His overhead is fine as is.
The one thing i think that should’ve been left intact is meter gain, not sure why there was a nerf with that across the board.
The only thing I can really see being nerfed, besides his palm loop, is the blockstun on his DP and maybe his Cr.MP. I just hope they don’t touch his comet kick.
And now, for something completely different
There are some people saying they aren’t going to play version 2013. This is the wrong reaction. Play it first. Hell, at the very least, wait until all 3 patch notes come out.
Agreed, there’s a fine line between general disappointment/criticism, and overreaction. Sadly, this is the net and I’ve been through enough of these kinds of “OMG big change” moments that I’m not surprised.
It’s interesting actually - meter gain appears to be nerfed on whiff, but increasing on hit. We’ll see how that plays out overall though, I suppose.