I almost only want to see buffs. But if something has to be nerfed it’s the Mishima J.HK cross-up.
Jin, Heihachi and Kazuya all have amazing J.HK’s that beat anti-airs, air to airs and they can cross-up with it. They dominate the air so much, it’s not even funny anymore.
You forgot Jack. Jack also is one of the best characters. Plus you counted Ken who is actually wack by himself but has the best teamplay, if Ken is there, then Jack deserves that spot.
Poison needs to have the juggle options adjusted for her srk. Like her light makes her opponent float in front of her so she can continue a combo, medium a little further and hk stays the same. I’d like to see her hard rekka get a ground bounce so she can continue the combo with out wasting ex meter. I want them to rework yoshimitsu…
yeah, sorry I didn’t mean to write a complete list. Like I wrote you can easily add a lot more chars because, e.g. teamplay. Also forgot about Sim and Jack because of their zoning tools
I wonder if boost combos will get a nerf. I say either make the chain itself scale harder, make it super unsafe, or tone the damage just a tad. Even though it doesnt net you 400+ damage, it can put a dent in you over time, especially these low health characters like akuma and xiaoyu.
I think maybe slightly reducing their damage and increasing their recovery, and possibly reducing their blockstun and reducing the pushback will help balance it out. I honestly don’t mind the damage on them, but I think it’s stupid that some characters can get away with doing full chains and still remaining mostly safe, like Kazuya and Cody.
Also maybe take away the ability to tag cancel off them. Idk maybe i need to learn how to punish better but lllmh oops he blocked it but i can still get out with a tag, just doesnt seem right to me.
It definitely gets crazy whether or not you want to punish them. Tatsu for example makes you never want to punish his blocked boost combos. Being able to cancel that run, makes it such a strong tactic.
Nah people just need to learn how to block and stop mashing buttons when opponent tag cancels something.
Chain/Launcher xx switch is legit. I’m just baffled that so many players still haven’t figured out why this works. Seeing clueless players fall for it every time is actually kinda funny.
You can’t really zone with it? This statement makes no sense to me lol. I do seismo on op wakeup, when they roll toward and try to punish I have enough time to DP or back dash. I think theres something with his hurt box during recovery, he kinda leans back and maybe the hurtbox moves back as well, I’ve also seen him kinda dodge jumpins during seismo recovery.
If Paul walks faster than Hachi plus a more solid AA than thats quite an advantage right there…
I think the Kazuya buff is kinda pointless, why go for EXDGF when EXSH leads to way more damage.
I never got deep into this game(I really hope ver2013 fixes that), so maybe this is stupid. But I would like to see a damage buff to certain normals.
For example Bison’s standing HK. I love that move in SF4, but it’s pretty bad, when the damage output is lowered to 90 and you have to fight against 2 healthbars. The lower damage makes sense in ABC combos, but not in the neutral game. Make pokes, that can’t be used as hitconfirms, hurt. Give them 2 damage values(chained into and higher damage for solo) and I think I would like this game a lot more.
I understand dizzies in a game like SF4 where you’re only getting so much damage off footsies and need a good 4-6 mixups to kill depending on character… but here? In a game where a low forward canceled to launcher can lead to 350-400+ damage depending on your team? Yea… pass…
… fish with your pokes and buffer launcher… your pokes now convert to 300-400+ damage depending on your teammate. Damage on normals is fine -.-
yeah i can already see a few ToD combos if there were dizzies unless it scaled to hell and back making the dizzies worthless other than to waste time on the clock
Posted this on the general thread but I’ll repost here. These are the Poison buffs I want to see
Being able to combo off her overhead
Love Me Tender to go over projectiles
s.MP to be a more reliable anti-air
Slight damage increase
For Kuma, I would like to be able to do other attacks out of circus roll or cancel into hunting stance from it. Making his attacks more switch cancel friendly would be nice too
You think you want this, but you don’t want this. Not in a game where 2 confirms or one reset pretty much means a dead character and there’s so many ways to juggle.
Actually… yes, give me dizzies. Cammy x Juri = immediately broken. :badboy:
Depends on the character and what you’re poking with. With Cammy I fish with s.mk > s.hk, and can react to that in time to go to launcher. If the s.mk doesn’t hit, the rest of the chain doesn’t come out. If I get the s.mk > s.hk but it’s blocked, I’ve got enough time to stop, and my opponent is still fairly far away that most punishes won’t reach (if I do it from the most optimal range).
I’m not all that familiar with Bison but he has to have something he can poke with that’d give you enough time to confirm into launcher on hit.