DR evade’s command throws clean. I’ve had my Super whiff by several DR’s (happened against Maverick a while back several times). I don’t understand where this issue is VF4. I’ve done it millions of times.
Devil’s reverse can escape command throws. However, it cannot escape Hawk’s or Zangief’s super.
Vid evidence. I need to try this.
I don’t have any recorded and my capture device hasn’t been working for a while now.
I have done it multiple times against Zaspacer with Hawk. You start to see Dictator start to leave the ground and the reversal message pops up but he still gets grabbed.
Actually, I’m not sure if I’ve ever noticed it with Zangief but since Zangief’s super is one frame (someone correct me if it’s not) it should work as well.
nothing escapes hawks super. shit is unbeatable.
I DR out of ticks as much as I can, you move pretty quick when you do it.
DR always had the small hitbox eh, sirlin just added the full invincibility
Yeah, I definitely want to see some vid evidence of this too. Did you mean Dictator has already left the ground, or is still on the ground but is just starting to leave? Cuz if Dictator is already in the air and he still gets grabbed, that’s a glitch right there. All airborne opponents, as you all well know, are unthrowable. Damn, if it only works vs Hawk’s Super and not Zangief’s, I just got a whole lot scareder of Hawk.
I’m fairly certain he is not completely off the ground yet. He’s just starting his DR animation.
And I don’t know why I said ‘start’ twice in my post. Blame it on being half-awake at the time I posted that.
Ah ok. In that case, that makes sense. Even with a Shoryuken, it’s hard to reversal attack a tick, Super attempt. I might be able to escape using my Ryu or Ken, but once in a while even a reversal Shoryuken will get thrown by a Super, due to the fact that Shoryukens are still on the ground when the invincibility runs out.
So it makes sense that Devil’s Reverse can be grabbed while Dictator is still on the ground. But that’s only vs Hawk, due to the massive range on his Super, as opposed to Zangief’s miniscule range on his Super. However, DR does work very well for regular command throw attempts. For some reason Super throws are harder to reversal than the command throws tho, probably due to the Super flash.
I agree that ryu’s super has alot of practical uses, but how many hits does ken’s super get if he uses it as a late AA, where they are in deep when it hits? It hits on the first frame so that helps too.
for honda
ken/Ryu is waaaaaaaaay worse than DJ/Guile.
but i think ken is barely harder than ryu and deejay barely better than guile.
(vs honda^_^)
Ken worse than Ryu could be up for debate (I think Ryu is worse now due due to fake fireball, though I hate not being able to safe jump Ken), but there is no way Guile is worse than DeeJay. DeeJay’s cr.jab basically shuts down everything Honda can do, at least with Guile Honda can counter his normals.
Can’t Honda just f.rh those jabs?
I think he meant DJ’s j.Jab.
yeah i was a bit confused at first ha.
I agree with the gist of what Cwheezy is saying here. I don’t think Chun is ranked higher than Dic in HDR, but I do think that the O. Sagat fight was so bad for her that losing that fight made a big difference in her overall effectiveness. Actually I don’t know if R Chun beats R Sagat or not… it’s not a match I have a lot of experience with (R Sagat seems to be an infrequently picked character). But win or lose, it’s a fight… it’s not an auto loss, the way O Sagat was.
The way I see it now, R Chun loses to Ryu and Ken, and maybe Hawk. In terms of real life tournament success, Hawks are extremely infrequent. And she gets pounded by Ryu now, but it’s not nearly as bad as O Sagat was. The ryu player has to be very, very good to win decisively. In practice, such strong ryu players are also infrequent.
So despite her nerfs, which i think were poorly chosen, I feel that her tournament viability may have actually gone up. American style tournaments are based on counter picking, so having a character with a clear counter is a disadvantage in that format. Chun li comes out pretty well in this scenario, since most people don’t play Hawk, and most people can’t play Ryu/Ken at the level needed to dominate her. She’s not immune to counter picking, but her lot has gotten a lot better, due to changes in the Sagat and Dhalsim matchups, which are no longer the terrible fights they used to be.
No offense but i have absolutely no problem with removal(well more difficult to pull of consistently) df+hk meaty crossup loop. It was really difficult to get out of unless your opponent screwed it up, and you were able to get a reversal. Actually every one else lost an abusable trick if they had one i.e ochio throw loop, t. hawk safe jump corner loop etc. Wouldve been unfair if she got to keep hers while everyone else lost something. But something i never understood was why all the chun li nerfs, most of them were unnecessary except for damage reduction on super IMO.
Sirlin was doing some experimentation it seems. He wanted the new SBK to work like her hazanshu that she has in 3S and IV if I remember the article correctly.
EDIT:
Spinning Bird Kick
Players clearly wanted something new for her. Remember that my original mission was to make the game more accessible, improve tournament balance, and to add fun wherever it wouldn’t ruin tournament balance. I tried to give her something new that would be kind of interesting, but not actually help that much because she?s already so good. That?s where the new spinning bird kick came in. It now has a parabolic arc, similar to Sakura?s spinning kick in Street Fighter Alpha 2 and 3, except higher. It juggles, does fairly good dizzy, and can go over fireballs if timed right, but it was mostly a trickshot move. Let?s come back to it in a bit.
Apparently Sakura was used as some of its inspiration.
Just for fun, I took the Eventhubs matchup chart, then tried to modify it according to some opinions and matchup ratings I’ve seen online, to make it look more like a “consensus” chart. I cannot speak for the accuracy of non-Honda matchups, this is not scientific in any way, and should be used only for educational and entertainment purposes.
Bal Dha Veg Ryu Sag Dee E.H Chu M.B Ken Gui Cam Bla Fei T.H Zan Total
Balrog - 5 5.5 5.5 6 4 5 5 6 6 6 4 6 6.5 6 4 80.5
Dhalsim 5 - 4 6 7 6 4 4 5 6 6 3 4.5 5.5 6 6 78
Vega 4.5 6 - 6 6 5 4 5 4 5.5 6.5 5.5 6 6 7 6 83
Ryu 4.5 4 4 - 5 6 7 6 6 6 5 6.5 6 6 5.5 5 82.5
Sagat 4 3 4 5 - 5 5.5 5.5 5 5.5 6 5 5 4.5 6.5 7 76.5
Dee Jay 6 4 5 4 5 - 6.5 5 6 5 5 6 6 7 6.5 6.5 83.5
E.Honda 5 6 6 3 4.5 3.5 - 5 6 3 4 6.5 6 6.5 8 7 80
Chun Li 5 6 5 4 4.5 5 5 - 5.5 5.5 5 5.5 5.5 5.5 4 7 78
M.Bison 4 5 6 4 5 4 4 4.5 - 4 5 6 5 5 5 6 72.5
Ken 4 4 4.5 4 4.5 5 7 4.5 6 - 4.5 6.5 6 6 5 5.5 77
Guile 4 4 3.5 5 4 5 6 5 5 5.5 - 7 3.5 6 6 7 76.5
Cammy 6 7 4.5 3.5 5 4 3.5 4.5 4 3.5 3 - 5.5 5 7 7 73
Blanka 4 5.5 4 4 5 4 4 4.5 5 4 6.5 4.5 - 4.5 6.5 7 73
Fei Long3.5 4.5 4 4 5.5 3 3.5 4.5 5 4 4 5 5.5 - 6 7 69
T.Hawk 4 4 3 4.5 3.5 3.5 2 6 5 5 4 3 3.5 4 - 5 60
Zangief 6 4 4 5 3 3.5 3 3 4 4.5 3 3 3 3 5 - 57
Edit: Updated chart here
Deejay has no business having better match-ups then Sagat or Dhalsim for that matter.