ahhhh, i could c how it’s hard to do on a dpad, but even back when I used a controller for SF I used an analog stick, so it was easy anywho.
Funny because I remember reading/hearing from somewhere previously (question for Seth Killian?) that Chicken Wing input was not gonna change. I wonder if they changed Cammy’s shit too.
Anyway its not a major thing but anything that makes a decent move (not even great) easier for all players to do on reaction every time is a plus.
Also I’m gonna hope/assume that the developer made a mistake or something was lost in translation and he meant the startup of the Ultra was fixed, rather than the super, which was fine.
New info on Fei finally:
*Q: Fei Long is all about the rekkas! But this time, they don’t do much damage… can we go back to the time when Fei Long’s strong rekkas could control the pace of a match?
A: Although we haven’t made any big adjustments to Fei Long himself, we have made adjustments to characters who had a strong up-close game, so if we’re talking about offensive power, I believe Fei Long is stronger in this game because of that. We’ve also tweaked his Rekka Shinken startup and the command for the Rekku Kyaku, so I feel like his ease of use is increasing. Please aim to be the No. 1 Fei Long player.
Copied from Eventhubs.com*
I’m thinking frame advantage tweaking here, though not much news otherwise.
beat you to it, yay =P
I dont care what they change it to.
I just dont want Flame kicks when I want Flying kicks and vice versa.
maybe they changed Super to have it not miss the 2nd hit as easily? or maybe Projectile invincibility?
only 2 things I can think of…
I hope they’ve made juggling into full ultra possible, otherwise I’ll probably just switch to Makoto.
I hope she really meant Rekka Shingeki because there was nothing wrong with Fei’s Super…
But but he will be competitive with a counter ultra right?
Fei Long is strong.
agreed. He has a great poke game, good specials, nice anti-air special (not great against crossups but whatever), effective crossup, sick throw range (right?), and a quick overhead for mixup. The main things I want for SSF4 Fei is forward dash fix, more useful command grab, and a better ultra.
I think the dash fix has already been confirmed, but I hope they’re fixing ultra 1 because I don’t know about that counter ultra…
His throw range is baaaaaad.
oh really? never noticed
Yah he has one of the worst, I can’t remember how many times I have tried to throw someone and whiff and get beat out
Lol, that’s what I get for not reading the thread :razzy:
Anyone see potential in changing the Super frames? Not me at all… I mean you CANCEL into the Super more often than not, nullifying the need for it to be fast on start-up. Maybe if they make it fast enough to link into from CW? That could help with damage scaling.
Feis’ main problem is his complete lack of bullshit. You have to 100% work for everything and that’s just not the way this game works unfortunately. Fei gets nothing for free. The tools he has to work with aren’t necessarily bad though.
I"m def gonna have to agree with you on that.
i hate how i either end up doing his command grab or sweep when i walk forward and then opponent jumps forward so i try to hit back down DB for a flame kick.
Isn’t fei the only character with dp motion that can’t hit opponents via crossup?
I don’t know about “only” (Gen might not be able to) but it is true that his anti-air is one of the worst if not the worst anti-air.
I don’t think every character needs to have the same advantages, so I don’t see what’s wrong with keeping his dp the way it is. It’s not like it’s awful against stopping regular jump-ins. Just don’t use against crossups.
btw Sakura, Gouken and Abel’s dps are worse anti-airs…Gief and Viper’s too, but they’re not meant to anti-air…