Much like the updates to training mode and the 2p menu, I think Capcom have added a lot fixes and quality of life improvements with AE but will not necessarily openly admit to them as that would make their previous absence a reality.
It is quite possible that Capcom will address the netcode in some capacity and never bring it up officially.
Birdie has the advantage here. Karin can’t disrespect Birdie midrange, he could keep her away with ease with V-Skill and he can slowly gain ground with the can. He has more HP and more damage output, what the Birdie player needs to avoid absolutely is being cornered, there Karin has the advantage. His VT last more than Karin one and the latter can’t punish Birdie pushback after VT Bullheads.
Mena was able to beat Punk only the last tournament they meet each other when he realized Punk has problems with heavy defense players who prefer taking throws midscreen than getting shimmied 'til death. They played together on and off the cameras a lot of times anyway, it’s funny how was Punk disrespect at SCR who developed Mena recent playstyle.
lol at people thinking they’re going to change the netcode " indirectly " or through some " unlisted back changes " just because we have a gold hud now.
If anything the netcode is going to get worse when they release that UE4 input lag patch, I keep saying this, offline play will feel way better, but online will roll back that much more. But maybe then it will feel so bad online they’ll have no choice but to do something, so there’s that.
The only players that I know of that can consistently beat him are tokido, Mena, and nemo.
Others can beat him of course but the key is consistency.
I still think he’s absolutely the most skilled player in the world as far as reactions, but you need more than just reactions and punk has consistently gotten outsmarted and outfootsied by tokido and nemo and out matchupped/outplayed by Mena.
It’s funny because I watched the Mena games and I thought punk was playing better streetfighter the entire time, but Mena still won.
The latest matches with tokido versus punk I felt like punk was just outclassed if not mentally then experience wise. Tokido was just making better plays and I guess having a demon flip and an airfireball and rock solid AA doesn’t hurt, but it’s not like punk jumps in much anyways.
Punk isn’t just reaction, he definitely worked on other aspects to take his Karin where’s at. The players you mentioned have studied him, but they also have the ideal characters to match his gameplay, Karin VT isn’t near good to Akuma,Urien or Birdie ones.
Punk use Karin because she accomplish his game, but he would use his favorite character if he would be good enough (Ken). We must be happy he didn’t mastered Rashid or Ibuki instead.
@LordWilliam1234 can you help a bit with this? How should I interpret the various words near the hitboxes?
Does Dist stand for distance? If so, doesn’t that make Juri cr.mk a pretty long normal and a longer normal than akuma’s cr.mk (wich has a shorter dist)?
Yet when I test this in the lab where Juri cr.mk will usually whiff, Akuma cr.mk will hit, I may record a video about it later
I still prefer the final bout one, at least it is all unique assets. To me the DBFZ intro just seems uncreative and safe, like it’s pretty much just a montage with gameplay clips and characters intros/supers. That looks more like a trailer than an opening if you ask me.
Now when i think of good fighting game intros, i think of Soul Edge, Tekken 5, SFIV, SSFIV, SFVAE, Soul Calibur 4 and some others.
He will still be good, but the fact you can throw him for free now… Pretty massive.
Probably the reason grapplers got nerfed to 70 frames just so all the shite balrog players suddenly wouldn’t have the revelation that the can’t infact play SF5.
If you can throw, that means you can shimmy. Same with birdie. Losing a throw invincible move that suddenly switches the entire pace of the match is big.
Does anybody know where I see Zeku hitbox data? it seems he is the only one from the early patch notes that didn’t get the standard hitbox changes. I would like to see how his hitboxes and hurtboxes are mapped.
So I’m playing a terrible fullscreen dash and fireball ryu. I frame trap him with young Zekus cr.lp,st.mp frame trap and the st.mp counterhits a fireball!.. this fucker mashes out a hadoken and Kara’s himself backwards halfway across the screen and mashes super against my wiffed cr.mp confirm!
What in the ever loving fuck! So ryu mashing fireball is the new tech!!!
Those guys who did videos or images before for all or most of the SFV characters stop playing the game,so no asy hitboxes data on him, maybe on Frame Trapped there’s something.