Interested to see the start up on it. Iām quietly confident with the changes. My character got better, other characters got worse and in a game where itās continually about one or two small decisions, thatās pretty big.
To be greedy though I would have liked more Damage on Hp Dp.
Heās good, heās one of the few characters that doesnāt have an immediate weakness. Goes good against plasma, goes good against Grapplers, usually has enough health and Damage to deal with rush down.
Honestly I think B+HP into demon palm is always the better option at its preferable range. Like you say, it does more damage and you get great positioning to continue pressure. As for Tokido and Sako, I think itās a combination of things including
1: Thatās theyāre muscle memory
2: They donāt want to build a bad habit of relying on normals for AA
Bonus: B+HP gets blown up in the Akuma mirror
Even though I think B+HP is the better option I almost always use DP to deal with jump ins because thatās what Iām use to. I only use B+HP when my opponent is close to me and their jumps will put them right over the top of Akumaās head where DP is likely to whiff. Plus B+HP doesnāt have much range so I like to go for empty jump cr. MK sometimes against the Akumas that rely on it(which is like 80% of them).
I must admit I do find it weird how some characters with DPās have better or arguably better AA options. All Cammy players do B+MP, all Akumaās do B+HP into demon palm, and all Kenās do cr. HP into run cancel because it leads to pressure, side switches, or both. Doesnāt matter if theyāre as high as Super Diamond, they still canāt DP a jump in to save their life. And thatās part of the reason why I actually like the Akuma mirror. Even if the other guy is much better than me, the fact that he relies on B+HP and I can deal with jump ins with DP or EX Demon flip gives me a advantage in a pretty important category.
I dunno. Looking over the notes I donāt see anything really bad here. Granted Iām assuming the hitbox/hurtbox changes arenāt negative ones.
The worst items are that bull horn doesnāt move back as far when it starts up and EX Killing Head lost throw invincibility. But Bull Horn still grants him throw invincibility anyway and despite the initial movement nerf it probably still mess with counter-hit combos.
Iām really surprised that they didnāt touch his EX Bull Head since thatās the move I think Iāve seen people complain the most about in regards to him. Again, assuming those patch notes are more or less the final ones.
If this is real it goes against the whole AE retail is just a plain copy of SFV.
Maybe preview build since someone noted you got a thanks for playing instead of the gallery which was the same in that build? Or that stuff maybe just patched in. This is strange if true.
Also it makes sense he wonāt go online. That could fuck the whole thing up
losing throw invincibility really fucking sucks cause now he has no throw invincible wakeup outside of super. Wakeup bull horn sorta worked outside of the corner cause it would move the hurtbox back and throws would whiff sometimes(the move is not actually throw invincible) but thatās probably dead too.
he almost certainly lost his 3 hit counter hit confirm (increased pushback on cr.lp) but that seems to be the case for many characters. Still really stings for him though he needed it more than most.
He aināt crippled or nothing but he is still worse off.