So I’ve heard. But Juri wasn’t the problem (never was). I just fully realized when she came out and started putting actual work into her and the game I thought “this…isn’t as good as I thought it to be.” Because I started playing it less and less before her release and focused more on KI (when I would split the two fairly evenly). Everything just felt so…clunky in comparison to KI.So I just ended up putting it on a indefinite hold (still is). What were Juri’s changes anyway? Something about juggles and AA’s being buffed or something?
First hour was horrible as you would expect with the rust and I wasn’t used to S2 Vega. Twice I was about to switch characters because I didn’t like the way he felt but I ultimately came back to him.
It took a while but I finally got a handle on him and now I think I like how he feels better than in Season 1.
I think an underappreciated buff for him is the Universal Grey Health change to where it refills slower. Between that, and the Claw Normal buffs, Vega ACTUALLY plays like fucking Claw again. You just pester and pester with your claw normals and the Grey health will start making them hit harder than usual. Getting sooooo much mileage just pestering people.
I also undervalued his ability to combo into HK Roll giving him relevant meterless damage in Clawless. Because I’m spending much less meter on EX Roll making combos actually land I now have more available either for EX FBA pressure or of course, CA which makes V-Trigger (and by extension, ALL his goddamn normals) deadly as sin.
I’ll say that Vega feels a lot more cohesive as a character than he did before. I thought I’d be in a character crisis looking for a new one, but I’ve grown a newfound appreciation for ole Claw.
The two big nerfs that capcom went overboard on for ken imo
St.mk increased pushback, not comboing reliably for the whiff punish makes it way less risky for other characters to freely control space. Now players can just whiff crush counters with way less fear
The dragon punch, I really hope there is another patch soon as people are talking about it. It’s getting stuffed too much, 1 time out of ten times is still too much as an anti air. Without a strong presence in neutral, the biggest equalizer was to at least prevent people from jumping, now it’s too easy to get derped out. My solution would be to add upper body invincibility with a low hurt box that can still get beat by meaties, or strike invincibility while remaining vulnerable to throws. So now that meter has to be spent on deep jump ins (mostly cross ups), there goes the threat potential in neutral.
Possibly the throw damage nerf, I understand that throw damage has been nerfed for a lot of characters but I’ve never seen one other than Ken’s that only tickles for 100 damage. On the flip side, ken gets a meaty throw off of any knockdown so I can see how it 's a reasonable balance decision.
My thoughts on his tatsu shenanigans: The nerfs were called for, it was a dumb way to get in and having a move that punishes people for making the correct decision (anti airing) was way too strong. I’m fine with ex tatsu being punishable on block, it’s designed to react to bad fireballs with, however the hitbox reduction makes it a poor choice to use now since this further reduces the already slim reaction window.
An overlooked and underappreciated nerf: St.lp hit/blockstun values equalized. We’ve seen momochi abuse an option select where tatsu only comes out on hit, he was using a hit/stop option select that auto confirms for a lot of damage. Not many kens used it, but it would have started to get out of hand real fast and was easily one of the dumbest things in the game. I’m glad it’s gone
DP into v trigger is still too stupid, even with ex meter required. It should have been removed all together because the risk reward is too heavily skewed in Ken’s favor, and that’s after being knocked down. dumb
AiAi has always been a very “just do it” type of player. I remember first seeing him in Evo top 8 for Ultra and some of the decisions he were making just seemed very online player/gut induced.
Majorboy is the same way but at least he’s playing a character that gets better reward for pushing offense. HsienChang was pretty much the ideal Juri backing away to hit up stores and then using them very carefully with his neutral game. He would jump forward and throw out ryodansatsu flips sometimes, but overall was more careful about his gameplay. I can imagine he’s just wrecking people with new Juri now
But yeah, DP VTC is kind of silly in a world where not everyone has a good 5f medium. I’m going to do a writeup later about how Capcom designs normals; basically they make 4 range bands (close, medium, far, fireball) and then have a 1-3 frame variance they use to balance. Close is 3-4f, medium is 5-6, far is 7-9, fireball is 10+. Some moves break these patterns like Chun’s old st.lk which was a medium at 4f which makes them really good. I’ll write more tomorrow.
I’m not feeling Akuma, he’s too slow for me. Maybe I’ve just gotten used to the tempo’s of Juri and Karin. I’m in absolute love with Juri though, after the new years I’ll hit the lab but I got more family coming in.
Edit: Ryu is still Top 5 and we all can’t escape 50/50 situations word to Lauralex