you are acting like it takes more then 5hours to implement that “feature”.
and its one of so many issues the game has which got not touched at all.
alone that we are already in season two while having no keyboard rebinding option or complete ingame stats…there is no excuse for the lack of commitment of capcom to fix theire own game.
Nash’s back dash is so nerfed below the ground that now some characters can simply walk forward to catch back dashing Nash. Hah. It’s almost silly to look at.
Okay, went through Ken’s frame data in its entirety. Here’s a more detailed list of his changes; bolded was undocumented, italicized was documented but not written well/correctly, crossed out was documented but not implemented. I only have frame/damage changes so no hitbox stuff:
[details=Spoiler][list]
[] St.LP, hitstun increased by one frame, now +5 on hit. Block-freeze increased by 2 frames.
[] St.MP, blockstun increased by one frame, now +1 on block.
[] St.MK, total frames increased, from 27 -> 29. Hitstun and blockstun increased by 2 frames so it remains +1 on hit and -2 on block.
[] St.HP, crush counter hitstun increased by 1 frame, now +7 on crush counter.
[] St.HK, start-up increased from 13 -> 14. Recovery increased by 1 frame, total frames from 39 -> 41. Hitstun and blockstun increased by 1 frame. Damage reduced from 90 -> 80.
[] Cr.LP, hitstun increased by 1 frame, now +4 on hit. Active frames increased from 2 -> 3.
[] Cr. LK, hitstun increased by 1 frame, now +4 on hit.
[] Cr.MP, start-up increased from 5 -> 6. Hitstun and blockstun increased by 1 frame, now +5 on hit/+2 on block.
[] Cr.HK, start-up increased from 7 -> 8. Damage reduced from 100 -> 90.
[] Forward throw, damage and stun reduced from 120/170 -> 100/120. Advantage vs quick rise reduced from +19 to +17.
[] Chin Buster (b.mp), start-up increased from 4 frames to 5. Recovery increased by 2 frames, total frames from 20 -> 23. Hitstun and blockstun increased by 2 frames. Hit-freeze and block-freeze reduced from 10 frames to 8. Cancels into target combo 2 frames later (taking the start-up increase into account)
[] Chin Buster 2nd (b.mp -> hp), damage reduced from 60 -> 50. Cancellable on whiff.
[] Lion Breaker (mk -> hk), damage reduced from 60 -> 50. Can cancel into V-skill.
[] Inazuma Kick (b.mk), start-up increased from 21 -> 22. Hitstun increased by 1 frame, now +1 on hit.
[] Thunder Kick Feint (f.hk), total frames increased from 31 -> 34.
[] Thunder Kick (hold f.hk), start-up increased from 23 -> 26 (24 -> 27 vs crouching). Hitstun increased by 2 frames, now +2 on hit (+3 vs crouching). Blockstun increased by 2 frames, now -2 on block.
[] Hadoken (qcf+p), hitstun and blockstun increased by 2 frames, now -2 on hit and -8 on block.
[] V-trigger Hadoken, recovery reduced by 1 frame, now -7 on block. Total frames from 49 -> 48. Damage reduced from 70 to 60.
[] V-trigger EX Hadoken, recovery reduced by 1 frame, now +3 on block. Total frames from 45 -> 44. Damage reduced from 60+60 (120) to 55+55 (110). Stun reduced from 0+200 to 0+150.
[] V-trigger LK Tatsu (qcb+lk), active frames on 2nd hit reduced from 4 -> 2.
[] V-trigger MK Tatsu (qcb+mk), active frames on 2nd hit reduced from 5 -> 2. Damage reduced from 40+40+40 (120) to 40+30+30 (100). Stun reduced from 50+50+100 (200) to 50+50+50 (150).
[] HK Tatsu (qcb+hk), start-up changed from 16/32/44/56 to 14/26/38/50. Total frames reduced from 79 -> 73. Blockstun reduced by 2 frames, now -4 on block. Damage distribution changed from 50+30+30+30 to 30+35+35+40 (same total damage of 140).
[] V-trigger HK Tatsu, start-up of the hits changed from 13/29/41/53 to 13/27/39/51. Total frames reduced from 76 -> 74. Damage distribution changed from 50+40+40+30 to 40+40+40+40 (same total damage of 160). Stun reduced from 100+50+50+50 (250) to 50+50+50+50 (200).
[] LP Shoryuken (dp+lp), blockstun reduced by 2 frames, now -25 on block. Removed throw invincibility. Removed lower body invincibility.
[] V-trigger LP Shoryuken, removed throw invincibility. Removed lower body invincibility.
[] MP Shoryuken (dp+mp), blockstun of the first hit reduced by 2 frames. Invincibility moved from frames 1-6 to frames 3-6, throw invincibility removed. Damage reduced from 80+50 to 80+40.
[] V-trigger MP Shoryuken, damage reduced from 100+50 to 90+50. Invincibility moved from frames 1-5 to frames 3-6, throw invincibility removed.
[] HP Shoryuken (dp+hp), blockstun of the first two hits reduced by 2 frames. Invincibility removed. Damage reduced from 60+50+30 (140) to 60+50+20 (130).
[] V-trigger HP Shoryuken, hit-freeze on 3rd hit increased from 6 frames to 8. Invincibility removed. Damage reduced, from 40+30+30+30+30 (160) to 30+30+30+30+30 (150).
[] EX Airborne Tatsu (Air QCB + KK), damage reduced from 90 to 70. Blockstun reduced by 7 frames, now 0 on block at best.
[] V-trigger EX Airborne Tatsu, damage per hit reduced from 55 to 40. Blockstun reduced by 6 frames, now -3 on block at best.
[] V-reversal, start-up increased from 10 frames to 12. Active frames reduced from 4 -> 2.Invincibility changed from strike/projectile invincibility frames 1-10 and full invincibility frames 11-20, to strike/projectile invincible frames 1-25.
[/list][/details]
…so yeah, Capcom pretty much covered everything, the only discrepancies I found were very minor.
Full frame data here. Any character I haven’t gone through yet will have an asterisk next to their name.
If there’s anybody here who doesn’t think Nash sucks in S2 (or at least doesn’t think he got much worse), I’d like to here their reasoning. Since it seems to me he got wrecked.
But I’ve heard quite a few people saying nahhhh hes gonna be fine
It’s complete fucking donkey dick is what it is! FUCKING totally hot garbage! FML it’s like some carrier pigeon is fucking delivering the fucking packets of information on like slips of paper or there’s a little T.Hawk inside the server sending my button inputs by smoke signal. They seriously need to fix this fucking trash netcode!
I’m not surprised at all. It’s more of mind boggling because I know how easy it is to write matchmaking code because I’ve done it before. And just how bad they are at things and can’t fix it is just amazing to me. I would just think at some point after a year or so they could have fixed these issues. But nope, they are more concerned about selling you shills a bunch of stupid ass costumes and shit. I’ve spent $48 on this game and will not spend another penny more on it.
I just wish they would fix this shit though because I like the actual gameplay of this game a lot. It’s everything else about it that is laughable.
Otter, the #1 Nash disbeliever, said he’s better by himself and it’s just him having a big brazillian jujitsu problem. Hard to believe, but given he was on point before I give him the benefit of doubt.
Anyone else would like him to resemble his XvSF version with aerial Moonsault Slash?
As someone who’s been in the software industry for 12 years and made my own games, I can tell you it shouldn’t take more than 1 day of work to add that functionality as far as the development. And that is being SUPER generous.
A realistic estimation is about 30 minutes for someone who knows what they are doing (and that right there is the problem, no one at Capcom seems to know wtf they are doing).