Useful? Her low B, standing C, (launcher, fireball xx legs super, or legs super) isnt enough?
Chun is still ridiculously good. A character with that much speed and range and priority doesnt need infinites and free easy mixups.
Useful? Her low B, standing C, (launcher, fireball xx legs super, or legs super) isnt enough?
Chun is still ridiculously good. A character with that much speed and range and priority doesnt need infinites and free easy mixups.
chun-li is always a pretty damn good character. its that fucking double jump…
Maybe Ippatsuman can reset into 623 Grab Super after 236B whiffs
Key against Oni Soki is a well-timed air grab with Ippatsuman/Polymar or a mega crash -> combo ;P.
As for the “mid-screen jump combos” are you talking about 6C~B+C, BRQ, 7, iad (backwards). j.B, (standing) 5B, 5C…?
What would be the point if 236+A/C hit and still reset anyways?
That’s just completely screwed up. Totally unecessary, if you ask me.
Is there any reason now to even have the normal fist equipped at any time?
They probably did it in addition to his infinite removal because the infinite was solely reliant on the speed of the weapon switch. So by slowing it down, they potentially kill any more infinites that might come to be in TvC:UAS.
It sucks hardcore though because megaman will suffer a huge deal and probably become his low tier self again.
I mean shit. Not even a standard 6B into ANYTHING?
The only reason you’d probably even give Normal Arm the time of day now is for 9B Shenanigans.
This probably runs all of the Shield Gun potential as well.
No more 9B Shield Gun > Weapon Switch into OTG Drill BBQ OTG Drill. >:
That was one of my favorite combos.
well, she already had that, im not saying she sucks in UAS,. but take a look at karas, he can combo into his chain now and his rekkas ending with the overhead combo against airbone opps, thats useful, chun should be getting something
also, I think the LLs push chun back too much, unless they reverted it, can you confirm if 2B 5C 3C XX LLs still works (and if you can combo after it like in TvC??)
Please don’t complain about Chun being nerfed while not getting any trade-offs. Rock is a worse character in multiple ways and he got straight up nerfs, one of them seemingly a heavy, heavy, HEAVY hit to his combo game and might even redefine everything we know about Rock.
At least Chun will still be good. Rock might not be anymore.
Chun and Karas were both OP in the last game, there’s no two ways about it. They both needed nerfs and they both got it. The reason Karas got new abilities is because the nerfs were harsh. Losing the ability to cancel the 4(charge)6 into normals not only kneecaps his infinite, but a lot of his pressure games. With his low health, if they would have left him without any new abilities, he would have been garbagey, which would have pissed off everyone who likes karas.
Chun, on the other hand, just got some small nerfs, and she got a small buff in order to compensate for it. Feel fortunate. Her inf is gone, but she could always do good damage without it thanks to double fierce and triple jump shenanigans. She’s still got all of her good pressure games with LLs in the air and everything, so yeah. Unless there’s some shit we haven’t heard about, Rock’s the real one getting the shaft so far.
The only Rock players I have ever played just stood at the other side of the screen and fired blasts while charging. So I have ZERO sympathy, lol.
Anyway for some reason Ippatsuman’s LVL3 has become WORSE… I have no idea what they were thinking. Can’t fire the laser, can’t land hits, sucks up super meter like a sponge… and takes all of it! Surely this is a move that needs to be nerfed!
Well, the infinite relied on corner juggling with weapon-switch cancelling after a weak shot. They could have fixed it by just making it so you can’t cancel the standing shot into a weapon switch.
I assume you can still do launcher after 6B fist. That’s what I did in my first playthrough with him before I realized you could fit a weapon switch in there. Still sucks though, weapon switching there was huge.
I wonder if there’s lag added to the aerial weapon switching. That was crucial for the jumping shot spam:
[media=youtube]6ScWdmhUtLM[/media]
You still can’t hit Ippatusman during his level 3. As much as I love using Ippatsuman (he’s one of my favorite characters in the game and is awesome with Polymar), temporary invincibility and still being able to dish out some damage (even if it’s chip damage; he can still juggle off of the unblockable horizontal slashes)… Don’t you see anything wrong with that? Besides, Ippatsuman still looks like a strong character. He can use (dash) 623C with more freedom now (as I tested at EVO)!
Juggling with the punches is really difficult after about three repetitions, because the character flies off the screen. It’s already hilariously easy to avoid, too; just choose the side of the robot and jump.
Also, it’s three levels(or more!). It should do lots of damage! It’s such a huge sacrifice.
Ippatsuman’s level 3 should be done after a wall bounce or something. He needs to get the robot out in time to use his unblockable swipe on wakeup if he wants to guarantee damage, though that might not work the way I hope it does.
Anyway, why don’t we have any news on PTX yet??? flails
The combo patterns can go:
-(Opponent super jumps), 8B, 5A/5B, 5A/5B, 8B, 5A/5B, 5A/5B, 8B…
or
-5A/5B, 5A/5B, 8B, 5A/5B, 5A/5B, 8B…
They tend to forget to use his ground 5C, an attack that has actually a good reach and easily combos to his launcher. His air normals tend to hit without prejudice.
Well I mention infinites based of weapon switching in the sense that the amazing speed of the weapon switch coupled with new mechanics might of opened up new infinites or even more of them for megaman. Who knows. Capcom has good playtesters but not the best and bias can ruin anything.
Weapon Switch nerf is still a huge nerf to his game as now Shield gun becomes unless offensively unless its a 9B. And Normal Arm. Auugh.
Maybe I’m just thinking the worse and its not that bad, but meh.
I assume that they nerfed aerial version too as it was just as potent as the ground switch and singlehandedly made Rock impossible for a Giant to catch.
Hyper Jump > Air Dash > Double Jump > Air Dash > Aerial Weapon Switch > Aerial Weapon switch.
All while charging.
asdfasfas this really annoys me.
I wouldn’t say that megaman’s spam made it impossible for giants to catch him. very hard, yes, but not impossible…mybe for Lightan, but not PTX.
No news from Fight Club?
I was at fight club and really i was only using characters i normally use and the new ones.
Yatterman - cannot combo fire breath from knockdown anymore. You have to dash/move in closer and it has to be QUICK!
Roll - easier to combo into launcher (i don’t use it anyway) other then that she seems unchanged.
Doronjo - Rocks seems to fall quicker. The tree bombs didn’t seem to be nerfed, at least to me. You can still combo Tree - Rock, no problem.
Frank - Sucks. His zombie summons are maddddddddddddddddddddd slow. Even if you manage to get one out (which is a feat in itself) it won’t do very much. All his normals are very slow and seem very unsafe. Until i can play with him more atm i say he is the worst new character thus far.
Joe - Amazing. Sort of has an Ippatsuman feel. Has a counter (the red screen) that comes out SUPER fast and is very useful. Nice supers. He would probably work well with Jun, Ippatsu, Polymar, & Tekkaman.
Zero - sort of plays like Karas, Soki, Tekkaman. Meaning he has big heavy swings, most which at the time i was playing seems safe. He seems like an interesting character.
Gold Lightan - Harder to kara into his command grab. You must hit all 4 points now, not three. His HCB kick also moves foward now. Which might work in his favor if the opp. is at range you can probably surprise them with a snapback. Other then that he seems unchanged.
And if i played anyone of you guys there GGs. I had on a blue north face and a Indians cap. Played Yatter/Roll, and Lightan most of the night.