i used to not walk back as well, but players who have greater footsies than i do walks back to space themselves and are able to counterpoke a lot easier. not to mention that one izuna drop/st equals them being in the corner. so i find giving more space isn’t too much of a problem anymore, unless you’re playing zoning characters
cammy gets a mixup from a knockdown, which she needs to earn first. if vega has a mixup JUST by being in midrange…that is unfair as hell…an average human reaction is around 13 frames, but that’s only if you react to something very obvious like colour changing from blue to red. in fighting games, you can’t actually see when exactly a move starts up unless it’s ex, so the reaction is more like 25 frames. try this program out and see it for yourself: http://www.teyah.com/milliablocker.html
just because it’s 20 frames, it doesn’t mean too much from max range, but it is a problem when using it’s up close, where you wouldn’t use that move anyway.
i would not dispute that u2 though, the only realy way of landing that is 3xcr.lp, and by that time, it’s pretty much heavily scaled. i really can’t find a way to land cr.mk to u2 unless it’s a dizzy punish, or very obvious whiff punish.
i can see cr.hp to u1 from cammy and cl.mp to u1 for fei being practical, vega’s cr.mk is just too fast. unless you have a video showing someone doing it consecutively.
That some point of view. Personally I think PoM is a good mix-up tool from midrange, as from this range you can mix-it with a frame-trap (for example sLK cMP or sHK ; that’s 60 to 110 dmg for the opponent if he presses a button) and then go for PoM when they stop pressing buttons.
From that range, considering it’s not point blank, you’ll get between +1 to +2 frame advantage, with a throw/frame-trap mix-up off it. That’s the kind of advantage some of us wanted for Cosmic heel, without even being into sweep range, so I don’t see in what way it is neglectible. =)
At the other hand, I agree that +4 point blank could be OP, as then Vega could 50/50 opponent’s between cMK cMP EX FBA and PoM + combo from midrange. Anyway it’s pointless to argue on such a buff, as wasn’t included in those first location test, while they clearly went all out with max buffs. =)
So you will have to ask for a buff in the first active hitbox of U2.
It will never reach someone after 2 crMKs.
Actually, if you want to make this happen. You have to make an entire new character.
Either comboable overhead or crMK U2 are things that does not suit Claw at all.
regarding practicability: Zeus just tried crMK -> U2 two times in that match vs Chun Li. Both times it got blocked to the push-back. And that was with the soon to be gone 5f U2…
Played some Claw at the Ultra location test at NEC. Crouch jab buff is godlike. It’s really crazy converting every jab with ease into a c.mp > EX FBA or just crouch fierce now. EX ST change is underwhelming as expected; there’s not really that much you can do with it, but it’s cool to have something invincible at least. I was talking with Combofiend and we both agreed that the jab buff is definitely far more significant than the EX ST invulnerability. Combo was saying the jab might be too strong currently. Definitely a game changer, and don’t even get at me with some bullshit about execution. It’s night and day, especially off of stray hits, and it makes his walk-up game a lot better in turn.
Regarding Cosmic Heel: the move is fucked up right now for sure. According to Combofiend, the move was implemented incorrectly and not working as intended right now. New build at Capcom Cup supposedly, so we’ll see what’s what with CH then I guess.
There is no doubt that from all the changes crLP being +5 was the biggest one.
Its just so good.
U2 being 5f is also too stronk and actually dumb. Its leaving for a good reason so it doesn’t count.
But crLP being +5 its one thing that Claw really needs it.
So why should they nerf U2 then if you can’t even combo into it? It’s nice to be able to combo into Ultra after CH, it’s not like CH is super easy to land, takes a good read and a confirmed hit anyway. I mean shit, half the cast gets to do that very thing. Gouken gets free Ultra off a fucking throw. Gen gets super AND ultra to combo. Chun gets to Ultra or super (forgot which) off a god damned wall or ground bounce. Seriously, what is the fucking problem?
Or how about keep U2 5 frame for double Ultra since that cuts back the damage, and then make it 6 for single ultra.
I don’t know, this is very disappointing, I really think they’re just going to nerf him back to 2012 (or even worse) while the rest of the cast gets buffed to fuck all. If they take away his new jab, and his EX ST, and only give him that hit on Super, then I’m done, because I will not wait all round to build super when I need to do damage with EX.