at about 2:29 at the start of the 3rd round. Momochi wakes up with SRK and Kindevu blocks it. Momochi then FADC and dashes forward (it could be Red, Idk, but it used up 2 bars), and Momochi was able to safely dash in without punishment and then do another SRK
Either Kindevu just didn’t punish correctly on time, or the -5 isn’t that big of a deal?
If it only used two bars it was a normal FADC. Money’s on folks just not being used to punishing it yet. Give it a few weeks to sink in and you’ll see people getting jab confirms in that situation.
Most people wont be punishing -5 DP fadc at least for a while just like in sfxt.
People were definitely exaggerating about DWU. Red focus is actually useful especially you getting red focus damage on top u getting an ultra after which some people overlooked cause they only see the ultra damage scaling.
difference here is that throws are fast enough to punish that, so players can just grab, which in the greater sense of things is not an uncommon reaction to a blocked fadc. might not be optimal but its something that already happens in matches a lot, as long as someone is not too used to doing delay low tech every time or something…actually can you tech throws while dashing? idk much about sf4
Did you just say there are no 11F frame kills and then in the very next line say that characters who can alter their timing with 11F moves? Isn’t that contradictory? lol. Anyways there are more 11F frame kills than you’d expect but they aren’t THAT common. Cody farLP, Ken’s far and closeLP, Dudley’s sLP, Seth closeLP, Dan far LP, Sakura crLP, Oni sLP and crLP, Juri closeLK, Chun farLP, crLP, Cammy farLP and crLP, THawk closeLP I think are all of em. There are also a handful of 10F lights like Balrog’s crLP.
True, but only once they have 2 bars. Also it still doesn’t stop them from simply stand throwing him since he has no threat of a low frame trap confirm or the ability to make a throw whiff via a move like Tatsu or IA Dive kick (if F+HK had been airborne ~4-5F instead of 8F he’d be able to use it to make throws whiff but even after a clsMP on block there isn’t enough frame advantage to make F+HK airborne in time to not get thrown. Still usable to bait stand throws if you stand outside of throw range when you startup though.
Really, for better or worse, Cody’s biggest changes were system mechanics. None of his actual changes amount to much. If anything I’d say this is the least influential set of changes he’s gotten in any update (and the first he was actually nerfed.)
While (as others have already stated) clMK forcing standing helps because sHP doesn’t force standing and Akuma can’t link to crHP from lights. I do agree that a lot of players are overly optimistic about minor buffs. However that level of optimism is something that actually helps in tournaments in many cases. So while their views on balance may be skewed by that optimism it’s that same optimism that helped get them to be strong players. Can’t win consistently if you always think you’re going to lose.
O yeah, and seeing as Capcom showed off their replay state button for training mode, but didn’t show hitbox viewer or frame data viewer I guess that wont be making the cut. After all, they’ve shown that they are willing to completely ignore large fan requests already with the Edition Select staying offline only and the 3v3 mode requiring 6 people and not carrying meter over between rounds.
Yeah, the lowered blockstun is what is going to throw people off for a while.
Obviously people were expecting -5F to be like more time to react because the opponent is still recovering but it’s actually just that you can move sooner rather than the opponent being able to move later. Means if you want to punish the FADC you have to be fast to react to it.