I had a feeling. Frankly I’m fine with it at this point. I’m actually more disappointed in hearing Rolento getting nerfed lol. Still hyped for Juri/Makoto/Poison.
As for things to test:
Fei Long - can he chain cancel crLK into itself again? Did they make any of his Rekkas focus cancelable so he can use them to combo into EX Red Focus?
Seth - still have crossup HK? I wouldn’t be surprised if they re-re-reverted this change to once again not have crossup HK. What about canceling normals into tanden engine?
Cody - Does EX Criminal Upper still have no throw invincibility? Can he special cancel any of his knife attacks? Did they allow him to keep it when performing throws? Is LP Criminal Upper any safer? (get as close as possible and do one vs Fei Long and see if he can punish with a reversal Flame Kick)
Deejay - Can LK Up Kicks hit crouching?
Rolento - Put yourself in the corner with the opponent right next to you and do his Backflip - Ex Roll (3punch - 2 punches on landing) how many hits can you get? Can you control Rolento’s air movement at all from his wall jump (check regular and EX. Input is quarter circle back + kick)
Zangief - LP Green Hand any safer on hit? See if you can punish it with reversal SRK from Ryu. (arcade build it’s -3F on hit)
Gen - Can Gen change stances in mid air and use his other stances air normals? E.G. Do a jump from 3 Kick stance, hit 3 Punch in mid air and see if it does the 3K stance FJ HP or if he changes stances instead. If he changes stances, see if he can do a different stances normals.
The latest Saikyo blog post is hilarious when run through google translate. It’s all about the new online training mode feature, as well as the offline replay saving.
I’d like it if someone would test to see if Vega’s c.LP links are still one frame unplinkables. Basically just do them and see if they’re easy to do 100% or not.
It is but it’s nice to throw them to the corner if you can’t manage to get running grab off. They’re either…making him work harder or less hard. lol Can’t tell without testing. He dashes pretty quick so depends on how much ground he got on the far away. If this leaves them right next to him it’s a buff.
By the way we were wrong about the Hugo vs sim match cause now that his 2 hit s.mk is gone he gets in a lot easier
-If you sim in the corner he can’t get out without losing half his health
-meaty clap DESTROYS SIM there nothing he can do, this guy did wake up super while my clap was active it traded and I was able to follow up with s.lk into clothesline
-the overhead either stuffs s.mk or trades and he hops over fierce punch
-sim cannot yoga sniper at all I believe, every time the sim player hit me I could ultra or clothesline him
-if sim tries to teleport out the corner you could catch it with ex meatsquasher and you’ll eat the attack then grab sim by the time he lands.
I just want to see how a pro sim will handle this match up to see how he can keep Hugo out.l cause so far the match up changes once Hugo is next to sim.
Why does that even matter? Well i guess having more smoke is good cause sometimes they block the wrong way and eat a full ultra 1. (it does happen) Haha’ Or is their another reason you want the smoke back?
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