i tested it myself but i guess no one else played yun no love for the china twin. NO MORE BEING HIT BY FOCUS ATTACK WHEN WE LAND! Or GETTING HIT BY AN UPPERCUT EVEN AFTER WE LANDED
Of course it’s a pile of shit if you only play one character, there are 44 characters to choose from in Ultra, why don’t you switch? I’ll drop Seth in Ultra even though i’ve played him for 4 years, big deal, like I said there are plenty of other characters that are fun to play.
Sigh, I like Yun and all but the nerf to his dive kick landing was totally fair in AE2012. It’s still an amazingly good move. I dunno why they couldn’t at least make it 5F landing instead of the 4F all jumping attacks have, that way he at least has to worry a bit about spacing it A LITTLE.
Take this, now add +2F to all of those numbers and you have the dive kick with the 4F landing recovery instead of 6F.
Now if he does a dive kick aimed anywhere but the very top of an average size character’s head he is safe from punishment on block. Can’t even throw him.
I kind of hope that they nerf the blockstun by 2F so that he remains punishable. It would still be a big buff because not only would it be easier to combo out of (i only said BLOCK stun) but having 4F landing instead of 6F landing would let him use it for safe jumping 4F reversals. Currently it gets hit by 5F or faster reversals if used for safe jumps. I just don’t want more dive kick nonsense dominating a game already heavily dive-kicky (yeah, I made up a word. Wanna fight about it?)
even if characters can beat the slop, they dont every time because theres still the risk of miss timing and eating a punish.
anyway without getting off into a tangent about who can beat what, my point is that there is some form of attack even if admittedly weaker. its not like some people are making it where you just have to watch the other guy get up after every KD. and yes 100f is excessive, but so is 89f
Without safejumps or the so-called vortex, every character basically becomes bison in never having to block. Did anyone watch NWM grand finals tokido v kbrad? Kbrad already had a very tough time catching tokido when he was doing mostly teleports, and that’s with cammy who has a vortex and U1 to catch it. And that was tokido reducing his defensive options to 2 or 3… these are top level players too. Or how about luffy v. jwong in stunfest? JWong already had a very tough time catching rose backdash/4 button tech, and was easily able to alternate to constantly force jwong guessing. People had a tough time opening up players like john choi in ST, and your options are extremely limited/linear in that game.
Now multiply those options: you have backdash, 4 button tech, early/late cr.tech, stand tech, and whatever other reversals you have, like DP/teleport/counter/etc. And of course blocking. After being at a character distance from your opponent (eg. a shoto does 2 cr.lp’s distance), you basically get a free backdash escape.
Of course each specific defensive option has a counter, but a good player can constantly mix up his options and basically never have to deal with offense. If you know your options, and your opponent doesn’t have a specific mechanic to counter them (eg. a divekick, command grab, or something like that), then you basically have very effective ways to escape mixups. If you can’t relate to that, you’ve probably never played a strong enough player who know his options and how to escape. The vortex was one of the only ways of mitigating these crazy defensive options. But as previously stated (tokido v kbrad match), EVEN WITH the vortex defense is crazy strong. Blocking is hella overrated in this game, I mean look at all the top players of the game(daigo known for umeshoryu, bonchan with tigeruppercuts, wao doing U2 on wakup, kazunoko never blocking EVER, gamerbee never blocking, tokido teleporting, etc.) Even when you see blocking, players are buffering cr.tech in between strings because autoblock hides all your inputs. So basically no one ever blocks.
I’m happy that chars like sagat/bison/vega/guile/etc. have trouble opening people up, I mean they’re not supposed to have offense. I’m just annoyed that non-keepaway/spacing characters without the offense of cammy/makoto/yun/etc. have the worst of both worlds.
did i test it wrong? cause if they have another build at ECT this weekend its only a train away ill try my best to go and record Each character that you guys want tested. Except blanka Cammy akuma cause you know…fuck those characters
It’s crazy how in AE it was 4 frames of landing lag, with no height restriction. Haha’
Then in v2012 height restriction in place with 6 frames of landing land, and it still ended up being good.
I’m not gonna lie, i asked for it to have 5 frames of landing lag with height restriction in place, but that was just a dream buff, didn’t actually expect them to listen and even make it 4 frames. O_O
All i TRULY wanted was
Medium up kicks back to 130
Faster start up Ultra 2 / damage increase to make more people choose it over the godlike ultra 1 ( one of the buffs, not both)
Cr. MP back to 60 ( but didn’t count on getting it back along with a far standing MP buff)
I would really appreciate if you can check, if Guile can use jf.MK as a crossup, if the cr LP still does +5 hit stun, and basically if Guile has any other buff, thanks in advance.
Why do i get the feeling USF4 is coming out not early or late, but mid June? Hmm, about a month and half more guys!
Damn so hyped, both my characters are gonna be good, new and improved modes, more music, improved training mode. O_O
The only thing that would be the biggest possible let down for me is them using the SAME character select screen… ( but i get this feeling console version will have a new screen, i can feel it)