I feel they actually removed some of the strategy away from the game and added some derp wtih the both ultra picks. Before it was a choice. You’d for example either counter fireball attempts, or go for raw damage. Now its just both at the same time.
Also I can feel some characters being almost broken with both ultras available. I’d be very surprised if this version will be as balanced as some other versions.
Red focus also, some chars already have amazing focus attacks now they can absorb multiple hits also.
Hakan shuts down any entire side of the screen against characters with no projectile (and some who DO have them). Two bars and oil would make him unstoppable with two ultras. Between airthrow, U2, 360K, Super, Sliding FA, jumping slap, U1, I’m having a hard time seeing how someone like Bison, Dhalsim, Cammy, Rufus, Twins, Dudley, Guy, Cody, etc would be able to shut him down like some of them can now.
If you enter his sphere of influence once he’s oiled and has ultra stocked, no matter what you do, you’re gonna feel something. I mean, you can’t even be within a character width of him without already being on the ground if he’s oiled with U2. If you are on the ground, you risk eating oil dive or U1 with every step you take. You have to play his game and his game is to get your butt.
That’s the fun guys. When characters like Hakan or Zangief have both ultra you have to keep them out with no errors. Personally I have good track records against those two an it will continue when I pick up Elena
Most of the characters, you have named here, have simply serious problems, outside of Cammy, Yun and Rufus, which doesn´t help them in overall. Just Hakan can abuse it very well, if he keeps the Oil. IF my opponent can keep me dry, then he can get the win, however Hakan has simply a lot of options to deny this. He is built around the Oil, he needs those opportunities to oil up, otherwise he couldn´t work. I also play Bison, well he has great escape options, but what he lacks are options to overcome bad matchups easier and to open up defensive characters very well. Just as I said once ago, having both Ultras stocked with Hakan and a lifelead against a forward walking Bison is of the best situations you can get, he has no overhead or cmd grab to open up, so what is left for Bison? If those characters would be in overall better, they would do better against Hakan.
Hakan is actually more a Hybrid, not really a true grappler, who excels very hard at close range. He can be good at close range, just Hakan has to change between different ranges, if he wants to Oil up safely and wants to pressure his opponents.
He is still good at mid range with his pokes, however he doesn´t always want to get in, he will also attempt sometimes to play keepaway.
Playing keepaway against Hakan means, he gets free oil, rather try to play close against the grappler.
I agree with everything you said there. The reason I mentioned the characters you pointed out is because with U2 ready, they have no choice but to stick the ground or try to bait it.
But no, you’re absolutely right in saying that dry Hakan isn’t as much of an issue. Wouldn’t write him off entirely, but it makes things a lot simpler.
Side note: I wonder if they’ll make Fei’s chicken wing armor break on all hits. First hit only with red focus kinda worries me. That said, I don’t have the game yet and I’m not a fei player. We’ll see how it pans out on release.
This certainly shall be interesting. It will all be a matter of time as to people being drawn in or turned from the game. Now we just need fatalities and the game shall be even more street.
Am I the only one thinking characters without solid armor breakers might be picking one up in the balance adjustments? Chun picked up AB on EX Hazanshu for one. Would make sense as a balancing factor for Red Focus.
I am against variable wakeup, but it looks like it’s real, so I’m thinking of ways to let offense still exist, this was the best I could come up with: 10 frame delay on your wakeup, but you can’t do any reversals, you can still block, backdash and jump, this would let you do a safe jump in case your opponent does a regular reversal and still do a meaty jab OS or some kind of grounded mixup without giving the defender the upper hand.
How bout a turbo option, finally? ijs, Ono. Speed the game up
That said, good to see Capcom trying to pack content into the game. The more mechanics and features they add, the less people will complain about the pricing.
Most people who DONT play this game it’s because it’s too slow. If they speed it up the people who passed on it might give it a shot. More money for Capcom and more competition. I don’t know anythingabout programming but if they sped up the game wouldn’t it make the current frame data irrelevant and cause like infinite block stun or whatnot