I love decapre players, lemme get a knockown do scramble for 0 meter or mixup, then ill land and jump into dp, when you can just safejump cammy off of hands -_-
The problem is that a lot of the same moves that punish sweep also punish fireballs. So if you can’t connect s.HK, can’t sweep, and can’t fireball. What’s left? Pretty much just c.MK which doesn’t do any damage or lead to any positioning.
If this was a 1000 health character it might not be so bad. It’s a 850 health character where trading hits means you are losing. They nerfed the character too much in this version. They either should have nerfed the vortex OR the neutral game, not the vortex AND the neutral game.
Hmm they should have made akumas other buttons better and nerf his stand hk and sweep a little in light of DWU and sweep ultra nerf. That way akuma players wouldnt have 2 situationally godlike tools that would cover their options for neutral and a bunch of ok normals. Instead they would have a bunch of good normals and be more diverse in their neutral play.
But the easier fix would be to lower the hitbox on akumas stand hk to force 2 blocks on everyone and give back the sweep u1 and old jump back fireball recovery.
Whatever. Every character has to seemingly suffer in at least one version of SF. Wouldn’t be surprised if they buffed Akuma back to top tier once ‘Mega USF4’ comes out …
I think Viper and Fuerte are executed here really well. RSF and Vipers movement/seismo chaining are difficult enough where even character experts mess up, but not easy enough where these characters dominate mid level play.
I agree that execution should be rewarded. However I think that the question is: how much and HOW it should be rewarded. Example, should it just be additional damage? Or is the additional options good enough?
In terms of how execution is handled with Viper/Fuerte I think it’s good. The issue is more the tools themselves, not the difficulty of execution. ESPECIALLY in Viper’s case far more than Fuerte. Viper has super simple to use tools that are amazingly good without execution whatsoever. Her burn kicks and thunder knuckles are amazingly good special moves under their own merit without any fancy additional feints/execution tricks.
I really think people underrate her LP/MP Thunder Knuckle. Armor breaking, forward moving, safe on block, good damage, can be FADC’d or comboed out of on counterhit, good amount of active frames, decent hitboxes (not great but not bad), and good meter building. LP one can even duck fireballs!