Why on earth did they increased Abel’s damage output is not like he was lacking on that department before…I was playing an Able player yesterday and it was amazing how fast it killed me sometimes…even with the mask on…on the other side of the coin I was able to perfect him a couple of times…it could go either way…I’m 100% sure ex shc is safer on block…in AE…after a blocked EX SHC if people jumped in…(The less intelligent thing to do)…I was able to nj HP with the Opp a little above vega’s head…now I got time and space to forward jump air grab…I also think…(i may be wrong of course)…Than fba start up has been decreased…it no longer feels like a slow painful jump to the wall…it just flows directly to the wall…also…i’ve been able to stun people pretty quickly i don’t know why…on the other side of the coin i don’t find CH as safe as i was expecting…i thought it was only going to be unsafe at point blank but i’ve been punished a lot of times for doing Cosmic heel at max cmk range,meaby i’m just doing something wrong
I’m officially done with ranked…As you all know, i’m extremely rusty since I havent played for months, waiting for this patch but I always play ranked since I hate waiting my turn and all. XD I ended up on fucking youtube. Seriously? Yes I lost badly and Yes I mad. But goddamnit, im getting annoyed by it. I’m just gonna stick to endless until I get better with a fightstick. >.>
Last night my c.MP went completely through Fei’s c.MP, apparently it’s a glitch that’s getting patched but worth noting.
Yang’s invul frames on wake up have gone to Guy…i kept whiffing CH and kara throw on his wake up…during kara throw animation vegas hand pass right throu Guy and nothing happens…at least on PSN…
The Ryu match-up is a lot tougher now. Hakan’s buffs also shine through, though he still fairly easy to deal with.
Both regular and EX SHC are definitley safer on block, though they are still very punishable, you land further away from your opponent after a block. I’ve had a few blocked, and back-dashing seemed to get me away untouched (which wasn’t the case in all previous versions), but I feel it’s only a matter of time before people start catching on and reacting faster.
referring to regular SHC not EX so the only change in spacing you get is when you put yourself in the corner
[/FONT]
wait, how many sides does your coin have?
lol
EX SHC looks the same to me on block… although it’s only been blocked once so far
Abel is fine imo. He needed the extra damage anyway
FBA looks the same to me…
U1 looks like he lands a tad bit lower than previously
you didnt play that bad except for going for crossover EX SHC 3 times in a row when he had shown he can block it the first time. So I dont see the problem.
i want to see this… testing[/FONT]
EX Sky High Claw is definitely safer on block now.
I just updated the frame data on srk wiki. If you see any inaccuracies lemme know but here’s a summary of what was changed:
-Updated the change log as if AE didnt happen (because it’s unplayable)
-Updated the frame data on SHC, cHK, Super (4th hit was missing), CH, and U2
I’ll probably update it a bit more since it’s mostly an empty page later on when I have a bit more time.
… I think this is a stealth change…
Manually throwing your equipment off, always lands in the front…
… Yay??
testing now…
ok false… equipment always goes toward middle of stage
also tested the SHC and EX SHC pushback distance
the opponent (ryu in this case) in all attempts pushed back a consistant 7-7.5 squares in both AE and 2012 (i still have AE on wifey’s ps3)
myself however in both versions kept getting vastly different results regardless of version
so i attempted to use a bit of statistics to try to sift through the weeds
I placed the tip of Ryu’s front toe exactly on the black line and then attempted 5 regular SHC and 5 EX SHC on AE. Edit: SRK’s auto formatting sucks
for AE i got:
SHC
6, 6.5, 7, 6.5, 7.5
EX SHC
7.5, 8, 10, 10, 7.5
for 2012 i got:
SHC
9, 8, 7.5, 7.5, 8
EX SHC
7.5, 6.5, 7.5, 7.5, 6.5
So i’ma do a bit more testing…
i’ma set ryu to one side of the wall and see of that makes a difference. I think what is happening is that the hitboxes are constantly moving as Ryu bounces.
Ok I have some consistency now… I picked a new character to test on. Seth. since he actually stays fairly still
SHC in 2012
Apparantly the amount of distance you are from your opponent after being blocked is determined by how far away from the opponent you were when you input the move…
anything from just slightly beyond half screen (18 squares from your toe to seth’s) will put you at 12 squares from him…
anything from the 18 square mark or closer and you will always end up at exactly 16 squares away
SHC in AE
Same as 2012
EX SHC in 2012
you will ALWAYS end up at 19 squares from seth.
EX SHC in AE
same treatment as regular SHC after 18 square mark you land 12 squares away
SHC in 2012 is exactly the same as its AE counterpart, but EX SHC is now safer when done from further away you land 7 squares further back when done from that 18 square mark or further… if you do it closer though it’s exactly the same.
Updated Srk wiki with findings
just tested it and no additional range on CH
CH juggle into U1 possible from the ground, same difficulty as juggling U2 except that I’m not as familiar with the U1 motion
[media=youtube]zWvB76lIN2w[/media]
This is not even possible in Super where U2 had 7 fr start-up. How is it possible now with 8 fr?
I think you are making a joke, you have modded the charge time
grounded CH into U2 has always been possible since Super, even in regular AE you can do it. The only thing new is U1
Are you serious? :eek: How on earth I have never seen or heard it!? I have been trying it with an instant charge, but no success here…
i stand corrected then. I spent a good hour trying to get that move down and he just goes right through. I see how it was done though. The same way i have enough charge ready for EX RCF.
start with forward and roll to down then downback
the hard part is hitting CH while the stick/pad is mid roll
I knew it since Super however It’'s hard to do as well as landing it in real match
Still, Vega is most difficult character to play
I’m trying that a lot in training and it’s…really hard. Do you guys think it can be practically used in a real match?
only if you absolutely know:
-your spacing is perfect
-it’s going to hit
-that you can confidently execute it and not do it too late (like i keep getting) wasting your ultra
is it only possible when hitting with the tip of the feet?
i’d say it’s probably possible, but you only make it harder if you dont do it at max range