Which Character Do You Hate The Most

Dyou think I’d write “almost anything” if it was only Super? -.-

  • Super
  • U2 (some chars corner only)
  • Ex Wheel
  • LK Wheel
  • Store (some chars corner only)

And best of luck AAing a TK’d Dive (or a Fuzzyguard-j.Strong, for that matter)…

I think you need some context.
You see I wasn’t saying it LITERALLY couldn’t combo into anything…
I was comparing it to Cammy who can combo into anything…

Yes you did.

I could carry on but meh…
You’ve won the internet, congrats Mr Fox!

lol won’t accept that he was wrong

I played some guy yesterday. He played Akuma and Cammy (WHAT A BAWS), and he was literally so shit. This post isn’t about him, it’s about people who pick up really scrub friendly characters and have no idea how to play “properly”. His Akuma consisted of air fireball spam until he got knocked down, and then teleport to other side of screen and repeat. His Cammy consisted of cross up j.lk (I think that’s what it is?), c.lp, c.lp, c.lp, and repeat, so that it got him into a position that I couldn’t (didn’t know how to) anti air him. Flow chart Akuma and Cammy ftw.

Ryu
Ken
Blanka
Sagat
Guile

I stand by my belief that Demon Flip is the single most obnoxious move in the game. Safe on block, practically safe on whiff (if you do Palm/dive there is only 4F recovery), has 3 hard knockdowns that each require a different option to counter if your character doesn’t have an invincible anti air. EX version can completely negate the entire zoning game against some characters. And it’s on Akuma who already crazy good mobility, multiple ways to alter his jump arc, and a 3F invincible FADCable reversal that doesn’t cost meter.

I mean the move is designed from the ground up to specifically be the most irritating move in terms of average player gripes. Things average players bitch about constantly in fighting games(note: not legitimate issues, just things people have complained about since SF2): Fireball “spam”, command throws, and dive kicks. So why not combine all 3 into one move and give it to the character that already has every OTHER option as well?

/saltyrant

And the one thing all Akuma players and Seth players will reply with…
Oh we have the best tools in the game and high damaging combos, rushdown tools and high damaging combos?
WELL WE HAVE LOW HEALTH so hahahaha its fair!!!1
I used to main Seth so I do get it and it does kinda suck but how can you get hit when you have the best teleport in the game (Akuma) and the best dp (shoryu FADC on wake up) a teleport (not that good but a teleport none the less)…
Literally have a friend who’s at 3.5kpp and uses Akuma, literally stays back the whole match throwing fireballs and if you’re anywhere near his panic zone (like within half screen) he’ll start doing random stuff like DPs, demon flips etc just to get you away from him if you knock him down he’ll teleport though I’ve sort of scared him from doing that since I try and predict half of them… we pretty much always have 1 sided games because he did or didn’t get lucky with his panic dp’s + demon flips…
He said he gets tons of rage mail, I understand why -_-

low health? lmao, Akuma has 850, max health is 1200 I believe, now if you hit like a truck and net 300 damage per combo thats not fair lol! but I believe Blanka is no1 on the hate list then Bison.

blanka are fun to fight, the randomness is quite endearing
but the scissor spam is boring as fark

I just played somebody who knew how to use Cammy, Rufus, and Yun. Brain dead dive kick spam all day erryday.

Akuma is so unbelievably cheap.

There’s a difference between a character being solid in his choices ( Ryu, Fei Long especially) and being overpowered in his choices ( Akuma). That’s all I’m saying.

New found hate for Balrog. He can combo off of his overhead! I mean, I can do that as Makoto, but it’s worse when he does it!

Akuma has lower health than average, but it isn’t as low as some characters have in some games to pay for their toolset. For instance Shin Akuma in Capcom vs SNK 2 died in like two normal moves and one super killed him out right, but he had the best toolset in the game, glitches nonwithstanding. A character can have great tools and still be balanced by health, but in this game the health differential isn’t as massive 800-1100 but the toolsets on some characters are a little too good. I think that is intentional though,but whatever.

Some characters just seem to have it all. It’s still a better balanced game than most though. The top tier characters are a little too good though.

Never expected so many votes for this character.
Why?
zoom zoom zoom capoeira mata um

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Legit Blankas aren’t as annoying, its the ones that abuse lag/cheap/risky tactics and cheese out the wins.

All characters with magical mid-air momentum changes. I’m sure none of the character truly follow the laws of physics, but for most characters you can at least time your anti-airs based on the movement arc. But some characters do such weird physics defying stuff, that the only way to properly anti-air them is to know their weird movements, and ignore your instinct that goes “he’s going to be in AA range in half a second”. Vega is the prime example, all my matches against him consist of me going “wtf just happened?”.

I’ve argued before that Health is a poor tool for balancing, it can be done but it isn’t great.

Also, max health is 1100 for Zangief and T-Hawk. Technically Hakan can get up to 1155 while oiled (his base health is 1050 but he takes 10% less damage while oiled)

The ability to alter your jump arc while in mid air is one of the most powerful tools you can have in SF4. I wouldn’t say it’s THE most powerful, but it’s certainly top 3 most useful tool to have.

Look at top tiers and you’ll notice that ability is a common recurring ability among MOST of the top tier. Cammy, Akuma, Ibuki, Seth, Rufus, Ryu, Adon, C Viper, Makoto, Sakura. The only characters in the upper tiers that CAN’T alter their jump arc on demand are Sagat, Abel, and Fei Long. It is a very powerful tool to have, and one of the main factors that made Yun/Yang so dominate in AE was the amount of things they could do off of landing a dive kick.