… but do they have an EX kick that goes both ways, except the other way doesn’t actually hit anything? NO!

so omega deejay has Poison’s DP and and LMT, and is a motion char. (because if you picked up deejay you were interested in motion chars in the first place…)

…wonder if Capcom is trying to say something here

I primarily play Ken, DeeJay and Cody these days.
Ken got a foot fireball…okay.
Cody got his Final Fight combo for nostalgia factor.
DeeJay still sucks.

I’m fairly certain the kick going the other way will hit stuff but probably has very little active frames and it’s not like a tatsu where it happens pretty quickly after the first kick. It’s probably like 5F forward hitbox then a 5F gap then 3F backwards or something like that.

That said, the mega crash they created looks way worse animation wise than the version I did which is really REALLY disappointing.

Liltre, I have no clue what you’re talking about. I wasn’t complaining about the seemingly broken moves at all. Just pointing out an observation.

[quote=“Cestus, post:451, topic:171803”]

Dat Dictator is glorious

[/quote]

I watched one and a half hour of that clip, hoping to see some Gen footage. Then it came … and I decided to stop the video and explore him myself upon release, instead. :slight_smile:

Apparently there’s another 2h omega stream here in a few minutes: http://www.twitch.tv/unequalledmedia

Here’s most of the footage: http://www.twitch.tv/unequalledmedia/b/598140054

Guy looks insane, s.LP causes knockdown. T.Hawk looks pretty crazy as well, he has SFA Condor Spire, and dives do not bounce off and cause float. Also he can do two SF4-style EX Spires in a row.

Looks like Guy’s izuna drop has a DP input on the ground now? The speed he rises and drops is WAY faster than his jump version. That or when he does a izuna drop it changes his airspeed now. Also can do izuna drop from his bushin flip.

Looks like Cody’s F+MP now combos to closeHP. Might be a target combo, not sure. His super is now almost identical to his Alpha kick combo.

CloseHK now is a 2hit attack similar to Poison’s closeHK.

Cody’s F+LP looks pretty unsafe on block. The 2nd hit of F+LP doesn’t seem to move too far.

Cody now has a low version of his badstone which looks like a badspray, it’s way faster startup than normal badstone and has enough hitstun he can do the new EX Badstone - EX Fadc - closeMP - crHP. Range is pretty short but looks really good.

Lots of people in the chat said cl.HP was 6 frames for Omega Cody.

Did the Japanese change-log the unequalledmedia stream mentioned ever got put out there and translated by chance?

AFAIK it’s not publicly available yet, it’s not mentioned on the saikyo blog or nesica site.

Honestly, this is another change I see no reason why it couldn’t be in USF4 normal version. Not that crazy a change, a 6F heavy attack that is range dependent. Not like he can do closeHP - closeHP. It doesn’t even let him hit confirm from light attacks into it since 2 light attacks pushes Cody into far normal range vs every character. I think it’d be useful for frame traps but in terms of damage output it actually does less damage than his normal best F+MP - clsMP - crHP - HP Criminal Upper (322) as the new combo would be F+MP - clsHP - crMP - HP Criminal Upper (320). Though it would do 20more stun.

I always thought Cody shoulf have 6F close fierce with a hitbox that moves with his hands a la Cammy close fierce. Increase the proximity activation of it to 1.3 as well. His frame trap game would be so good with that change. They should also make close forward useful by increasing proximity activation to 1.4, startup from 6F>5F, and forces stand. Imagine how good a hit confirm like ct.lp xx cr.lp, cl.mk xx HK Ruffian, U1 would be. It woukd make U1 way more viable imo.

EDIT: Forgot to say severely reduce the pushback and pushbox on close forward so cl.mk xc HK Ruffian is more consistent.

clsMK canceled to HK Ruffian is quite consistent AFAIK. clsMK causes a bunch of pushback sure but it also has a very far forward origin point for cancels. Actually what I’ve wanted for a long time is simply making closeMK into a F+MK input with a slight hitbox adjustment downward for consistency vs crouching and maybe a damage nerf from 90 to 80.

CloseMK as a special cancelable command normal gives Cody a far reaching mid he can confirm into that also moves him forward on cancel. Cody’s crMP doesn’t move him forward so unless you are point blank you can’t do crMP xx Criminal Upper and have all of the hits connect which means you lose out on like 33% of the damage. crMP xx LK Ruffian actually wont combo vs some characters at max range because the LK Ruffian hits too late. It also gives Cody a fast anti air at a range he doesn’t have one, and it gives him a huge boost to his knife combos as he gains a special cancelable mid normal as well as allows him to use the juggle resets from farther away because crLP - sLP - F+MK xx LP Criminal Upper would leave Cody much closer than crLP - sLP - crLK xx LP Criminal Upper and he’d be able to hit the knife attack mid screen instead of just in the corner like currently.


I’m really curious to see the hitbox on Cody’s F+LP, it looks pretty big. It’s kind of interesting that they did differentiate it from Guy’s in one major way: Cody can do his vs crouching opponents. Guy’s standing LP is flagged to whiff on crouching which prevents him from starting the bushin chain on crouching, period. I also wonder what sort of safety the later hits have, like the first hit of F+LP looks unsafe as hell but are ALL of them that unsafe? Can he combo out of any of them without a chain? Guy can actually do LPxxMPxxHP, crLK on a couple of characters. On Makoto you can do FJ HP - sLPxxsMPxxsHP - crLK - farMPxxHPxxRun - Slide and it all combos for instance.

I love how everyone is amazed at how Cody’s chain combo is 1 button, I guess not many people know that there is a trick to Guy’s that makes it super easy. Hit LP then just mash 3P and then 3K right after no timing required, it always performs the entire sequence in order without fail. Simply doing LP->3P3P3P3P as fast as you can always gets you the first 3hits for sure, it’s actually really easy once you do that. If you don’t have meter for EX FADC you can do LP then just mash both 3P at the same time 3K until the sequence is complete.

A copy of my own post from Bison forums:

OK, what I noticed so far…
Omega fixes issues. Lots of characters got buffed/nerfed.
Gouken’s tatsu only rises if he hits the first hit. Also, he doesn’t rise as high as before during EX Tatsu so he retains frame advantage.
T.Hawk’s condor dive lost its recoil so he keeps his offense.
Zangief’s kicks are a much needed ender to his strings.
Decapre, Deejay and Chun-Li don’t require charge anymore.
Hugo has a projectile (wind)
Honda’s Buttslam jumps lower so it’s more effective.
Yun’s Dive Kicks are slower.

As for system changes, Lvl1 focus deals knockdown
No red focus or Double Ultra
Hard knockdown from command grabs, throws and sweeps are now techable (goodbye akuma)

Bison got lots of fixes and LOTS of buffs
1 - Sweep’s startup looks faster to me. It’s a 30fps video with frameskip, but it seemed faster.
2 - There’s a variation of Medium Kick that deals Heavy damage and Heavy hitstun/hitpause. Looks like his SF2 HK.
3 - Heavy Punch engulfs the enemy in flames now.
4 - Teleport seems to be his old, uneferd one.
5 - Scissors looks the same. I hope it’s his +0 one. EX Scissors, however, works like CE one. I don’t know if i retains its invulnerability, but it doesn’t knock down AND it’s comboable on hit. I can’t measure the frame advantage, but seems to be more than +3.
6 - Psycho MAY not cross anymore on block. Pops the enemy higher, though, which means you can keep going after landing it.
7 - EX Psycho got a huge buff, however. 3 hits on block + goes into special animation on hit. Requires 2 ex bars, deals around 250 damage and puts the enemy near Bison, which is very important. Before, EX Psycho granted you an escape, but you couldn’t gain a momentum.
8 - Devil Reverse has 3 jump variations. He jumps lower and quicker in LP, for example, which greatly improves tha chances of actually hitting the enemy with the followup.
9 - Devil Reverse has a Stomp variation. Bison suddenly drops in Headpress pose. Hits 3 times and its hitstun may be enough to allow combos. Depending on how late you press the button, Bison will be able to crossup the enemy. Because Bison hits from above, the attack is safe against many AAs.
10 - EX Headpress is dangerous. Lost its invulnerability during startup frames, but quickly teleports to the enemy’s head and falls down stomping.
11 - Bison’s new special completes him in many ways. It’s his overhead kick that uses his backthrow animation. First, you now have a string ender choice when there’s no charge available. It’s input is reverse dp + kick.
12 - Heavy Psycho Sever version is an slow, knockdown dealer, overhead kick.
13 - I think all variations of hiw new kick versions can reflect projectiles.

I don’t remember if this footage is in the stream archives or not, but here you go nontheless.

All of Gouken’s moves seem completely different in function… losing his juggles to fireball and tatsus after EX Palm is surprising. Can’t wait to try it.

I don’t care if this game is broken, it seems faster and more fun. I want to play it in tournaments and online ranked

Some of the things I noticed about Rose and Poison:

Rose’s forward throw causes a bounce.
Her EX Spiral is multi hit.
She - sorta - has her Alpha counter back.

Poison’s EX fireball is completely destroyed.
Poison’s launcher breaks armor, at least as a reversal.
Poison’s rekka’s have a different sound effect and knock back further.

Also, hard knockdown is gone on some moves?

All moves. You can tech everything.