hawk and bison are the only real troubling match-ups I feel at this point, boxer is tough but not really troubling. Akuma is trouble at a very high level obviously.
Bison Rufus :\
ahhh yes how could I forget rufus. Luckily hes getting patched out.
Rufus is getting better, but heh, I’m pretty sure Makoto couldn’t get Messiah to go over her, so that’s no different.
But his farMP cancel is pretty good.
rufus and viper are going to be stupid in ultra
Rufus has been frustrating me to no end as of late. Someone please explain to me why a character with such a ridiculous pressure game also deserves a normal as buttfuckingly retarded as his j.rh? Oh and let’s not forget his reversal that becomes a guessing game again on block, and is unpunishable if he picks high.
Fuck this matchup.
yeah and the monkeys at Capcom made him better…
Makoto does fine against Viper tho. It’s gonna be hard for her to stun us after he stun output nerf too. And she can’t really use the 2 unblockables she had against us.
I wouldn’t be surprised to have this match up be in our favor.
yeah but they increased her damage!
like she needed a damage boost? she already does ridiculous damage and they made it even worst now!
… They didn’t ?
Only her super was buffed in damage.
The damage boost on stHP is gone.
The buffs she has that matters against us is her stHK being better anti air ( less of a bad hurtbox, can be done as a command normal ) and her crMK range being increase slightly.
What she lose against us ( fthrow and backthrow setups ) is probably more important.
Basically they buffed some of her footsies tools but she can’t risk playing footsies against us anyway.
C. Viper
Far Standing HK hurtbox slightly reduced; can now be performed with 3+HK
Crouching MK hitbox slightly expanded forward
Crouching HP hurtbox added to the 2nd active frame; stun reduced by 50 (200 → 150)
Level 1 Focus Attack start-up reduced by 3 frames (26F → 23F)
Level 2 Focus Attack start-up reduced by 3 frames (17F → 14F)
Level 3 Focus Attack start-up reduced by 2 frames (70F → 68F)
Focus attack range has been reduced to her elbow
L Thunder Knuckle hitbox slightly expanded; stun damage increased by 50 (150 → 200)
M Thunder Knuckle now +4 after EX Focus-cancel → Forward Dash on hit; damage increased by 10 (110 → 120); stun reduced by 50 (200 → 150)
H Thunder Knuckle cancel recovery increased by 1 frame (6F → 7F)
Emergency Combination (Super Combo) damage increased by 20 (330 → 350); command changed to 214214+P
Burst Time (UC1) smoke visual effects reduced
Burning Dance (UC2) start-up reduced by 1 frame (10F → 9F); height restriction removed
I see nothing there about a decrease in damage on st hp? I only see stun reduction on cr hp!
I also see a damage increase for M thunder knuckle as well as a stun increase on L thunder knuckle.
In the arcade build she has 100 damage stHP.
I didn’t notice the one increase of Medium TK. That’s pretty minor. Her having a lot less stun output is good for us
last time I looked at his changes they were all terrible nerfs, perhaps should read his up to date ones.
Yeah but viper is a defensive mixup character. You really have to make a mistake in the neutral game (jumping, getting hit by seismo, etc) to lose to her
Seriously. That matchup is so hard and annoying that it made me drop the character.
I’m starting to side with Vryu. There are so many options you have against him I really don’t have trouble anymore
What do I do against Guile?
I mean, Ultra just came out and the game changed a lot. I think guile is stronger in ultra than he ever has been in SFIV. Learn to block for one. I know that’s a really general statement but guile is a character that requires patience to play against…and also patience to play. If you think about it that way and combine it with the fact that guile doesn’t have really good mixup, it means that unless you make a mistake, it’s very hard for him to deal damage outside of chip. Even guile players try to push their advantage and that’s where they are most vulnerable. You need to test your spacing and learn what beats what. Most guile players will throw a sonic boom and then try to over head or low. Even if they are doing frame traps and multiple sonic booms they push themselves off of you. chip damage is only important when you’re low on life. His overhead is easy to see so if you hold down back and sit there, all you have to do is react to the overhead and he can’t hit you. What are his options now that he can’t effectively deal damage to you? Well, he can throw you or he can jump. Both of those options are risky and if you practice punishing them, you now effectively took back momentum. There is a setup that is very useful against guile. It’s FP > EX Oroshi > jump over guile - crossup MK. It ruins his charge, is a crossup, and is a safe jump. All in one. As defensive as guile is, he really doesn’t have much more options than you do. Flash kick kind of sucks.
hugo has to be the most free
People are so bad with Hugo tho.
I feel like the character has an insane potential, but require the most tech from the new ones.
Like, the Kara EX Ultrathrow that Ultradavid showed recently, it’s basically a 2.0 range if not more command grab that lead to Ultra 2 anywhere. He also has crazy good Option selects that can be hidden inside palm pressure. But nobody is doing that yet.