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i really hope cammy can combo off her unsafe reversal now so that there's more of a reason to risk using it. i also don't really understand why they would nerf midscreen throws when throws are already so weak. i also also don't understand why its 5 new characters but i guess if they need to milk if till 2020 they can't just put out what people want right away
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# ? Dec 4, 2016 10:13 |
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# ? May 9, 2024 15:26 |
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I don't think I would call throws weak, a big part of the game revolves around throws and baiting them out. Baiting out a throw successfully for many characters equals a shitload of damage and possible corner carry. Granted, that's not the actual throw doing that, but it's the threat of the throw all the same.
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# ? Dec 4, 2016 11:04 |
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Real hurthling! posted:i really hope cammy can combo off her unsafe reversal now so that there's more of a reason to risk using it. Comboing off v-reversals is a really dumb idea. They should be faster, unsafe on block, and have no invincibility after activation. They're really super boring right now.
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# ? Dec 4, 2016 11:05 |
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Real hurthling! posted:i really hope cammy can combo off her unsafe reversal now so that there's more of a reason to risk using it. Considering how much they've been trying to drum up sales after the terrible launch, I'm surprised they're not bringing back more fan favorites. Because if they give us stupid characters like no-pants Russian lady, generic blonde-haired white boy in gray hoodie, etc. it's going to loving suck.
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# ? Dec 4, 2016 11:49 |
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Reiley posted:The girl with the short hair and stuff on her belt has got to be Akira. It's Akira Nishitani
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# ? Dec 4, 2016 12:39 |
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First one really, really looks like C. Viper going by how the top of the head looks like her pompadour sticking out, and how the side looks like a blazer or a jacket sticking out. Number two could potentially be Rolento, going by how what looks like an antenna sticking out of his chest from a handheld radio (He doesn't have a handheld radio on his costume but eh, it would seem logical for a military guy to have it), and what clearly seems like a beret on his head. I'm pretty certain number 3 is Sagat, huge dude who seems to be bald, with really prominent brow ridges and a chunky nose. I'd be pretty surprised if they don't end up adding Decapre who seemed pretty fleshed out in story mode, but other than the shape of the head I'm not too sure she's the fourth one. It's obviously a woman though, potentially a new character. Really no idea on the last one, it should be a new character. Seems to be wearing shorts, and either a jacket or a karate gi top with a belt.
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# ? Dec 4, 2016 13:35 |
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fnox posted:First one really, really looks like C. Viper going by how the top of the head looks like her pompadour sticking out, and how the side looks like a blazer or a jacket sticking out. Supposedly they're all characters never seen in SF before.
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# ? Dec 4, 2016 13:36 |
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nickmeister posted:Supposedly they're all characters never seen in SF before. Well that's bullshit. Is Capcom really that dumb to alienate fans, more than what they've done already?
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# ? Dec 4, 2016 13:45 |
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Evil Canadian posted:Count me as a fan of the 4 out of soon to be 23 characters losing their meterless reversals. Either the bulk of people should have them or nobody. Not exactly. st. hk whiffs all crouchers, cr. hp does not. One of Vega's many weaknesses is that he didn't have a crush counter tool against crouching characters.
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# ? Dec 4, 2016 13:59 |
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fnox posted:Is Capcom really that dumb If you really have to ask this, you haven't been around for too long. To be fair to them, that includes some Final Fight characters or possible deep cuts from the extended universe. Like, I'm sure the massive fucker there is gonna be Haggar. There's some possibilities here.
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# ? Dec 4, 2016 14:03 |
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Dias posted:If you really have to ask this, you haven't been around for too long. I just really hope it's not going to be multiple versions of the lame rear end "doll" archetype. Edit: So I main Ryu. I can understand taking away the invincible DP. But apparently Ryu's normals outside of v-trigger are slower to come out. WTF? He already has the worst reach in the game, is it really necessary to make him slower as well? mrbotus fucked around with this message at 15:11 on Dec 4, 2016 |
# ? Dec 4, 2016 14:44 |
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Evil Canadian posted:Also cr.hp crush counter is basically zero sum buff as it needs something else to change to make it worthwhile, j.mk is his real anti air, and there is no combo to be done off a cr.hp crush counter that isn't already better with st.hk. Except that clawless cr.hp has a reasonable startup and st.hk takes an hour to get going. Also the hitbox on clawless cr.hp is much better in general.
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# ? Dec 4, 2016 15:51 |
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Comboing off V-Reversals is dumb, but they should either all be punishable on block or put you back to a neutral setting where no one is at advantage. Having mine be -8 while some are zero is annoying. Being strike invuln is OK otherwise continued attacks would hit you out of it, or longer animations which actually sometimes happens anyway for the shittier ones. Them losing to throws is enough of a risk for them IMO Char 1 is definitely Helen/Kolin. 4 I'm almost certain is Satsuki
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# ? Dec 4, 2016 16:25 |
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Jack Trades posted:Except that clawless cr.hp has a reasonable startup and st.hk takes an hour to get going. So what who cares this is for a crush counter situation. If you are trying to anti air with cr hp instead of j.mk you are already doing it wrong as cr hp is not reliable and j mk is. Something else needs to change besides cc property to make it worth doing. A.o.D. posted:Not exactly. st. hk whiffs all crouchers, cr. hp does not. One of Vega's many weaknesses is that he didn't have a crush counter tool against crouching characters. It would change my punish combo against karin that's it. Unless something else changes it being cc by itself gains nothing as no combo would do more than cc st.hk punish.
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# ? Dec 4, 2016 16:36 |
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While weird it actually does seem like they're trying to shake the game up. Giving some characters an extra button that can combo is an encouraging change in my book. It would really help if they would talk about what kind of gameplay they want and how they're trying to create it. Like what's the guiding vision for the balance team? Or are they just in see what sticks panic mode? I wonder when they plan to launch the season two changes now that the cpt is over. If they're smart they would launch it this month, allowing people to play with it and collect feedback for a final round of changes before the season starts again. Presumably this means that they'll instead release it the day of their first premier.
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# ? Dec 4, 2016 16:49 |
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Elvis_Maximus posted:While weird it actually does seem like they're trying to shake the game up. Giving some characters an extra button that can combo is an encouraging change in my book. It would really help if they would talk about what kind of gameplay they want and how they're trying to create it. Like what's the guiding vision for the balance team? Or are they just in see what sticks panic mode? I thought there was a date, 12/20. Or is that just when you can buy the new season pass
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# ? Dec 4, 2016 16:58 |
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In Training posted:I thought there was a date, 12/20. Or is that just when you can buy the new season pass akuma comes out then, and he's part of season 2, so maybe?
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# ? Dec 4, 2016 17:00 |
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Evil Canadian posted:So what who cares this is for a crush counter situation. If you are trying to anti air with cr hp instead of j.mk you are already doing it wrong as cr hp is not reliable and j mk is. Something else needs to change besides cc property to make it worth doing. I'm no vega master but I think it's just about having another cc for him because one doesn't hit on crouching and the other all you can get from it is a slide maybe. I'm not necessarily asking for a combo to do more damage then cc st hk punish but it's certainly nice to have another option.
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# ? Dec 4, 2016 17:04 |
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zooted heh posted:I'm no vega master but I think it's just about having another cc for him because one doesn't hit on crouching and the other all you can get from it is a slide maybe. Like I ain't complaining but I am just struggling to see the point. There absolutely could be another change that hasn't been said yet that puts it into perfect sense but I just wonder why this change. To me the main use is its counterpoking because it has so many active frames, but the range i'd use it at there is no followup for a CC (just like f+hp crush counter). Its mostly pointless worrywork I suppose without the full change list. *ed* Oh dang in sadder SF news, looks like Ono's dog died while he was away, he cancelled all other appointments and flew back to Japan Evil Canadian fucked around with this message at 17:19 on Dec 4, 2016 |
# ? Dec 4, 2016 17:14 |
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Ono I hope he's okay and that his dog is in a better place. I'm sure they've had lots of happy memories together
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# ? Dec 4, 2016 17:21 |
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In Training posted:I thought there was a date, 12/20. Or is that just when you can buy the new season pass Oh that's nice, totally missed that. If it's that soon I hope they'll actually release complete change logs then, rather than doing the standard change a bunch of stuff and don't really note it. I suppose people will figure it out either way. Also RIP Ono's dog
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# ? Dec 4, 2016 17:23 |
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https://twitter.com/Yoshi_OnoChin/status/805307855465086976
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# ? Dec 4, 2016 17:24 |
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Evil Canadian posted:So what who cares this is for a crush counter situation. If you are trying to anti air with cr hp instead of j.mk you are already doing it wrong as cr hp is not reliable and j mk is. Something else needs to change besides cc property to make it worth doing. Who cares about landing a juggle combo after an anti-air? Assuming cr.hp follows the same rules as st.hk, a CC anti-air would let you juggle with any combination of VT, EX FBA and/or CA. Even without any meter Vega can juggle with cr.hk and get a setup from it. I don't know about you but that sounds slightly better than 60 damage (or whatever j.mk does) and losing screen real estate. Jack Trades fucked around with this message at 17:39 on Dec 4, 2016 |
# ? Dec 4, 2016 17:36 |
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st.HK seems like a better anti-air to me.
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# ? Dec 4, 2016 17:45 |
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Jack Trades posted:Who cares about landing a juggle combo after an anti-air? J.mk leaves you plus in their face unless you do it last possible second. Unless they change the frame data or the hitbox on cr.hp its still almost as unreliable as st.hk, but at least st.hk can blast people from much better angles if you got the read. The sure bet with good advantage better than the risk any day of the week.
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# ? Dec 4, 2016 18:01 |
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# ? Dec 4, 2016 18:01 |
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https://twitter.com/Yoshi_OnoChin/status/805307855465086976?lang=en
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# ? Dec 4, 2016 18:09 |
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Evil Canadian posted:Unless they change the frame data or the hitbox on cr.hp its still almost as unreliable as st.hk, but at least st.hk can blast people from much better angles if you got the read. The sure bet with good advantage better than the risk any day of the week. In my experience clawless cr.hp is the most reliable grounded anti-air Vega has and is one of the main reasons why I stopped using claw-mode entierly. Sure st.hk can hit from farther away but it's like two times slower with a shittier smaller hitbox that misses way more often.
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# ? Dec 4, 2016 18:20 |
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Jack Trades posted:In my experience clawless cr.hp is the most reliable grounded anti-air Vega has and is one of the main reasons why I stopped using claw-mode entierly. It absolutely is the most reliable grounded anti air normal he has. It still isn't good though, vs j.mk being actually reliable(as its faster, with a better hitbox, and you will be in a plus situation 9 times out of 10). Neither it or st.hk are worth doing as anti-airs when J.mk is a thing, St.hp getting crush counter won't change that. St.hp's best use is in its varying setups where it can catch both techups and backrolls, and as a long range whiff punish canceled into ex walldive.
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# ? Dec 4, 2016 18:24 |
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Jack Trades posted:Sure st.hk can hit from farther away but it's like two times slower with a shittier smaller hitbox that misses way more often. 9*2 = 11 now I guess, also bebaloorpabopalo posted:
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# ? Dec 4, 2016 18:29 |
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Evil Canadian posted:It absolutely is the most reliable grounded anti air normal he has. It still isn't good though, vs j.mk being actually reliable(as its faster, with a better hitbox, and you will be in a plus situation 9 times out of 10). Neither it or st.hk are worth doing as anti-airs when J.mk is a thing, St.hp getting crush counter won't change that. St.hp's best use is in its varying setups where it can catch both techups and backrolls, and as a long range whiff punish canceled into ex walldive. Fair enough. It's not like any of that matters anyways. Vega is still loving garbage most likely.
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# ? Dec 4, 2016 18:41 |
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Is there a list of all the changes somewhere, or is it just random stuff trickling out over twitter
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# ? Dec 4, 2016 18:49 |
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Evil Canadian posted:So what who cares this is for a crush counter situation. If you are trying to anti air with cr hp instead of j.mk you are already doing it wrong as cr hp is not reliable and j mk is. Something else needs to change besides cc property to make it worth doing. Before this change, Vega had no crush counter pressure that worked against crouching opponents because he was never + enough to use buster claw. It's a massive hole in his offense that is covered in clawless stance with the season 2 change. This will actually help Vega out a lot when it comes to his grounded pressure game.
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# ? Dec 4, 2016 18:54 |
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A.o.D. posted:Before this change, Vega had no crush counter pressure that worked against crouching opponents because he was never + enough to use buster claw. It's a massive hole in his offense that is covered in clawless stance with the season 2 change. This will actually help Vega out a lot when it comes to his grounded pressure game. As I said, the way you should be using it at the range you should be using it in footsies, it won't change anything. It already forces standing on hit which you can convert into ex walldive which is the only thing that matters. If they change the numbers on it then sure great whatever but as it stands, it don't change much. In fact now I think about it, if its changed into a launch CC it will hurt more than help even.
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# ? Dec 4, 2016 19:16 |
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attackmole posted:Is there a list of all the changes somewhere, or is it just random stuff trickling out over twitter I don't think it's up yet but they're suppose to be putting something out at some point today.
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# ? Dec 4, 2016 19:48 |
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attackmole posted:Is there a list of all the changes somewhere, or is it just random stuff trickling out over twitter random playest poo poo on twitter it should be on capcom unity today
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# ? Dec 4, 2016 20:41 |
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Event hubs has a twitter comment compilation article up with a lot of conflicting poo poo
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# ? Dec 4, 2016 21:45 |
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Real hurthling! posted:Event hubs has a twitter comment compilation article up with a lot of conflicting poo poo itd be cool if you link the thing you talk about rather than saying that a thing exists
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# ? Dec 4, 2016 21:49 |
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anime was right posted:itd be cool if you link the thing you talk about rather than saying that a thing exists Phone posting is a bitch
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# ? Dec 4, 2016 21:51 |
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# ? May 9, 2024 15:26 |
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im glad onos dog is dead
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# ? Dec 4, 2016 22:03 |