Yeah, a bit, but I managed to make the AI store the Flash Kick charge for a LONG walk, without crouching or any other thing. I'll try to replicate it, but it was something like instant REC d+sp and then play, and REC Guile walking. Something like that. EDIT: got it again, and recorded with Display Recorder. I'll try to upload it tomorrow.
Cammy Stand high punch, crouch mid kick is a link without CH saw it 2 times in evo EDIT: third time i see it
Well, why is Sonic Boom in 3DS broken? Because it gives you access to a high power move without the initial cost of the charge. If you were to complain that SP assist gives you access to combos that 'shouldn't happen' (Sonic Boom, EX Sonic Boom, or Air Slasher, Double Rolling Sobat) I would give you that But 1 touch ultras and better execution? It's just like assuming people have higher level play skills than they really do. I guess, from Capcom's point of view, you don't want people complaining about dropped combos and missed inputs from a touchscreen with no feedback... I don't think we should be giving characters new moves. But Zangief's Running Bear Grab? Oddly I can't find much information about it It's a special case fireball. It has a very different hitbox. How is Kobokushi a fireball at all? You are correct sir. Was looking at frame data incorrectly. Will add as a suggestion
I was hoping for more discussion on my ideas.... Just to give the illusion that this isn't biased and that there is some discussion going on
Some changes from EVO Chun Li EX Hazanshu breaks armour EX Kikoken knocks down Deejay st.HP (far) juggles opponent (no CH needed)
If ex kikoken knockdown, it will be bad combo wise, but good for setups. ex hazanshu break armor awsome.
Well, everybody's trying to think about things that are useful, but at the same time we're giving opinions based on how we like to play, or defending certain style of gameplay. And since you're the one who have the last word and you're focusing mostly on additions in favour of combos, I guess almost no one wants to discuss with you. That being said, I disagree with Cody having another Ruffian Kick and replacing DeeJay's poke for St.Mk.
I'm not the last word on the 'changes.' I'm just trying to put together the info and see what the majority of players want. I am trying to stimulate more discussion and have people explain their ideas. Though: Why don't you want Cody to have m Ruffian Kick? And what about Deejay's St.HK?
I dont think its about how we play that we comment on what changes we shoudl have but how the game could be so much more like AE. Cause im a viper player, and i completely agree on all the nerfs she should have. But making her useless is not balancing a game at all. My opinion on cody's ruffian kick (as i know nothing of cody) is he needs more tools to be a better character and to be balanced with the rest of the cast. I agree that some people post their opinions based on how they like to play, but what can you or we do? Everyone has their own opinions and i think getting to a point were all agree on the discussion is what benefits the whole community. If they dont loke something they can just say it this is what discussions are for.
I just read that SSFIV will bring 5 new characters to the roster at the beginning of 2014. So if you have some ounces of optimism, there's a slight possibility that Capcom actually have plans for a new update/app. ...Unless I'm missing something.
Just like they did with vanilla sfiv for ios. Then new app into AE like sfiv (volt). Then sfxt came out and they also made new app for ios. I HAVE HIGH HOPES for a new sfiv app on the iOS since today.
For Cody, it's all about simplicity. Yeah, he sucks... big time. But I think (at least for him) the solution is on other attributes, such as his speed and moves properties (like you said on your post), instead of adding more specials. Just my humble opinion. About DeeJay I think his st. HK is a good poke, better than st. MK. Indeed, I think the optimal would be giving suggestions with 2 things in mind: 1. Changes shouldn't make the game too complex, but they should have significant impact as a whole. 2. Changes, by extension, have to be useful.
Where'd you read it? Oh, nvm. http://www.gamespot.com/news/five-new-characters-coming-to-street-fighter-iv-6411406
Spanish gaming site, I'm tracking the sources now. Link @Evenhubs http://www.eventhubs.com/news/2013/jul/13/capcom-announces-five-new-characters-and-six-new-stages-dlc-super-street-fighter-4-ae-2012/
Oh hey, what if the frames for Cody's rock taunts were reduced, and his rock throw when released didn't drag so much? Like, when Cody releases his rock, it has to reach a certain point, so sometimes it's slow as hell, and sometimes it's fast, depending on where the rock is when you release the charge.
I'm more interested in quotes like this: This is the kind of discussion I want to foster. For Cody, Medium Ruffian Kick would give him: -a special combo ender that gets people away from you at a good distance -a meterless followup to Crack Kick -more reliable meterless follow up to anti-air Ruffian Kick DeeJay's st.HK is just a long range zoning tool. It's not very useful or widely used and is a lot of Abel's. http://www.eventhubs.com/news/2013/jul/13/capcom-announces-five-new-characters-and-six-new-stages-dlc-super-street-fighter-4-ae-2012/
-Fair point. -Following the same logic of the DeeJay's comment, Crack Kick isn't widely used as a real attack move, it is used more to go forward. So why bother? -Again, AA Ruffian Kicks almost don't exist.¿ in the game. -With DeeJay, I'm thinking it's a nice zoning tool. Now, the question is: will you choose to improve his offense by changing the kick or let his not-too-shabby defense the way it is? Will one change on his offense screw his defense or vice-versa?
Crack Kick is quite widely used in AE. But I think due to mashed SRK and the fact the follow up does bad damage AND requires meter holds it back. If landing it gets you a free 130/100 damage, it would be used more. It actually has great priority and if it were fixed to be airborne too, it would be great. I land AA ruffians fairly often... about 50%+ of the time, the 2nd ruffian won't connect. With regards to Deejay, are we talking about the same move (http://www.eventhubs.com/images/2011/sep/30/dee-jays-hit-box-information-super-street-fighter-4-arcade-edition-image-1/) (2nd bottom tow, 2nd from the left) st.MK has great range, is twice as fast AND is special cancellable. Seems like a strict upgrade to me. In fact, judging from the pictures it seems to have a longer range too
What the hell is with all the blanka nerfing talk! FU guys:| Blanka is fine, no changes needed except to add ultra 2 and new outfits. The only change that needs to be made to deejay is he needs faster recovery on most of his moves. He gets punished so bad on everything. I would love to be able to do is light kick charge move for a fake out but not if it meant losing his fierce kick charge move.