It only has projectile invincibility. It's not like the move has a great reach, so I think it's ok how is now.
how about his jumping kick? Maybe change it to another? or his versions of shoulder, lunge punch or kicks? or giving him stand high kick? (its used alot in AE fights when they do geneijin combos) EDIT: his other target combos? P+P+P? or that crouch med/high K + K? (i dont know how its done) I dont know of yun, this is why dont elaborate much and have questions intead of suggestions above
No mention about this thread in Capcom Unity? Do you really think that capcom is going to listen our requests?
I posted in Capcom Unity (see first post) and a few other people chimed in. I guess the goal is to make it as easy as possible for Capcom to do the update, with us doing all the work for them and showing them how they can also make $$$
I understand the damage nerfs for Zangief, but why those for Vega? Sure, that damage is from AE, but with or without rapidfire on cr.LP his combos don't deal many damage. If you're going to keep the same damage for Sakura and Yun do the same with Vega.
Maybe we could get 3 chord to weigh in on vega and tenonez to weigh in on yun. I have no real comments on those characters. They seem A tier in the right hands and have a nice assortment of normals. But my gut says they could use some buffs, I just don't have any idea what those should be.
For Vega -+1 hitstun on last hit of (EX) Rolling Crystal Flash, so you can link into cr.MP xx whatever -Less recovery on a blocked slash after Barcelona Attack? As is, you can get punished by Akuma's Ultra despite landing miiiiiles away Yun -I like his st.HK it's a great tool for poking and in Genei Jin Combos (from what I have seen) -Make his ultra 1f faster. I believe it is 4f in Volt, but it should be 3f (confirmation?) -+HP/Stun? -+1hitstun to cr.MP Also, we still haven't come to agreement what we're doing with Sakura
OK, I thought it over with Sakura and here's what I came up with for her normals. Buff her cr. lp's range, make it hit low, and increase it's frame advantage on hit. Lose cr. lk, and add cr. mk. Buff cr. hp's horizontal hitbox so stuff like st p, tatsu, cr hp, ex tatsu is possible. This way, you avoid having 3 crouching kicks, and weird inputs like back + p for st. hp. But it turns her cr. lp into her st. lp from AE. Making it hit low makes it able to lose cr lk, and pick up cr. mk.
I would want to avoid giving her cr.LP which hits low. I can understand giving her more frame advantage on most of her normals. For cr.HP, not only would I want her horizontal hitbox to be better, but I would also increase the hurtbox, so that it doesn't dominate as a meaty or up close
Cr.lp hits low. What??? Why not just get db+k = cr.lk then d+k = cr.mk. It's been done on Vega, no one really complains about it, and a cr.lp hitting low just doesn't feel right.
For Sakura, just like J6U said, db+K -> cr.LK, d+K -> cr.MK would be the best option. But also with the current sweep (df+K -> cr.HK). Otherwise her vortex game after Light Tatsu wouldn't exist, and it's at wake up where people use Flower Kick for mixups since it's startup is a bit slow for a normal overhead. IDK about st.LP and st.LK though.
When is going to start the discussion about the new characters? I like all the suggestions about the old chars but at same time I'm very disappointed about Capcom's behavior toward his fans. They don't deserve our consulence imho.
I plan to do that as soon as we finish the changes for all the existing characters. I'm not quite sure how long it will take for each char though... Back on topic: Sakura I think in introducing multiple normals, you want to keep a simplicity with the control scheme as well as normals that 'make sense' (e.g. Makoto's Kaoruna; it moves forward). I would like to give Sakura her st.LK as it gives her a really cool option to extend her Senpukyaku combos. I'm thinking, maybe eliminate her st.HP and make her cr.HP slightly better, add her st.LP, replace cr.LK with cr.MK and make b+k her st.RH (far), k, her st.LK and f+k, flower kick.
This is a good point, I forgot that this has been done before. OK, db = cr. lk; d= cr. mk; and df= cr. hk. I'm fine with extending Sakura's hurtbox in proportion with her hitbox on cr. hp. The move doesn't need to dominate more as a poke, it just needs more range for combos. Cr. lp doesn't hit low, but give it extended range and frame advantage so it resembles her st. lp in AE. Stuff like cr. lk, cr. lk, cr. lp, cr. mk xxx uppercut should be possible as well as cr. lk, cr. lk, cr. lp, sweep. Right now cr. lk, cr.lk, cr. lp is BARELY possible, and not possible after a jump in. (maybe on fat bison) I think I would prefer buffing her cr. lp and keeping her st hp as opposed to losing the st. hp in favor or st. lp.