Ok so to discuss this further, Balrog sweep should also be linked from cr.lp, so if you add +1 on jab should add +1 on crouch jab too. OR instead make minus frames on the sweep startup. Now for abel Making those changes you have to take into consideration manual inputs if you set bacl + sp for falling sky then how do you do wheel kick on sp assist? Roll to qcf + k? that wont work for the other rolls). Here is how i think it would work: Light Marseilles Roll = 2x db + p / db + sp Normal Marseilles Roll = 2x d + p / d +sp Hard Marseilles Roll = 2x df + p / df + sp EX Marseilles Roll = Any down direction x2 + sp (double tap for all same as it is now so that when you slide finger you dont get accidental roll) Falling sky same manual input (f,d,df + p) but sp assist input make to u/uf + sp (ub + sp should not work) Ex Falling sky = same (f,d,df + sp) Wheel Kick = same (d,db,b + k / b + sp) Ex wheel kick = same (d,db,b +sp) Change of Direction = same (d,df,f + p / f + sp) Ex Change of Direction = same (d,df,f + sp)
If db, db + P works for Abel's Light MR, then db, db + SP should also work for Akuma's Light DF About the VA, it should be individually, just like in AE. Right now I have Japanese Makoto
I'm afraid that if there are minus frames on startup of sweep, Balrog's sweep might be op. That's just what I think though.
How do they work in AE? And I don't see any problem with Blanka ultra vs Makoto. I checked the frame data. far st.LP links into cr.RH. Our st.LP is the close version, but I'd be happy with letting only st.LP link into cr.RH. [/quote] I was talking about making Falling Sky d+sp and only having 2 versions of rolls
Do you mean the combos or the VA? I know you can change the VA there, but IDK if those combos work. AE works at 60 FPS, and for those combos you need to land both the Zanku Hadouken and the move that knockdowns in the same frame. I don't have AE though, so I can't try it. Oh, about the Blanka's Ultra it seems it's... er, character specific. I tried it against Yun at close distance, and Yun received all the damage, while Makoto was only hit once. I tried it again against Sakura just now and only one hit.
Bug When you get a call even if you hang it up or once finished go back to the game, the game stops playing sound even when not playing online. You have to close the game and restart it to hear sound again. This was fixed long ago but the bug came back on previous updates.
Then IDK. Ryu: 4 hits. Ken: 4 hits. Yun: 4 hits. Zangief: 1 hit. Makoto: 1 hit. Dee Jay: 1 hit. Seems very random to me.
Of course I didn't know that. It isn't in the command list, so there's no way to me to know that unless I find it in the forums or by pressing random buttons after the Ultra. It's not my fault that I don't know something that isn't written anywhere... But well, prob solved I guess.
No, neither I can watch the opponent's input in my screen nor see something awkward in Blanka's Ultra animation because no one stops.
XD Lol, the basics always win. Hmmm, what if there was a throw button? I'm just wondering. And, for Guile, EX Flash Kick (1), FADC, Target Combo (#2) is mandatory. He must be able to do that, or he won't have enough swag. (Maybe EX Flash Kick goes a bit higher? And also, (#2) means second hit, so that would be the overhead.) This would be a system change, as any change involving Guile's swag is too catastrophic to be deemed as a character change.