Fair point. Then EX version needs some invinc or... something. Right now it's just useless. I've never seen someone using that move. Making Makoto go forward a bit isn't enough. It even has a worse startup than the normal version. Getting a good read with Fukiage is already difficult, getting it with EX Fukiage is impossible, and it isn't that good for combos. If it gets some extra juggle like Ken's EX SRK after FA (but without this requeriment), then it should be ok. But Makoto really needs a move to get through FBs. Paul Phoenix is just Makoto for SFxTK and he isn't god tier because of super armor on PS. Giving EX Hayate armor wouldn't make Makoto god tier. She obviosly needs buffs in this game. What about Fukiage hitting only standing grounded opponents?
She's really not. You could be a perfectly decent viper using only her regular specials and ex seismo. No need for FFF, no need for sjc ultra, no need for ex seismo feint for invincibility. She has a good cr mk that cancel into tk for chip or decent damge. She has an uppercut She has a decent air special that lets you keep pressure on wakeup. She isn't even close to as hard to play effectively as characters like makoto and abel are. The reason people say she's not a character for beginners in AE is because of excecution, which is basically not a problem in volt.
A throw will beat out any jab if timed correctly at wake up. This is part of crouch teching, it happens in AE too.
Yea its what i meant, the waking player has few options, reversal, backdash, block and/or tech. Let me rephrase this: When the waking player beats the opponents throw with a jab, it means that the throw was timed at the wrong time and that the waking opponent was crouch teching expecting a throw.
Blanka's crHP is -4 in AE Since AE runs on 60 frames and Volts is on 20... then -1 would be about right, it is meant to be a safe poke on block but it is still better in Volts cause in AE it has quite some massive recovery on whiff (I think it is 25f?), which it recovers somehow pretty fast in Volts
am I the only one here who thinks neutral jumping attacks should be changed? in AE if you neutral jump, the hit-box of the jump attack would usually shrink and hits upwards... the main use of these attacks are to prevent opponent jumping out of corners in an air-to-air situation like Chun-Li's neutral jump K and diagonal jump K are 2 different moves now look at Ryu, Sagat, Cammy and a lot more... a strategy of spamming neutral jumping Kicks is just way too effective now to keep opponent away! left: neutral jump HK, right: jump in HK... too spam-able as a defensive tool!!! This woud apply to all characters so would be fair! Any1 with me?
I don't know why they change Cody's diagonal jump HP into neutral jump HP... his neutral jump HP would normally be used as an air-to-air and would cause knock down like Viper's stHK By normally I meant AE do they really need those reach on the neutral jump attacks? They already have good fireballs!
No, I mean that a person mashing jab on wakeup can beat out your throw. And plus, I don't really like crouch teching, it takes away the knockup ability to 1/3 or 1/2 chance thingy. Plus, why should you get rewrded for such a low risk move?
You have a fair point on the lobby thing. Even on Volt players refuse to play when they see a familiar ID. People is just silly with the GGs thing. Most of them give you GGs if and only if they win the match. Of course, other players give GGs based on the game itself (or even regardless of the game and result), but they are minority.
what do we think about tech throw that switches sides? if I am doing a back throw and you teched, the position between the 2 players would swap. That doesn't happen in AE, but it doesn't seem to be a significant deal in Volts? I mean u don't see players trying to escape corners with this trick too often... any1 propose to change that?
No suggestions, just my thoughts... Abel: I think the only person in Volt that does air grab with Abel is me and that is only ever with ex version. Myself and other Abels will do it to catch an opponent early in their jump i.e. when they want to avoid command grab. The same goes for good Abels on AE, I only ever see them use ex air grab on mid jump opponent. The move doesn't even put you in a good position like the normal!! I 100000000% agree with Snooper's edit at the end there. If I could show you my Sakura in the training room, you would see some MEAN SHEAT - dirty cross ups that would completely ruin Zangief and Sagat in the corner, long fadc combos and cool setups. You can't do much of the setups and crossups though thanks to autoblock. What I'm not agreeing on is the "Who would translate better" bit. What is "Translating better"?? Effectively, you've just gone and picked then characters who have uppercuts and dirty throws, it's the same BS gameplay, different character!! XD but that doesn't mean just because noobs will pick these characters that good players shouldn't be able to maximise the use of characters such as Rufus, Ibuki and Yang. Imagine how the top Japanese, Korean and Chinese players would rock with these guys?? They'd love it! I always remember Felix saying he wishes Ibuki was in the game. Yang - if you can get Yun in this game, Yang will be easier!! I admit, Rufus may be a lil difficult to play in Volt, but the good ones will be GOOD!!
You're just approaching setups from the wrong point of view. You're not looking for a setup that crosses up ambiguously, you're looking for setups that put the opponent into a (true) 50/50 guessing game. That is the definition of a good mixup
Zangief wake up in the corner, (Sakura) jump and press P at any point (if standing in right spot). That's 50/50.