Akuma already has 0f landing after demon flip-->dive kick. I am not 100% sure how it works in AE. I would appreciate if someone can test and tell me how it works? Also, st.HK is like, the best poke for Akuma. It's essentially Guile's cr.RH but with more damage and safer Does anyone use his st. HK currently?
Faster startup and more frames on block, but on hit same. I dont know how to put it on frames. I think we can move on.
Cammy: Either less flyback on her last ultra hit on block or make it whiff if opponent is crouching cannon spike dmg down to 120 from 140 throw dmg down to 140 from 155 Cody: f+hp overhead set to f+p in volt EX ruffian kick lifts opponent on air hit instead of causing the usual hard knockdown C.Viper: m.tk dmg down to 100 from 120 seismo dmg down to 120 from 140 burn kick dmg down to 110 from 120 ultra dmg down to 475 from 503 DeeJay: Hard knockdown on regular sobat.
With the super, is that how it works on AE? I would like her Spiral Arrow to be FADCable. I thought about that second one; is it really necessary? Cody needs a tonne of buffs, IMO. Someone likes damage changes... Again, is this what happens in AE?
Cammy: -Less invincibility on Cannon Spike. Cody: -Add the knife (might be useful). -Make his st.P faster. It is already too slow and can be countered by any mashed move. C. Viper: -Either less invincibility on her H.TK or make it just a bit slower. -If there's a way, nerf his M.TK to make it easier to punish but still comboable from cr.MK. DeeJay: -Grab invincibility on EX MGU. -Nerf his Ultra, so you can punish it right before the last hit. -Super able to cancel into Ultra.
Adding the knife would be hard if so vega can also loose his claw and mask. Her cr.mk on block to m.tk is already an unsafe move to reversals. H.tk is already slow. I think you can focus deejays last hit to dash forward and punish him hard.
These are 4 characters I don't play much. I would, however, like to see some adjustments to Cammy that centres her more around linking punches, kicks etc rather than being SPammy Cammy. Most Cammys I play don't use A SINGLE NORMAL = ridiculous online BS. I also agree with damage decrease and more possibilities to link nice combos e.g. Cannon spike with fierce K rather than light K = 2 hits, the first one FADCing. Cody needs to be fixed.....bingo rubbish. Viper needs damage decrease and that back jump burn kick needs sorting as its the ultimate move in Volt.
Cammy -FADC high spiral arrow -cancel spiral arrow to super -for the above to work should be 2 hits -can combo after spiral arrow fadc 1 frame link (right now ex arrow fadc into anything wont combo) -change stand mid kick to stand high kick or add it with forward + kick -crouch mid kick should be able to combo after stand high punch, so i guess faster recovery for stand high punch Chun-Li -Crouch mid punch change to crouch low punch -diagonal jump low kick change to jump high kick or jump mid kick -Fast kicks faster recovery so she can combo after (another reason, far away on block punishable) -If fast kicks recover faster means ex kick in corner you can combo into stomps -forward + punch should be far stand high punch for a better anti-air -more damage output on her moves Cody -more damage? -add his overhead with forward punch -can combo after criminal upper fadc 1 frame links C Viper -stand low punch change to close stand mid punch or close stand high punch -forward plus punch should be overhead -mid and high thunder knuckle cancel -ex tk no invincibility (dont go through fireball) but keep armor break like in AE -ex bk better juggle points to combo into another ex bk in corner after and to get the odd combo of 1-2 hits ex bk juggle to ultra -less damage? DeeJay -more damage?
-Vega doesn't have to get the mask/claw thing. But it's a fair point. -Arguably -Then less invincibility. -You have to block the whole ultra - So you can't counter the last hit.
Totally agree with all the Cammy points and yes, I meant spiral arrow (sorry!). Don't agree with Cody 1 frame combos, too big an ask for something that NO ONE will ever use!! Why not ask for something like: Combo crouch medium punch into crouch fierce OR Stand fierce punch into crouch medium!! These are what make Cody deadly - punch links!!
i guess its for more damage and range you can also combo into many things with cr.mk cr.lk lacks range and the damage output after a combo with it is crap
Viper: Increase recovery / decrease blockstun on EX thunder knuckle and also decrease how far Viper moves away after contact. This move should be extremely punishable on block by the entire cast. This move is -5 on block in AE, which is why you never see it being used. It should be the same in Volt. As is it's an ultra frame trap. Decrease blockstun on m. TK. On block, m. TK should be unsafe except at max range. Decrease hitbox on cr mk, it's too good of a poke. Viper's normals are supposed to be terrible. Decrease hitbox / increase hurtbox on burnkick, it has too much air to air priority. EX seismo should lose all throw invulnerability, like AE. Perhaps also limit the invincibility of Viper to her middle to lower body. Jump-ins should beat out EX seismo on wakeup, it should not have AA properties.
Cody: Add in DAT KNIFE. HE AIN'T GOIN BACK TO PRISON. Add in bad spray. Add in stomach blow. I feel like this is a more important tool than his overhead, and would rather have this as his f+p command. Cody is a walking frame trap, in AE the stomach blow move sets up a lot of those traps. Maybe make his overhead f+k, since that isnt being used for anything? Sort of unintuitive, i know. Give him medium ruffian kick instead of heavy. It's a better combo finisher (130 damage instead of 100), and back+p should be his primary AA anyway. Agreed on CU FADC should be combo-able after.