If shes in instead of eagle. i will be dissapointed. I can not know if he was ever considered, but in my heart she will forever be the one who stole his spot.
Oh god please, eagle will be added, eagle MUST be added, please.:(
At this loke test Hakan's oil now stacks. [EDIT: Other info removed because reports are unclear.]
HOLY SHIT.
IF this is true, I just may pick him back up seriously. It adds a whole dimension to him if he can stack that shit.
Hiryu02 on
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
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WearingglassesOf the friendly neighborhood varietyRegistered Userregular
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
6:44PM PST-Blocked Blanka Ball distance is halved. (Anonymous Location Tester)
HAHAHAHAHAHAHAHAHA
Hiryu02 on
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
Why is it so ridiculously hard for me to chain Sagat's c.lk? I usually just get one to come out.
Sagat's cr.lk's can't be chained, they must be linked. It's a 2 frame link (+6 on hit, 5 frame startup) so it can be kinda rough. It's a different timing than something like Bison's cr.lk (+4 on hit, 3 frame startup) if you're use to that.
(EDIT) I'm taking all these location tester things with the smallest of grains of salt.
Makes the most sense, imo. That way it must be saved up for and possibly only used once per match. That would compensate for it's good qualities, whatever they turn out to be.
I am LOVING these Hakan buffs btw, he's such an awesome character, just so crippled by the sheer amount of work needed to make any headway with him. But now, he might even be tourney viable! I am champing at the bit here.
Hiryu02 on
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
No, as in, if he can do the same juggles as in 3S, I'm wondering they'lll still allow him to build meter in a genai jin combo even after genai -jin runs out.
Having it as an ultra would prevent that.
It could also allow him to super cancel into genai jin combos.
Makes the most sense, imo. That way it must be saved up for and possibly only used once per match. That would compensate for it's good qualities, whatever they turn out to be.
I am LOVING these Hakan buffs btw, he's such an awesome character, just so crippled by the sheer amount of work needed to make any headway with him. But now, he might even be tourney viable! I am champing at the bit here.
Isn't it basically the same thing as Juri's U1? Or is it somehow better (considering how 'meh' her U1 turned out).
(EDIT) assuming it works like Makato super, he won't gain meter during it and his super bar will act as a countdown while depleting.
(EDIT#2) hahaha, seth losing his jumping fierce punch would be hilarious.
well, I think that in the SF3 series, it had some good juggles, and it could be spammed, because you could build up multiple stocks. Think of it like Chun's U2 in utility, but usable multiple times a round.
Also, it may still be good in Super because as a Super move, you can likely super-cancel into it to set up the juggle loops it was so feared for.
Hiryu02 on
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
In 3S you could not build up multiple stocks of genai jin. You could, however, do genai jin juggles that would still go on and build meter even after genai jin ran out so that you can pretty much genai jin again straight after.
In 3S you could not build up multiple stocks of genai jin. You could, however, do genai jin juggles that would still go on and build meter even after genai jin ran out so that you can pretty much genai jin again straight after.
Thanks for correcting me, I didn't play Yun much after New Generation. Thanks for clarifying.
Hiryu02 on
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
6:44PM PST-Blocked Blanka Ball distance is halved. (Anonymous Location Tester)
HAHAHAHAHAHAHAHAHA
What the hell?!
Almost everyone already has a punish for a blocked ball, now this?
Wait, maybe that means it lands much sooner and actually recovers faster.
I think thats it, maybe make it like in super street fighter 2, where you spam the shit out of that shit and you are pretty damn safe most of the time (yay!).
I'm thinking half distance/half recovery time = yay!
it will probably go half the distance but land more quickly, so moves with short range will be able to punish it, but moves that have a long startup won't be able to. this is good news for bison players, i think, since it will probably allow full scissors on punish instead of just one hit
Yun:
U1 You Hou, U2 Sorai Rengeki. Super is Genei Jin
U1 is 4-hit, last hit is a launcher. If the first hit connects cleanly, will go into animation. If not, Yun does the other attacks anyway. Very similar to Makoto's U2. Can follow up U1 with Zesshou (lunge punch), or GJ combos. Only if GJ is activated before U1. I tried to activate afterwards, could not get anything to connect in time. Short range, does not hit on any FADC'd moved.
U2 is a punch rush, if the final hit connects cleanly Yun goes into animation where he rides the opponent in the air like a skateboard, then kicks them down to the ground. Similar to Fei Long's U1. Does not combo from any FADC's. Short range.
Genei Jin - shadows, cancel recovery on all moves, everything juggles. Was able to get 40-50% off GJ combos mid-screen, 50-60% in the corner. Can be super-cancelled off Tetsu Zankou (shoulder check).
Kobokushi (palm move) - Jab is a fake, Strong/Fierce change the distance at which the opponent flies away. EX Nishou Kyaku (up kicks) will probably be good anti-air. Ultras do not combo off MK launcher.
Yang:
U1 Raishin Mahhaken, U2 Tenshin Senkyuu, Super Seiei Enbu
U1 Yang throws out a single attack - if it connects cleanly, animation follows. If not, the ultra ends there - similar to Makoto's U1. Animation is sort of like Gen/Guy's, but with Yang style. Close range.
U2 Yang rolls forward and goes up in the air with his rising kick. If Yang connects cleanly on the ground with the roll portion, animation kicks in. If not, Yun goes up in the air with kicks - looks like Yun's Nishou Kyaku. U2 will pass under fireballs. Seems to have some tracking properties - if U2 started while opponent is in the air, Yang will rise up with kicks where the opponent is for non-animation damage. Combos off FADC/MK Launcher for non-animation damage.
SE - Works similar to 3S. Doesn't seem nearly as useful as Yun's GJ of course.
Ryu, Akuma:
If tatsu done in air at or before jump arc peak, becomes floaty and goes nowhere. Can no longer escape corner with air tatsu. Crossup tatsu still works.
Ken:
EX Tatsu can be blocked low. More recovery on jab SRK. Can follow up jab SRK AA with EX Hadouken, just like Ryu.
Chun:
No apparent changes noticed, except sweep doesn't seem to deal as much stun.
Guile:
Damage down, Sonic Boom does not build super meter.
Honda:
Damage down, U2 now HCBx2 motion. May be harder to combo into Hundred Hands.
Bison:
U2 now charge motion, way more recovery
Zangief:
Range on U2 increased, recovery also increased. EX Green Hand doesn't knock down.
Seth:
Dhalsim J.FP gone.
Cammy: Normals easier to combo, but tiger-knee Canon Strike no longer possible. Can still Canon Strike normally, EX can still be tiger-kneed.
Makoto:
EX Hayate armor break, slightly faster walk speed, axe kicks more like 3S.
Dudley:
EX Ducking added - no armor. Moves the same distance as RH Ducking but recovers almost instantly. Crouch roundhouse different - faster? Not sure how but it is definitely different. J.RH knocks down air to air.
Blanka:
Blocked Blanka Ball now recoils at half the distance, much easier to punish
Honda got nerfed? Jesus. I hope that they reconsider that, or else that the damage loss isn't too severe. And making it harder to combo into HHS makes no sense, it's not like it's an easy combo in the first place. They are making Hakan look real nice though...
But seriously, i dont even main Honda, and I can't fathom the reason for this BS.
Hiryu02 on
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
Posts
I also need to know what time for tomorrow.
Yeah it'd have to be like at 10 pm eastern to work for me on Monday.
What is an Ingrid and why is it in my gam?
Ceterum autem censeo, Carthaginem esse delendam
She can travel through time, and is immortal, or something...
twitch.tv/Taramoor
@TaramoorPlays
Taramoor on Youtube
http://shoryuken.com/content/super-street-fighter-4-arcade-location-test-character-change-confirmations-1729/
......
Really stop screwing up my records, yo. :?
Wii U - 'Nocero'
XBox ID - therealmasume
PS4 ID - realmasume
At this loke test Hakan's oil now stacks. [EDIT: Other info removed because reports are unclear.]
HOLY SHIT.
IF this is true, I just may pick him back up seriously. It adds a whole dimension to him if he can stack that shit.
HAHAHAHAHAHAHAHAHA
Sagat's cr.lk's can't be chained, they must be linked. It's a 2 frame link (+6 on hit, 5 frame startup) so it can be kinda rough. It's a different timing than something like Bison's cr.lk (+4 on hit, 3 frame startup) if you're use to that.
(EDIT) I'm taking all these location tester things with the smallest of grains of salt.
Now punishable by... anything and everything?
Yessssssssssss.
Interesting.
Makes the most sense, imo. That way it must be saved up for and possibly only used once per match. That would compensate for it's good qualities, whatever they turn out to be.
I am LOVING these Hakan buffs btw, he's such an awesome character, just so crippled by the sheer amount of work needed to make any headway with him. But now, he might even be tourney viable! I am champing at the bit here.
Having it as an ultra would prevent that.
It could also allow him to super cancel into genai jin combos.
Isn't it basically the same thing as Juri's U1? Or is it somehow better (considering how 'meh' her U1 turned out).
(EDIT) assuming it works like Makato super, he won't gain meter during it and his super bar will act as a countdown while depleting.
(EDIT#2) hahaha, seth losing his jumping fierce punch would be hilarious.
twitch.tv/Taramoor
@TaramoorPlays
Taramoor on Youtube
Maybe.
It won't be. Having it as super instead of ultra changes alot of things.
well, I think that in the SF3 series, it had some good juggles, and it could be spammed, because you could build up multiple stocks. Think of it like Chun's U2 in utility, but usable multiple times a round.
Also, it may still be good in Super because as a Super move, you can likely super-cancel into it to set up the juggle loops it was so feared for.
Then again, simple combos into Ryu's super do around that amount as well.
Thanks for correcting me, I didn't play Yun much after New Generation. Thanks for clarifying.
It would depend on how fast yun can build up stock and if he can build up stock from genai jin combos.
Ahahah yeeeeeeeeeees.
It was not on purpose. You are out at most one point for not making the playoffs. You can one of the 4 I got.
What the hell?!
Almost everyone already has a punish for a blocked ball, now this?
Wait, maybe that means it lands much sooner and actually recovers faster.
I think thats it, maybe make it like in super street fighter 2, where you spam the shit out of that shit and you are pretty damn safe most of the time (yay!).
I'm thinking half distance/half recovery time = yay!
:?
I know it's just a location test but ewwwww.
I'm liking this.
But seriously, i dont even main Honda, and I can't fathom the reason for this BS.