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Street Fighter: Oh no! [Main] is the worst now! I'm switching to [buffed alt]!

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Posts

  • PancakePancake Registered User regular
    edited November 2010
    ChaosHat wrote: »
    inlemur wrote: »
    So, uh, Makoto for top tier in AE? Every strong character has received significant nerfs. Makoto, while pretty bad in SSF4, really didn't need major buffs to be a strong contender, and it looks like she's getting significantly more than major buffs.

    Tiger knee EX axe kick on its own is huge. Now she can blow up tech/throw attempts similarly to Rufus and Cammy, except she has a command grab to go to once people get the fear and start blocking. Also, unlike Rufus and Cammy (and Yun and Yang), EX axe kick is an overhead. She can't combo out of it, but it knocks down and gives her huge frame advantage on block.

    Better antiairs? A 3 frame normal? 1000 health? Arguably the best dashes in the game made even better? A fast, long range, reasonably safe armor break? I'd like to hear someone who has spent more time with Makoto than me comment on all this, but she looks crazy good.

    All her major improvements you're gushing over cost meter and still don't get around fireballs at all. No increased range on her command grab, etc. I just see her becoming more Honda like, but having to work harder at damage and worthless without meter.

    Maybe I'm completely wrong but...meh.

    That sounds about right. I'm pretty irritated they didn't buff a lot of things that make her shitty. Sure, fukiage sucked and probably needed some buffs, but outside of a couple normals, her priority will still suck, her startup on everything but EX hayate will suck, she'll still need to kara her command grab to give it more range than her elbows, but at least she has 50 more health and she can kara karakusa off of two normals now!

    Pancake on
    wAgWt.jpg
  • MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    edited November 2010
    ChaosHat wrote: »
    inlemur wrote: »
    So, uh, Makoto for top tier in AE? Every strong character has received significant nerfs. Makoto, while pretty bad in SSF4, really didn't need major buffs to be a strong contender, and it looks like she's getting significantly more than major buffs.

    Tiger knee EX axe kick on its own is huge. Now she can blow up tech/throw attempts similarly to Rufus and Cammy, except she has a command grab to go to once people get the fear and start blocking. Also, unlike Rufus and Cammy (and Yun and Yang), EX axe kick is an overhead. She can't combo out of it, but it knocks down and gives her huge frame advantage on block.

    Better antiairs? A 3 frame normal? 1000 health? Arguably the best dashes in the game made even better? A fast, long range, reasonably safe armor break? I'd like to hear someone who has spent more time with Makoto than me comment on all this, but she looks crazy good.

    All her major improvements you're gushing over cost meter and still don't get around fireballs at all. No increased range on her command grab, etc. I just see her becoming more Honda like, but having to work harder at damage and worthless without meter.

    Maybe I'm completely wrong but...meh.

    -EX Tsurugi is now similar to EX Cannon Strike in what height the technique can be executed (instant EX Tsurugi?)

    If this is like Cammy's Aracade version of the EX Cannon Strike, it means that she has to go a certain distance up before using the move. Sounds like it's more of a nerf.

    MNC Dover on
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  • PancakePancake Registered User regular
    edited November 2010
    MNC Dover wrote: »
    ChaosHat wrote: »
    inlemur wrote: »
    So, uh, Makoto for top tier in AE? Every strong character has received significant nerfs. Makoto, while pretty bad in SSF4, really didn't need major buffs to be a strong contender, and it looks like she's getting significantly more than major buffs.

    Tiger knee EX axe kick on its own is huge. Now she can blow up tech/throw attempts similarly to Rufus and Cammy, except she has a command grab to go to once people get the fear and start blocking. Also, unlike Rufus and Cammy (and Yun and Yang), EX axe kick is an overhead. She can't combo out of it, but it knocks down and gives her huge frame advantage on block.

    Better antiairs? A 3 frame normal? 1000 health? Arguably the best dashes in the game made even better? A fast, long range, reasonably safe armor break? I'd like to hear someone who has spent more time with Makoto than me comment on all this, but she looks crazy good.

    All her major improvements you're gushing over cost meter and still don't get around fireballs at all. No increased range on her command grab, etc. I just see her becoming more Honda like, but having to work harder at damage and worthless without meter.

    Maybe I'm completely wrong but...meh.

    -EX Tsurugi is now similar to EX Cannon Strike in what height the technique can be executed (instant EX Tsurugi?)

    If this is like Cammy's Aracade version of the EX Cannon Strike, it means that she has to go a certain distance up before using the move. Sounds like it's more of a nerf.

    It already has a height restriction. Cammy's EX TKCS doesn't have the same restriction as the regular CS in AE and sounds like you can still instant it. If they're changing the height restriction, it sounds like more of a buff. Still needs meter, though.

    Pancake on
    wAgWt.jpg
  • inlemurinlemur Registered User regular
    edited November 2010
    MNC Dover wrote: »
    ChaosHat wrote: »
    inlemur wrote: »
    So, uh, Makoto for top tier in AE? Every strong character has received significant nerfs. Makoto, while pretty bad in SSF4, really didn't need major buffs to be a strong contender, and it looks like she's getting significantly more than major buffs.

    Tiger knee EX axe kick on its own is huge. Now she can blow up tech/throw attempts similarly to Rufus and Cammy, except she has a command grab to go to once people get the fear and start blocking. Also, unlike Rufus and Cammy (and Yun and Yang), EX axe kick is an overhead. She can't combo out of it, but it knocks down and gives her huge frame advantage on block.

    Better antiairs? A 3 frame normal? 1000 health? Arguably the best dashes in the game made even better? A fast, long range, reasonably safe armor break? I'd like to hear someone who has spent more time with Makoto than me comment on all this, but she looks crazy good.

    All her major improvements you're gushing over cost meter and still don't get around fireballs at all. No increased range on her command grab, etc. I just see her becoming more Honda like, but having to work harder at damage and worthless without meter.

    Maybe I'm completely wrong but...meh.

    -EX Tsurugi is now similar to EX Cannon Strike in what height the technique can be executed (instant EX Tsurugi?)

    If this is like Cammy's Aracade version of the EX Cannon Strike, it means that she has to go a certain distance up before using the move. Sounds like it's more of a nerf.

    No, the Cannon strike nerf only applies to non-EX versions. EX cannon strike can be done tiger knee style still.

    inlemur on
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  • aBlankaBlank Registered User regular
    edited November 2010
    I don't see ex axe kick being that big of a deal. I mean, it's nice trick to have in your pocket but it's not anywhere close to being on the same level as Rufus/Cammy (current). That shit leads to huge painful ass combos... this is what, a techable knockdown?

    Best change(s) is more health and ex hayate armor breaking imo. I don't see the other changes as being that huge. Same core problems as before.

    aBlank on
  • PancakePancake Registered User regular
    edited November 2010
    See, I think there's a conspiracy inside Capcom to make Makoto bad and keep her there. I can think of no other reason they wouldn't try to tackle the things that make her bad and instead give her a second normal to kara her command grab off of.

    Pancake on
    wAgWt.jpg
  • RancedRanced Default Registered User regular
    edited November 2010
    StokedUp wrote: »
    Man, Im blown away Vangief almost took NCR. Real testament to his skill right?

    On the note of Gen changes, all he needs is his ex invulnerability on his oga back and his damage potential back... Damnit Capcom, you ain't listening!

    I don't know about those two, a nearly free escape is something Capcom seems to hate a lot now. Slightly higher damage would have been nice though! Doing 120-130 damage off of st.forward xx hands is depressing. (Though fair for a long range poke cancel)

    More realistically, it would have been great if Gen's meter making ability were quickened. Gaining stock for ex hand combos is a bit of a pain right now.

    Ranced on
  • Evil MultifariousEvil Multifarious Registered User regular
    edited November 2010
    Page - grapplers are mashing their grabs during your block string more than anyone else. They do this because

    1) if you screw up your string you get thrown.
    2) if you try to bait by blocking you get thrown.
    3) it forces you to jump or backdash if you want to bait it, which is terribly risky.

    Basically it's way harder to punish mashed command grabs than mashed srks.

    And at any tourney you're going to deal with that kind of mashing. Higher level players will just do it with proper timing.

    Evil Multifarious on
  • Page-Page- Registered User regular
    edited November 2010
    There's usually a level of respect accorded in tourney matches.

    At least for the first round.

    But whatever, I'll just have to mash out more jabs or something. As long as I'm not losing to wakeup ultras or moves I've never seen before, then I don't really care. I've been playing games competitively long enough to not give two farts about losing.

    Page- on
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  • ChaosHatChaosHat Hop, hop, hop, HA! Trick of the lightRegistered User regular
    edited November 2010
    Page - grapplers are mashing their grabs during your block string more than anyone else. They do this because

    1) if you screw up your string you get thrown.
    2) if you try to bait by blocking you get thrown.
    3) it forces you to jump or backdash if you want to bait it, which is terribly risky.

    Basically it's way harder to punish mashed command grabs than mashed srks.

    And at any tourney you're going to deal with that kind of mashing. Higher level players will just do it with proper timing.

    I don't see how almost all of those things can't be said about a shoryuken. You shouldn't be trying fancy blockstrings against a grappler, much less a shoto with srk. Three jabs. Just do it. Don't link a fucking move after it, just do it. Jump to bait an srk at that range is incredibly risky too, or the option select sweep against backdash.

    Also, SPD has 48 frames of recovery with fp. Not hard to punish (every srk ryu has recovers faster).

    ChaosHat on
  • shadydentistshadydentist Registered User regular
    edited November 2010
    ChaosHat wrote: »
    Page - grapplers are mashing their grabs during your block string more than anyone else. They do this because

    1) if you screw up your string you get thrown.
    2) if you try to bait by blocking you get thrown.
    3) it forces you to jump or backdash if you want to bait it, which is terribly risky.

    Basically it's way harder to punish mashed command grabs than mashed srks.

    And at any tourney you're going to deal with that kind of mashing. Higher level players will just do it with proper timing.

    I don't see how almost all of those things can't be said about a shoryuken. You shouldn't be trying fancy blockstrings against a grappler, much less a shoto with srk. Three jabs. Just do it. Don't link a fucking move after it, just do it. Jump to bait an srk at that range is incredibly risky too, or the option select sweep against backdash.

    Also, SPD has 48 frames of recovery with fp. Not hard to punish (every srk ryu has recovers faster).

    Well, SRKs usually start up in 3 frames or more, and you can block them. Command grabs start up in 2 frames (or 1+0 frames) for ultra, and you can't block them. This means that a lot of block strings are safe to SRKs but lose to command grabs.

    shadydentist on
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  • Evil MultifariousEvil Multifarious Registered User regular
    edited November 2010
    Yeah hat, the important part is that you can block a srk if you think they're mashing one out, and doing so is very low-risk. Baiting a command grab requires much more commitment. Also, if you bait a srk and it doesn't come out, you can often resume your block string. After jumping or backdashing to avoid a grab, you've given up the opportunity.

    It's far safer to mash command grabs than srks, and harder to deal with.

    Evil Multifarious on
  • Page-Page- Registered User regular
    edited November 2010
    The biggest difference, besides the tourney setting, is that I will be sitting next to the people I play. That can tell you a lot about what they're doing and what they plan on doing.

    Page- on
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  • shadydentistshadydentist Registered User regular
    edited November 2010
    Round 2 TEs for $105 and Horli VLX for $236, for those of you looking for arcade sticks.

    shadydentist on
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  • PotatoNinjaPotatoNinja Fake Gamer Goat Registered User regular
    edited November 2010
    inlemur wrote: »


    So, uh, Makoto for top tier in AE? Every strong character has received significant nerfs. Makoto, while pretty bad in SSF4, really didn't need major buffs to be a strong contender, and it looks like she's getting significantly more than major buffs.

    Tiger knee EX axe kick on its own is huge. Now she can blow up tech/throw attempts similarly to Rufus and Cammy, except she has a command grab to go to once people get the fear and start blocking. Also, unlike Rufus and Cammy (and Yun and Yang), EX axe kick is an overhead. She can't combo out of it, but it knocks down and gives her huge frame advantage on block.

    Better antiairs? A 3 frame normal? 1000 health? Arguably the best dashes in the game made even better? A fast, long range, reasonably safe armor break? I'd like to hear someone who has spent more time with Makoto than me comment on all this, but she looks crazy good.

    I can't match Pancake's cynicism, but I do agree with him that it is baffling to see her command grab left unchanged. Its super slow and kind of bad! At least with the nerfs to Tornado Throw its a less embarrassing move by comparison (probably one of the highest damage grabs if you follow up properly) but there's no reason for it to be so slow and so short range and so terrible.

    Anyways--

    The changes are pretty good. Axe Kick changes could be a huge deal or an insignificant one, depending on how exactly they work. If they let Makoto use EX Tsurugi instantly as a reliable overhead she just became very, very scary. Down-back players beware.

    A 3 frame normal will help her considerably (IMO) and will make it harder and riskier to mindlessly jab her out of everything.

    Looks like her footsies are better, again depending on how axe kick has been changed. She never had terrible footsies before (good sweep, good normals, great focus), now she's a little better. If she can pull off a fast overhead, she'll have some potent mixup strategies.

    There are too many vague changes in there ("Axe kick is different, Hayate is a little faster, etc. etc.) Those changes certainly make her better, and could end up making her very fearsome in good hands.

    I want to see how fast EX Hayate is now, how useful the new kara-cancel is, and how the new axe kick performs in game. I suspect she's going to end up similar to how she was in 3rd Strike: brutally terrifying in good hands and utterly impotent otherwise. Seeing a new kara-cancel but no buffs to command grab seems to confirm that she's not meant for the faint of heart.

    Also: faster dash! Seriously, I hope its stupid fast.

    PotatoNinja on
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  • Evil MultifariousEvil Multifarious Registered User regular
    edited November 2010
    Those 100 dollar sticks are tempting - I've been considering a second stick...

    Evil Multifarious on
  • ChaosHatChaosHat Hop, hop, hop, HA! Trick of the lightRegistered User regular
    edited November 2010
    Except mashing command grab means you could also accidentally jump, which is like dping without the p. And yes, spd's start up faster, but if you fuck up a link or get your normal grabbed, the srk is also going to hit you.

    The real bullshit is limb grabbing, so if you do one jab too many in your block string, you'll whiff and get thrown. That's less an issue than it is a thing to learn about the matchup.

    every character has nonsense working in their favor. I don't think grapplers throwing you out of strings is that huge considering it's entirely avoidable.

    ChaosHat on
  • PancakePancake Registered User regular
    edited November 2010
    inlemur wrote: »


    So, uh, Makoto for top tier in AE? Every strong character has received significant nerfs. Makoto, while pretty bad in SSF4, really didn't need major buffs to be a strong contender, and it looks like she's getting significantly more than major buffs.

    Tiger knee EX axe kick on its own is huge. Now she can blow up tech/throw attempts similarly to Rufus and Cammy, except she has a command grab to go to once people get the fear and start blocking. Also, unlike Rufus and Cammy (and Yun and Yang), EX axe kick is an overhead. She can't combo out of it, but it knocks down and gives her huge frame advantage on block.

    Better antiairs? A 3 frame normal? 1000 health? Arguably the best dashes in the game made even better? A fast, long range, reasonably safe armor break? I'd like to hear someone who has spent more time with Makoto than me comment on all this, but she looks crazy good.

    I can't match Pancake's cynicism, but I do agree with him that it is baffling to see her command grab left unchanged. Its super slow and kind of bad! At least with the nerfs to Tornado Throw its a less embarrassing move by comparison (probably one of the highest damage grabs if you follow up properly) but there's no reason for it to be so slow and so short range and so terrible.

    Nah, it's pretty good.
    thanksseth.jpg

    Pancake on
    wAgWt.jpg
  • ChaosHatChaosHat Hop, hop, hop, HA! Trick of the lightRegistered User regular
    edited November 2010
    Pancake, stop being a complainosaur. It reaches all the way past her elbows! I dunno what you grab with, but I do most to all of my grabbing with my mid forearms.

    Alternate snark: New Makoto change confirmed by Ono! Current arms on her character model have been replaced with T-Rex arms to more accurately demonstrate her grab range!

    ChaosHat on
  • PotatoNinjaPotatoNinja Fake Gamer Goat Registered User regular
    edited November 2010
    The grab diagram followed by your sig seems strangely appropriate.

    If lk kara karakusa has long enough range to follow a standard karakusa --> hp --> hp hayate (and isn't insanely difficult to pull off) she'll have a pretty scary kara game by default, which is where her normals and dashes come in.

    If U2 comes out significantly faster you'll be able to use it against fireballs or out of karakusa (out of kara it would need to be stupid fast, probably something like karakusa --> hp --> hayate super cancel U2 and that would only work if U2 had about twice as few startup and travel frames as it does now, maybe even less).

    Everyone Makoto had significant trouble against is weaker. Makoto hits harder, has more life, better moves, better priority, and a faster dash. A faster dash might enable things like Karakusa --> HP --> HP Hayate FADC --> lk or jab into MP into EX Oroshi for knockdown. That's a pretty scary combo off of a grab and plenty of stun, if that works I don't know any other grappler who could match that damage off a command grab.

    PotatoNinja on
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  • MorvidusMorvidus Registered User regular
    edited November 2010
    You have to take into consideration how fast she makes that step forward. The hitbox doesn't look like much still, but she's very quick.

    Instant EX Tsurugi isn't that much of an improvement. Her Oroshi was already a major threat to down-backers, and EX was extremely fast and slightly invincible, and it knocked down. It does have a lot of range, though, and projectile invincibility on startup.

    Buffing her c.RH is great news. I always tried to use that as AA, but most of the time I ended up trading. The Fuikiage buff is also awesome, so less trading with that, too.

    IMO the biggest news is your enemy can't quick stand after EX Oroshi. You know when they're going to get up, so it's much easier to follow up with another EX Oroshi, or just punish a srk.

    Faster dashing (really? was that necessary?), more combo potential, and increased health are going to make this one scary bitch. I'm thinking 3S scary...

    Morvidus on
  • ChaosHatChaosHat Hop, hop, hop, HA! Trick of the lightRegistered User regular
    edited November 2010
    And then Morvidus remembered that 1) there are fireballs in this game, and 2) no parry.

    ChaosHat on
  • MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    edited November 2010
    Improve the range of her grab to her full arm length and remove all kara stuff from the game.

    EZPZ

    MNC Dover on
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  • ChaosHatChaosHat Hop, hop, hop, HA! Trick of the lightRegistered User regular
    edited November 2010
    Kara stuff is fine, lern 2 deal. Full arm length seems pretty hige, although I'll be honest and say I have no idea what average command grab distance is (although those grabs never lead into free ultras, damage, and/or mixups).

    ChaosHat on
  • PancakePancake Registered User regular
    edited November 2010
    It just seems silly if you always have to kara it and they know you always have to kara it, that it doesn't just have that range to begin with.

    Pancake on
    wAgWt.jpg
  • MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    edited November 2010
    ChaosHat wrote: »
    Kara stuff is fine, lern 2 deal. Full arm length seems pretty hige, although I'll be honest and say I have no idea what average command grab distance is (although those grabs never lead into free ultras, damage, and/or mixups).

    Kara stuff is fine, albeit stupid, and I have learned to deal thank you very much. Make her command grab go to her wrists or whatever. Point is, just increase the range a bit is all.

    MNC Dover on
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  • KinderpartyKinderparty Registered User regular
    edited November 2010
    1k hp makoto is pretty cool guys. Capcom finally letting women move up in the world.

    Kinderparty on
  • Fig-DFig-D Tustin, CA, USRegistered User regular
    edited November 2010
    In a game where every upper tier character is taking some pretty major nerfage, Gen and Makoto players have nothing to complain about.

    Its like someone decided to bake you an apple pie out of the blue, and you're complaining because what it really needed was a lattice crust top.

    ENJOY YOUR FUCKING PIE.

    Fig-D on
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  • BlueDestinyBlueDestiny Registered User regular
    edited November 2010
    Is Gouken getting nerfed again?

    Non-overhead flip kick makes me a sad panda.

    BlueDestiny on
  • PancakePancake Registered User regular
    edited November 2010
    Fig-D wrote: »
    In a game where every upper tier character is taking some pretty major nerfage, Gen and Makoto players have nothing to complain about.

    Its like someone decided to bake you an apple pie out of the blue, and you're complaining because what it really needed was a lattice crust top.

    ENJOY YOUR FUCKING PIE.

    Chun didn't get any hugely major nerfs. I'm not entirely sure why the stun on her sweep was reduced, though.

    Pancake on
    wAgWt.jpg
  • Fig-DFig-D Tustin, CA, USRegistered User regular
    edited November 2010
    You are right about Chun, the other "nerfs" weren't exactly sweeping either. You should still enjoy your pie though. This Gen Cobbler is delicious.

    Fig-D on
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  • ChaosHatChaosHat Hop, hop, hop, HA! Trick of the lightRegistered User regular
    edited November 2010
    MNC Dover wrote: »
    ChaosHat wrote: »
    Kara stuff is fine, lern 2 deal. Full arm length seems pretty hige, although I'll be honest and say I have no idea what average command grab distance is (although those grabs never lead into free ultras, damage, and/or mixups).

    Kara stuff is fine, albeit stupid, and I have learned to deal thank you very much. Make her command grab go to her wrists or whatever. Point is, just increase the range a bit is all.

    That's part of the slippery slope to "why can't fadc ultra be like two buttons?" The difficulty of shit is part of the balancing and part of a graduated level of difficulty. The point is to make how hard it is to do it pay off.

    ChaosHat on
  • PancakePancake Registered User regular
    edited November 2010
    ChaosHat wrote: »
    MNC Dover wrote: »
    ChaosHat wrote: »
    Kara stuff is fine, lern 2 deal. Full arm length seems pretty hige, although I'll be honest and say I have no idea what average command grab distance is (although those grabs never lead into free ultras, damage, and/or mixups).

    Kara stuff is fine, albeit stupid, and I have learned to deal thank you very much. Make her command grab go to her wrists or whatever. Point is, just increase the range a bit is all.

    That's part of the slippery slope to "why can't fadc ultra be like two buttons?" The difficulty of shit is part of the balancing and part of a graduated level of difficulty. The point is to make how hard it is to do it pay off.

    But you have stuff like Makoto's mini-kara karakusa for use in combos. Is hitting forward after your quarter circle back really that hard?

    I mean, the execution barrier for a lot of this stuff isn't huge, it's just annoying that it has to be there at all. One pixel of increased range and the karakusa would land after an mp hayate, but it doesn't so you have to hit forward before pressing kick. Does crap like this really have to be there? Really?

    Pancake on
    wAgWt.jpg
  • inlemurinlemur Registered User regular
    edited November 2010
    ChaosHat wrote: »
    MNC Dover wrote: »
    ChaosHat wrote: »
    Kara stuff is fine, lern 2 deal. Full arm length seems pretty hige, although I'll be honest and say I have no idea what average command grab distance is (although those grabs never lead into free ultras, damage, and/or mixups).

    Kara stuff is fine, albeit stupid, and I have learned to deal thank you very much. Make her command grab go to her wrists or whatever. Point is, just increase the range a bit is all.

    That's part of the slippery slope to "why can't fadc ultra be like two buttons?" The difficulty of shit is part of the balancing and part of a graduated level of difficulty. The point is to make how hard it is to do it pay off.

    Kara karakusa actually has drawbacks vs basic karakusa because it takes a few more frames to start up. Also, that image pancake posted that everyone is commenting on is pretty misleading, not only because of the improved range that Makoto gets due to kara, but also because it's from the EX version of the throw, which also has the fastest startup and super armor. Lp, Mp, and Hp versions all have better range, at the cost of startup. It's a reasonably balanced move; much slower startup than the Gief tier command grabs, but with a lot more versatility since it can hit confirm into ultra or a high damage combo that leads into mixups.

    inlemur on
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  • ChaosHatChaosHat Hop, hop, hop, HA! Trick of the lightRegistered User regular
    edited November 2010
    Pancake, I think the example of hitting forward isn't a conscious design decision in the way you think. It probably has more to do with input leniency and how the engine allows tk spiral arrow and so on. So, increasing the range and removing the ability to hold forward to get a few pixels of grab distance probably is a huge pain in the ass that involves mucking about in the engine which would likely have other issues.

    So basically it's the lazy way to balance it.

    ChaosHat on
  • PancakePancake Registered User regular
    edited November 2010
    No, I'm saying that you gain a usable move that way in the same way you'd have a usable move by increasing the range on the command grab slightly. Maybe they didn't intend for the move to be usable in that situation without using the true kara, I don't know. Hitting forward is dumb.

    Pancake on
    wAgWt.jpg
  • ChaosHatChaosHat Hop, hop, hop, HA! Trick of the lightRegistered User regular
    edited November 2010
    But if they increased the range of the move to begin with, you'd gain more range when hitting forward still.

    ChaosHat on
  • PancakePancake Registered User regular
    edited November 2010
    That would be dumb, Hat. It would be really dumb.

    Pancake on
    wAgWt.jpg
  • KinderpartyKinderparty Registered User regular
    edited November 2010
    1000 HP wooooo.

    Kinderparty on
  • AumniAumni Registered User regular
    edited November 2010
    They haven't posted Viper's AE changes, have they?

    Aumni on
    http://steamcommunity.com/id/aumni/ Battlenet: Aumni#1978 GW2: Aumni.1425 PSN: Aumnius
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