Post by buhwhyen on Nov 26, 2011 10:07:51 GMT -5
I guess we should start a new thread for this, the game feels different and a few things don't work anymore. But overall...some mechanics feel weird (triangle jumping), but a lot of combos are exactly the same (or slight changes) despite nerfs that seemed like they were aimed at removing certain combos.
I haven't had too much time to play, but I've noticed that they really tried to cut back on the 10+ second long combos of death. It's really difficult to otg with assists to continue combos (they tech before you can really do anything now). And in general moves have less hit stun, so you can't have the same delays between attacks to potentially continue combos after landing.
As far as nerfs go...I don't think they did anything close to a good job. Dante still does the exact same combos (he just needs a shortened version for tiny characters), his damage is still on the high end, but he lost his BS air hammer, which is still not terrible after the nerf. Prop shredder and flame? dance randomly don't end properly and require better timing/positioning, but it's honestly nothing people won't learn to deal with. You just need to be better about your execution (seen videos of Yipes, and he really doesn't have any issues with dropping combos due to this). End result? Didn't change except hammer and can't easily link AA st.light into free combo.
Magneto...is aggravating for me, personally, but overall you can still do good damage of any hit. His combos generally revolve around his air only beam attack (forgot the name, 896 + attack) and instead of launcher, j.h, adf, j.m, j.h -> combo. You just do launcher, j.h, adf, j.h really not that different. Seems like they didn't touch the hit stun duration on his air only beam attack so that seems like it'll be the move of choice to extend combos and/or carry to corner. Disrupter is not amazing anymore. His triangle jump is still useable, but it feels more like Iron Man's triangle jump (but still better than Iron Man's triangle jump). The gravity attraction/repulsion move is pretty damn lackluster. Seems like it's only good for combos, might be okay for keep away, but since disrupter is not god like anymore, not sure why you would want to play keep away. Btw, he lost BS triangle jump offence, but if you ever get them blocking, he gained essentially instant overhead j.l. Basically if you jump straight up and instnatly air dash down with j.l, it might as well be an instant overhead, that shit is way too fast.
Wesker...got better. R.O.F.L. I saw Justin Wong do a Wesker combo where he's able to relaunch without an assist mid screen. The combo was ...cr.l, cr.m, st.h, s, j.h, j.s, land, otg gun, cr.m, st.h, s, j.m, j.h, j.s, land, otg gun (team super optional). Without super this shit did ~500-550k, wtfever. They nerfed his counter super, can't use it to make any normal safe against physical supers (might still be able to, but I think they took away the input once anytime during the super flash to get the move on the first possible frame after super flash). Wesker gets a free damage/move speed buff when he loses his sunglasses. Something like 10% if he uses a super and removes them himself, and 15%? if he breaks them (takes enough damage). Not sure exactly on the numbers... but free mini-Xfactory ftw. You can also teleport after qcf+l for really easy combos. And mashing his super makes it do reasonable damage.
Akuma is a lot less good now. His assist is no longer broken good (might as well be invincible good), but it seems useable still. You can still combo off of it if it hits to start a combo, but you can't use it to extend combos anymore (they pop out really quickly). They made his relaunch combo more difficult, still very doable, but the timing is even tighter than it was before. Lowered his health so when you hit him, you feel like you're hitting Akuma. Overall...still good. But might be too squishy to anchor teams now.
Wolverine...whatever, hes still fast. I think he lost the multiple distances on berserker slash, so it's easier to tell if its gonna cross up or not. Dive kick is less good, but still works. Doesn't seem like the nerf was that huge of a deal. Losing strong level 1 Xfactor probably hurts more than anything else.
Phoenix..actually got nerfed. But the addition of the side exchange removing meter really hurts all Phoenix teams. Since you really will want to mash side exchange so you keep your meter, down exchange still gives a ton of meter, and up exchange now boasts a damage increase for the remainder of the combo. Biggest nerf is limiting her to 1 fireball per jump. So...probably less good, but still retarded.
Ammy...got reasonable nerfs. She can no longer link any two moves she wants. This means combos are slightly more timing intensive and some don't work anymore. Overall, doesn't feel that different, but her air dash is definitely a lot worse than it was before. Oh, and it's way more difficult to combo into level 3 now after an air combo. You have to link a single st.h instead of st.m, st.h into lvl 3, otherwise they pop out.
She Hulk is pretty bad now too. Lost safe slide, which is one of the things that made her so dumb, that and Tron assist. Doesn't seem that strong anymore.
Zero got raped pretty badly. His damage of H is really low comparatively. I like this change cause Zero had too much reward for such low risk. They seem to have changed the knockback on some of his moves as well. A bunch of Zero players were dropping hella combos on WNF.
Virgil...is really good. His stinger x dp+heavy hits front then cross up and can be made safe by activating devil trigger and if it hits, you get a free combo. Has pretty good damage off a single meter (600k ish), but if you burn 2 meters, it jumps to ~850-875k, more if you have an otg assist.
Doom...why did they make Doom so good? J.s gives you so much time to otg into combo. Dive kicks are faster and have similar priority, j.h is more useable, and all his old combos still work and do about the same damage (most of the cast's damage got toned down).
Tron is useless. Nerfed assist, j.h knocks back now so you can only combo it in the corner. Rocks also isn't cancelable? or something like that, so her combos are a lot weaker.
Chris seems a lot better now? Only saw one video, but magnum into magnum into magnum? or something like that. He did a decent chunk of damage while zoning.
Taskmaster got a pretty big buff in the change to throw techs. You can now tech at any time, even during one of your moves. So he can throw tech after blocked swing, which was the only consistent way to push it. Dunno why this was necessary, he was already really damn good.
Storm has actual damage now (kinda). Mostly unchanged, but better now because the rest of the cast got worse. Yay indirect buffs. Supers also hit a lot harder (thx mashing).
Trish just hits harder now. Yay...? Might be playable now. Doesn't feel like anything else was really changed.
Supposedly C.Viper got buffed? Not sure how exactly. Might consider playing her a bit later.
Dormamu...lost carpet. Don't think he'll be amazing. He was already pretty mediocre, now...I don't know if he'll be able to really keep people out sufficiently.
Hawkeye hits like a little girl. But his arrow super is really good. Kinda feels like a mobile SF4 Guile. Zones really well, but takes 5 billion hits to kill.
Nemesis seems really dumb good. This is probably what Hulk should have been like in the first place.
Ghost rider has really solid keep away and pretty good damage. He's able to combo off of full screen hits. With assists he can most hits into a combo. Seems pretty solid.
Nova might be a really good character just because of his assist (it hits overhead). Free unblockables off of mashing cr.l? As a point character is seems pretty lacking, though he does hit pretty hard when he manages to land a combo. His air dash sucks ass, except for the above mentioned jump straight up and air dash down with light. Though...his cr.l doesn't hit low, so it's a much less good trick if they manage to block the overhead.
I haven't had too much time to play, but I've noticed that they really tried to cut back on the 10+ second long combos of death. It's really difficult to otg with assists to continue combos (they tech before you can really do anything now). And in general moves have less hit stun, so you can't have the same delays between attacks to potentially continue combos after landing.
As far as nerfs go...I don't think they did anything close to a good job. Dante still does the exact same combos (he just needs a shortened version for tiny characters), his damage is still on the high end, but he lost his BS air hammer, which is still not terrible after the nerf. Prop shredder and flame? dance randomly don't end properly and require better timing/positioning, but it's honestly nothing people won't learn to deal with. You just need to be better about your execution (seen videos of Yipes, and he really doesn't have any issues with dropping combos due to this). End result? Didn't change except hammer and can't easily link AA st.light into free combo.
Magneto...is aggravating for me, personally, but overall you can still do good damage of any hit. His combos generally revolve around his air only beam attack (forgot the name, 896 + attack) and instead of launcher, j.h, adf, j.m, j.h -> combo. You just do launcher, j.h, adf, j.h really not that different. Seems like they didn't touch the hit stun duration on his air only beam attack so that seems like it'll be the move of choice to extend combos and/or carry to corner. Disrupter is not amazing anymore. His triangle jump is still useable, but it feels more like Iron Man's triangle jump (but still better than Iron Man's triangle jump). The gravity attraction/repulsion move is pretty damn lackluster. Seems like it's only good for combos, might be okay for keep away, but since disrupter is not god like anymore, not sure why you would want to play keep away. Btw, he lost BS triangle jump offence, but if you ever get them blocking, he gained essentially instant overhead j.l. Basically if you jump straight up and instnatly air dash down with j.l, it might as well be an instant overhead, that shit is way too fast.
Wesker...got better. R.O.F.L. I saw Justin Wong do a Wesker combo where he's able to relaunch without an assist mid screen. The combo was ...cr.l, cr.m, st.h, s, j.h, j.s, land, otg gun, cr.m, st.h, s, j.m, j.h, j.s, land, otg gun (team super optional). Without super this shit did ~500-550k, wtfever. They nerfed his counter super, can't use it to make any normal safe against physical supers (might still be able to, but I think they took away the input once anytime during the super flash to get the move on the first possible frame after super flash). Wesker gets a free damage/move speed buff when he loses his sunglasses. Something like 10% if he uses a super and removes them himself, and 15%? if he breaks them (takes enough damage). Not sure exactly on the numbers... but free mini-Xfactory ftw. You can also teleport after qcf+l for really easy combos. And mashing his super makes it do reasonable damage.
Akuma is a lot less good now. His assist is no longer broken good (might as well be invincible good), but it seems useable still. You can still combo off of it if it hits to start a combo, but you can't use it to extend combos anymore (they pop out really quickly). They made his relaunch combo more difficult, still very doable, but the timing is even tighter than it was before. Lowered his health so when you hit him, you feel like you're hitting Akuma. Overall...still good. But might be too squishy to anchor teams now.
Wolverine...whatever, hes still fast. I think he lost the multiple distances on berserker slash, so it's easier to tell if its gonna cross up or not. Dive kick is less good, but still works. Doesn't seem like the nerf was that huge of a deal. Losing strong level 1 Xfactor probably hurts more than anything else.
Phoenix..actually got nerfed. But the addition of the side exchange removing meter really hurts all Phoenix teams. Since you really will want to mash side exchange so you keep your meter, down exchange still gives a ton of meter, and up exchange now boasts a damage increase for the remainder of the combo. Biggest nerf is limiting her to 1 fireball per jump. So...probably less good, but still retarded.
Ammy...got reasonable nerfs. She can no longer link any two moves she wants. This means combos are slightly more timing intensive and some don't work anymore. Overall, doesn't feel that different, but her air dash is definitely a lot worse than it was before. Oh, and it's way more difficult to combo into level 3 now after an air combo. You have to link a single st.h instead of st.m, st.h into lvl 3, otherwise they pop out.
She Hulk is pretty bad now too. Lost safe slide, which is one of the things that made her so dumb, that and Tron assist. Doesn't seem that strong anymore.
Zero got raped pretty badly. His damage of H is really low comparatively. I like this change cause Zero had too much reward for such low risk. They seem to have changed the knockback on some of his moves as well. A bunch of Zero players were dropping hella combos on WNF.
Virgil...is really good. His stinger x dp+heavy hits front then cross up and can be made safe by activating devil trigger and if it hits, you get a free combo. Has pretty good damage off a single meter (600k ish), but if you burn 2 meters, it jumps to ~850-875k, more if you have an otg assist.
Doom...why did they make Doom so good? J.s gives you so much time to otg into combo. Dive kicks are faster and have similar priority, j.h is more useable, and all his old combos still work and do about the same damage (most of the cast's damage got toned down).
Tron is useless. Nerfed assist, j.h knocks back now so you can only combo it in the corner. Rocks also isn't cancelable? or something like that, so her combos are a lot weaker.
Chris seems a lot better now? Only saw one video, but magnum into magnum into magnum? or something like that. He did a decent chunk of damage while zoning.
Taskmaster got a pretty big buff in the change to throw techs. You can now tech at any time, even during one of your moves. So he can throw tech after blocked swing, which was the only consistent way to push it. Dunno why this was necessary, he was already really damn good.
Storm has actual damage now (kinda). Mostly unchanged, but better now because the rest of the cast got worse. Yay indirect buffs. Supers also hit a lot harder (thx mashing).
Trish just hits harder now. Yay...? Might be playable now. Doesn't feel like anything else was really changed.
Supposedly C.Viper got buffed? Not sure how exactly. Might consider playing her a bit later.
Dormamu...lost carpet. Don't think he'll be amazing. He was already pretty mediocre, now...I don't know if he'll be able to really keep people out sufficiently.
Hawkeye hits like a little girl. But his arrow super is really good. Kinda feels like a mobile SF4 Guile. Zones really well, but takes 5 billion hits to kill.
Nemesis seems really dumb good. This is probably what Hulk should have been like in the first place.
Ghost rider has really solid keep away and pretty good damage. He's able to combo off of full screen hits. With assists he can most hits into a combo. Seems pretty solid.
Nova might be a really good character just because of his assist (it hits overhead). Free unblockables off of mashing cr.l? As a point character is seems pretty lacking, though he does hit pretty hard when he manages to land a combo. His air dash sucks ass, except for the above mentioned jump straight up and air dash down with light. Though...his cr.l doesn't hit low, so it's a much less good trick if they manage to block the overhead.