The Slaj Jazz
TIckle my sweet salty nips
Anyone wanna play about to come on I'm off today
sonya, kenshi, martian manhunter, frost and sonic fox?
The King, Q, the katana chick, and Garuda ??? **faints**
https://twitter.com/vsfightingtv/status/809395926234255360Wow, where did you find This?
I cannot, for the life of me, dispute that these images match the silhouettes. Theonly one that is a hair off is the Sodom one but it could be that it's just a bit obscured. If this is in fact correct, then we are getting the 50% rule:
Akuma, Q, Sodom(or Garuda), all pre-existing characters to the SFU, and 3 additional characters that are completely new.
I think the issue with SF3 was that they introduced too many new characters right from the start. They didn't even have Chun Li in the first version. So SFV is not using the same strategy as SF3. SFV had many classic characters right from the start. SFV has been basically the opposite of SF3 in terms of classic vs new characters.Rip, believe me, I get it. And SF3 did add a ton of value to future titles for sure! The problem is that in terms of business (as fans we love to see what we want to see), SF3's strategy did not pan out. Based on that alone, I would venture to guess that isn't a chance they're willing to take once again. It's very different though, with a brand new IP. You're expecting something fresh and new, with new characters and a new story. Again, I think striking a balance between classic and new is the best business approach.
its via Steam DB, you can do that from the Steam menu, if the game supports it, you can do it, in this case, i think Capcom fucked it up, they allowed a public Beta build to be downloaded by everybody, instead of putting in private..... lulSo, apparently the season 2 beta is available to download on pc. People are already posting changes on twitter. Be careful though, I don't know how it may affect your game and I don't think you can play any characters without modding. I really don't know how it all works...
Add me. Gamertag is xDark_AkumaAnyone wanna play about to come on I'm off today
What's you cfn though.Add me. Gamertag is xDark_Akuma
If you really wanna piss yourself off just think about how he's getting more buffs than gief.Why?
Im not pissed I was laughing when this happened. The Gief stuff I have seen so far feels more like fixes than buffs but I will wait for the patch notes before deciding anything.If you really wanna piss yourself off just think about how he's getting more buffs than gief.
You know what changes those are?Why do people feel the need to say this whenever they agree with me?
The majority of the general changes for Season 2 are things I've already talked about in great length
If you really wanna piss yourself off just think about how he's getting more buffs than gief.
So on a jump in ryu's mp DP is still unbeatable right?Birdie s2 changes so far
Atrosh - Today at 12:52 PM
-birdie st.hk is atleast +7 on hit now, can do st.hk -> st. mp
-Can juggle with bullhead after cr.hp (even non-ex)
-Birdie st.hp crushcounter rumour was fake, just a regular counterhit
-f+hp crushcounter, they go higher in the air or something, you can just do mp bullhead -> super immediately (in s1 you had to time the mp bullhead properly or super would whiff)(edited)
-His damage output seems mostly untouched
-Nerfed damage a little bit on ex dive, but it's still as fast as before (180 instead of 200)
-St.HK crushcounter launches opponent further back ,BUT it's offset because you can do st.hk -> st.mp now, so no need to dash up cr.mp anymore
-cr.lk nerfed, has 5f startup
-V-reversal greater pushback and less + on hit (launches them further back) - guess this is a nerf and a buff (more corner carry, but 0 oki),
-Seems to be some kind of suction effect, when you cancel st. mp into mp bullhead, he teleports forward a little bit before doing the bullhead. I guess this means you will never get the mp -> whiffed bullhead thing again
-Can raw confirm lp/mp/hp bullhead into super
-BOYZ
-We can raw confirm st.mp into mp bullhead (it's difficult though)
-bad news: st. mk feels slower on startup
-slide (df+hp) is -7 on block now
-hp bullhead still -5, but less pushback I think, almost the same though
-st.mk is definitely either 9 or 10 frames startup (from 8), can no longer do st.lk (ch) -> st.mk
-overhead has slightly less range
Adding a few more findings!
- st.mp is +1 on block (was -1)
- st.mp xx LK/MK chain now comboes (only ex used to combo)
So on a jump in ryu's mp DP is still unbeatable right?