IsaVulpes
Just Throw
- Joined
- Sep 3, 2013
- Messages
- 2,953
- Reaction score
- 3,888
- Points
- 113
- Age
- 50
- Location
- Trinidad && Tobago
- Website
- www.youtube.com
No idea why invinc startup on Drill Super got nerfed. IMO it should just be 1 or 2f vuln so it's not something you really really want to use as a reversal, but that's it - there's no combo out of it and it whiffs lots of times and it's HYPER punisheable, so it's not that strong in the first place;
At the same time it's clearly an AA super and losing to the opponent's buttons with your AA super is kinda shit.
Command Throw nerf was necessary; it was never intended to beat throws in neutral (as seen by not having throw invinc unlike say DDrop). Throws have 7f startup, Cmd Throw thus gets 8. Very simple.
You'll still be at tremendous frame advantage when doing it generally, as you cancel out of moves into it - most of the times you had to super delay the cancel due to else whiffing the CmdThrow anyway, so there's really little to no change here.
Air Fireball being a Doom without Doom's weaknesses was super retarded, hitstun/blockstun nerf with damage buff is a good thing.
I do miss doublejump combos though, they were the coolest shit.
Maybe there's a way to lower hit/blockstun without completely neutering it (Air Fireballs went from +15 point blank to +2 point blank on hit, that's.. rather big. At least high enough that Combo > Air Fireball > Doublejump > Airthrow/j.HK becomes a legit frametrap that can't just be button mashed through is imo relevant)
Dunno about the bounce thing, have to play matches first. Don't really like the sound of it; it controls space which is nice and it keeps the fireball on screen for a time so if you whiff it you're fucked which is nice.
Beta version seems to be a buff for people bad at tossing fireballs, but yeah I'll play first before saying anything definite.
Airthrow convert with xx L.ADart, s.MK c.HP xx Shadow works anywhere (haven't tested char universality) which is pretty strong and IMO a clearcut buff to before, but Oki was cooler. Every character gets combos out of their airthrow, some with meter some without.. Fukua sitting there with her sliding knockdown was rather refreshing.
Would prefer to have the old way back.
Anti-BFF Throwwhiff into Punish being more relevant is significant but cool.
H.Drill xx BFF not being possible anymore is a *HUGE* nerf .. and I don't get why it was done in the first place, as her defence was already pretty shit.
I'd rather the move was changed to only having a supercancel window on hit, to keep out the retarded "H.Drill under someone who crossed you up, he dashes after to punish, BFF him".
At least BFF should stop getting crossed up in the corner, it always seemed kinda silly.
Further note, I *really* want L/M Drill xx BFF back, it's the only way for her to get Damage out of pressing buttons, and as a space control character with decent buttons it seems kinda.. weird? That she gets 0 reward for doing so.
E: Overall I think the nerf direction is right, but not quite there.
At the same time it's clearly an AA super and losing to the opponent's buttons with your AA super is kinda shit.
Command Throw nerf was necessary; it was never intended to beat throws in neutral (as seen by not having throw invinc unlike say DDrop). Throws have 7f startup, Cmd Throw thus gets 8. Very simple.
You'll still be at tremendous frame advantage when doing it generally, as you cancel out of moves into it - most of the times you had to super delay the cancel due to else whiffing the CmdThrow anyway, so there's really little to no change here.
Air Fireball being a Doom without Doom's weaknesses was super retarded, hitstun/blockstun nerf with damage buff is a good thing.
I do miss doublejump combos though, they were the coolest shit.
Maybe there's a way to lower hit/blockstun without completely neutering it (Air Fireballs went from +15 point blank to +2 point blank on hit, that's.. rather big. At least high enough that Combo > Air Fireball > Doublejump > Airthrow/j.HK becomes a legit frametrap that can't just be button mashed through is imo relevant)
Dunno about the bounce thing, have to play matches first. Don't really like the sound of it; it controls space which is nice and it keeps the fireball on screen for a time so if you whiff it you're fucked which is nice.
Beta version seems to be a buff for people bad at tossing fireballs, but yeah I'll play first before saying anything definite.
Airthrow convert with xx L.ADart, s.MK c.HP xx Shadow works anywhere (haven't tested char universality) which is pretty strong and IMO a clearcut buff to before, but Oki was cooler. Every character gets combos out of their airthrow, some with meter some without.. Fukua sitting there with her sliding knockdown was rather refreshing.
Would prefer to have the old way back.
Anti-BFF Throwwhiff into Punish being more relevant is significant but cool.
H.Drill xx BFF not being possible anymore is a *HUGE* nerf .. and I don't get why it was done in the first place, as her defence was already pretty shit.
I'd rather the move was changed to only having a supercancel window on hit, to keep out the retarded "H.Drill under someone who crossed you up, he dashes after to punish, BFF him".
At least BFF should stop getting crossed up in the corner, it always seemed kinda silly.
Further note, I *really* want L/M Drill xx BFF back, it's the only way for her to get Damage out of pressing buttons, and as a space control character with decent buttons it seems kinda.. weird? That she gets 0 reward for doing so.
E: Overall I think the nerf direction is right, but not quite there.
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