Remember, his B+C and charged 3c are overheads.
If you want an explanation (it is not character specific and not hard, but has a requirement most people don't realize) here's my post on it.
I thought the same thing, heh.
I personally am not a fan, mostly because after air tech you can't move or be hit until you land, which means any airborne hit anywhere ends in the equivalent of "knockdown" in other fighting games - you can't move, the opponent can easily meaty you and has time to set up positioning, etc. Since there is nothing you can do to retaliate or defend until you touch the ground it's basically an extended wakeup animation, which makes moves that knock you waaaay up into the air feel pretty stupid afterwards and it makes momentum HUGE. Large long combo into knock up hit, follow them as they tech, okizeme when they land into another combo, etc. Your only options are reversal DP or amazing defense, but each time a combo ends it feels like wakeup. Yes, you can choose which way you tech, but as long as your opponent isn't asleep they can follow it anyway.
Hyde is actually quite interesting. The only 2 characters I don't care to touch at all are Orie and Linne.
She's really ridiculously stupid fun. She seems to struggle a lot though, she plays her game well but there are characters who are just much more rounded than her, her lack of defense or even ability to do much at all up close stands out when you compare her to the likes of Gordeau and Merkava etc who also control massive portions of the screen, but have fantastic (stupid) defensive options and offensive pressure as well.
Vorpal is really important to both offense and defense, but it's timer based rather than flow-of-the-match based.
Vorpal is really important to both offense and defense, but it's timer based rather than flow-of-the-match based.
If you were ahead on diamonds when the little ring completed a circuit, you're blessed for the next 12 sec or so. Which means if you landed a punish but it was at the wrong time, too bad, you can't do a lot of useful things. If you mashed a hit and it happened to land at the right time, yahoo you get free meter, an RC, and the ability to do a lot of damage into an okizeme mixup (remember you can't act after air techs!).
If you can continually land mixups with decently long combos and you happened to start at the right spot in the circuit, you can keep yourself in a good position because the times the opponent was free to act weren't the times that determined whether they could get blessed. This Waldstein video from the previous version sums it up well...
DISCLAIMER: YOU CAN'T DO LOOPS LIKE THIS COMBO ANYMORE because using Chain Shift (getting rid of all your diamonds to RC and build a bunch of meter) locks you out from gaining diamonds again for the rest of your combo, so you can't do two Chain Shifts in one combo.
BUT. Now imagine that each loop of that combo is a reset into an okizeme mixup (remember you can't act after air techs! So that reset point can be anywhere, even after a super, and you still get okizeme).
Since it's a new combo you DO get diamonds again, which means you can keep up that type of pressure consistently, with an RC available each time, and your opponent never has a chance to get blessed themselves unless they mash out a reversal or block all your mixups until you're done, and even then they have to be at advantage at the proper time.
Also, if you have a combo that needs a Chain Shift to work but the setup is really long, you can guarantee that you'll get your Chain Shift as long as you started it within about 60% of a ring circuit from the decision point, because during a combo you get diamonds and your opponent loses them.
My Waldstein infinite setup video demonstrates this by being long enough to start the combo with more than half the ring left, and still using a Chain Shift at the end to both RC and give yourself enough meter to start said infinite, while only having 18% when starting the combo:
Fine? I guess?
Nope! Provably. (^.^)
Offtopic:
From what I've heard serious players of Akatsuki in Japan all have another character they use in tournament, cuz he's below Tager bad. Chaos isn't quite THAT bad, but he's also very bad.
Rumors and the forceful opinions of people who don't play the game at a high level. :^P
There are some things that are easy enough to deduce.
i mean there were arcade versions before the console version so people have a good idea on balance from what I understand
The characters have gone unchanged for quite a long time so Japan has a lot of play to make judgements from.
- Fixed a bug that made Assault attacks retain landing recovery.
- Fixed a bug that made particular throws miss the hit in the corner.
- Fixed a bug that gave Gordeau's "Turbulence" greater reach when he's on the left side of the screen.
- Fixed a bug that made Akatsuki's EX Denkoudan weird when it hits the opponent in hit stun and is canceled with Chain Shift.
- Other minor system adjustments.