Law's Knuckle Rush now has reduced juggle capability. Either that or his Somersault does. The previously optimised tag-in combo cr. HP xx Somersault, cr. HP xx Knuckle Rush no longer works.
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Law's Knuckle Rush now has reduced juggle capability. Either that or his Somersault does. The previously optimised tag-in combo cr. HP xx Somersault, cr. HP xx Knuckle Rush no longer works.
thats due to somersault which IS in the notes.
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Law's Knuckle Rush now has reduced juggle capability. Either that or his Somersault does. The previously optimised tag-in combo cr. HP xx Somersault, cr. HP xx Knuckle Rush no longer works.
Yeah, Somersault takes up more juggle points or w/e people want to call it. You should opt for Spinkicks.
My FG mains: Bruce Lee clones and Hot Blondes. "Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
I'm noticing some slow-downs and drops in framerate since I got the patch. This was especially noticable when I tried doing a cross assault combo with Alisa and Asuka on cosmic elevator. It went in slow motion at times. Anyone else noticing anything? This is PS3 btw.
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I'm noticing some slow-downs and drops in framerate since I got the patch. This was especially noticable when I tried doing a cross assault combo with Alisa and Asuka on cosmic elevator. It went in slow motion at times. Anyone else noticing anything? This is PS3 btw.
Is this online? If so it might be because you're facing a Vita player. I've heard there's some frame-rate issues with the Vita version, and that may be affecting things on your end as well.
If you made sure to filter out Vita players...then I dunno what the issue is.
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Is this online? If so it might be because you're facing a Vita player. I've heard there's some frame-rate issues with the Vita version, and that may be affecting things on your end as well.
If you made sure to filter out Vita players...then I dunno what the issue is.
Nope, training mode.
Maybe Doopliss isn't kicking ass, but he's taking names.
I think this was already possible in 2012...though very hard to pull off. At least consistently.
How did he get it to cross-up though? I can check version 1.06 here to see if it was possible in 2012...
can you please reaffirm if "Phoenix Smasher TAG on block" is -5 in 1.06?[Sagat MP Uppercut 5 frames. Sagat HP uppercut should be blockable with 6 frames]. it was +9 before that; at least we assume it changed back then, and not in v2013, since paul was stealth nerfed in 1.06.
can you please reaffirm if "Phoenix Smasher TAG on block" is -5 in 1.06?[Sagat MP Uppercut 5 frames. Sagat HP uppercut should be blockable with 6 frames]. it was +9 before that; at least we assume it changed back then, and not in v2013, since paul was stealth nerfed in 1.06.
Phoenix Smasher TAG on block (all versions) appears to be better than -5 in 1.06. None of Sagat's DP's can punish it.
I think it's technically + on block, since not even Gief's super can catch you. However, what's interesting is that if you reversal super with Ken, it'll catch Paul even though the incoming character is able to block it. Same thing with reversal Gief super; even though the incoming character can avoid it, Paul gets caught.
So yeah, Phoenix Smasher TAG on block is technically + on block. Paul just gets caught if you reversal super sometimes.
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Phoenix Smasher TAG on block (all versions) appears to be better than -5 in 1.06. None of Sagat's DP's can punish it.
I think it's technically + on block, since not even Gief's super can catch you. However, what's interesting is that if you reversal super with Ken, it'll catch Paul even though the incoming character is able to block it. Same thing with reversal Gief super; even though the incoming character can avoid it, Paul gets caught.
So yeah, Phoenix Smasher TAG on block is technically + on block. Paul just gets caught if you reversal super sometimes.
if you hit c.lp or something with your partner, they can't do reversal super to hit paul.^^
mhhh 1.06 did nerf HP smasher to -10 (it was -5 previously). so it should be at max +4 max on block. does that mean the v2013 reduced block-tag advantage across the board?
Really now? Strange. I knew j. crossed up, but this is the first time hearing about the others in Vanilla. Were they harder to do, or is it the same now in 2013?
Really now? Strange. I knew j. crossed up, but this is the first time hearing about the others in Vanilla. Were they harder to do, or is it the same now in 2013?
j.hp is easy. It's really ambiguous if you set it up right. (hits in the front, land on the opposite side, complete crosses up sometimes.)
j.hk I still haven't found out how to reliably do. I know it does cross up cause i've done it a few times but it's really tricky.
Has anyone noticed how fast people fall in juggles? Bob's headbutt ground bounce follow up would never miss aslong as the headbutt hit in a juggle, but now if I don't hit them high enough they hit the ground to fast, its wierd too because his normals are faster, so I hit enemy's higher than in 2012 in my bnb's, also a combo that used to not be possible now is, after any juggle in the corner if bob did headbutt and then the kick follow-up bob would go under them and whiff because they never fell fast enough, but now always works. Its weird, and hp.headbutt hasn't been change whatsoever, only bob's normals, which are faster, and would hit them higher in the air now more than before, making these combo's even less likely to work, but they do. Thats why I think people fall faster.
Actually when I was watching the Savage Saturday replays, I think someone mentioned that (either that or the speed that people run in off of tag is faster now... or maybe both?). I think Joe Lewis was speaking of it? Not 100% sure as it was early this morning so my mind might have been half-asleep, lol.
I wouldn't be surprised though.
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Has anyone noticed how fast people fall in juggles? Bob's headbutt ground bounce follow up would never miss aslong as the headbutt hit in a juggle, but now if I don't hit them high enough they hit the ground to fast, its wierd too because his normals are faster, so I hit enemy's higher than in 2012 in my bnb's, also a combo that used to not be possible now is, after any juggle in the corner if bob did headbutt and then the kick follow-up bob would go under them and whiff because they never fell fast enough, but now always works. Its weird, and hp.headbutt hasn't been change whatsoever, only bob's normals, which are faster, and would hit them higher in the air now more than before, making these combo's even less likely to work, but they do. Thats why I think people fall faster.
Is this a ground bounce situation?
I've noticed some slight wierdness on ground bounces myself.
I am almost certain that Vega EX ST got a stealth buff. Aside from now connecting in juggles with both hits as was stated in the changes, it now has the juggle potential of BHC.
This means that I can do something like nj HK AA x EX ST x EX ST x tag x ground bounce x pandora combo for 700+ damage.
Dr. GrammarFighting Game ScientistJoined: Posts: 1,586✭
Sakura's vulnerable box when crouching has been enlarged, both at neutral and during blockstun. She can't crouch under some of the moves that she used to.
Sakura's vulnerable box when crouching has been enlarged, both at neutral and during blockstun. She can't crouch under some of the moves that she used to.
Did you make sure that those moves weren't simply enlarged?
Sakura's vulnerable box when crouching has been enlarged, both at neutral and during blockstun. She can't crouch under some of the moves that she used to.
Did you make sure that those moves weren't simply enlarged?
I only tried 2 different moves, so I guess it's possible that they were enlarged. I would appreciate if anyone else could help with testing it.
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0 • Off Topic Disagree Agree Likethats due to somersault which IS in the notes.
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0 • Off Topic Disagree Agree LikeR.I.P Emilie De Rochefort
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0 • Off Topic Disagree Agree Like"Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
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0 • Off Topic Disagree Agree LikeIs this online? If so it might be because you're facing a Vita player. I've heard there's some frame-rate issues with the Vita version, and that may be affecting things on your end as well.
If you made sure to filter out Vita players...then I dunno what the issue is.
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0 • Off Topic Disagree Agree LikeI think this was already possible in 2012...though very hard to pull off. At least consistently.
How did he get it to cross-up though? I can check version 1.06 here to see if it was possible in 2012...
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0 • Off Topic Disagree Agree LikePhoenix Smasher TAG on block (all versions) appears to be better than -5 in 1.06. None of Sagat's DP's can punish it.
I think it's technically + on block, since not even Gief's super can catch you. However, what's interesting is that if you reversal super with Ken, it'll catch Paul even though the incoming character is able to block it. Same thing with reversal Gief super; even though the incoming character can avoid it, Paul gets caught.
So yeah, Phoenix Smasher TAG on block is technically + on block. Paul just gets caught if you reversal super sometimes.
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0 • Off Topic Disagree Agree Likeakuma's HP Shoryuken beats Jin and Hei's J.Hp every time now. Its glorious.
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0 • Off Topic Disagree Agree Likemhhh 1.06 did nerf HP smasher to -10 (it was -5 previously). so it should be at max +4 max on block. does that mean the v2013 reduced block-tag advantage across the board?
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0 • Off Topic Disagree Agree LikeLike their hurtboxes became smaller, since I can anti-air with them and they don't trade as often anymore.
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0 • Off Topic Disagree Agree LikeIt's possible in 2012. It's just hella hard.
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0 • Off Topic Disagree Agree Like"Crossing the Line for Anarchy!" - A SFxT DLC Character Combo Video
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0 • Off Topic Disagree Agree Likej.HP crosses up for sure. Don't think that was in 2012
I thought so. I was playing online and couldn't help notice I was wiffing on jump ins I usually hit. They just won't leave Lili alone, will they?
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0 • Off Topic Disagree Agree Likenot new. Happened in 2012 also.
j.lk, j.hp and j.hk all crossed up in 2012
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0 • Off Topic Disagree Agree LikeSSF4 AE 2012: Cody ; Balrog | SFxT: Nina/Lili ; Nina/Balrgg
TTT2: Asuka/Lil i; Jun/Lili | SCV: Natsu ; Pyrrha
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0 • Off Topic Disagree Agree Likej.hp is easy. It's really ambiguous if you set it up right. (hits in the front, land on the opposite side, complete crosses up sometimes.)
j.hk I still haven't found out how to reliably do. I know it does cross up cause i've done it a few times but it's really tricky.
They both feel the same to me from 2012 > 2013.
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0 • Off Topic Disagree Agree LikeAlso, about 75% sure her cMP has increased range.
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0 • Off Topic Disagree Agree LikeI wouldn't be surprised though.
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0 • Off Topic Disagree Agree LikeI've noticed some slight wierdness on ground bounces myself.
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0 • Off Topic Disagree Agree LikeXBL : Racetract
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0 • Off Topic Disagree Agree LikeThis means that I can do something like nj HK AA x EX ST x EX ST x tag x ground bounce x pandora combo for 700+ damage.
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0 • Off Topic Disagree Agree LikeDid you make sure that those moves weren't simply enlarged?
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