Even if he were “perfectly balanced” (and being consistently one of the top 5 or 6 characters in the game since vanilla doesn’t support that claim too well), balance isn’t everything.
The character changes we’ve seen so far in AE are also about adjusting playstyles to be less about exploiting a single gimmick and making the characters more rounded. Clearly they want to shift focus from his headbutt to his normals and ground game.
Same with Cammy. Instant dive kicks without meter are gone, but her ground normals are more useful. So, dependence on a single move is discouraged, while a number of other, more diverse options were improved.
It’s not just about nerfing and buffing. It’s about making the characters play better.
Yeah pretty much garbage, typical new age capcom. Nerfing everyone and making the game much more boring.
Damage decrease on headbutt isn’t cool. I think this is a great move when applied correctly. Making it worse just means Rog is gonna have to play even more defensive. Reversal headbutts get fucked up as it is. I don’t care if he has enough recovery until you do punish him lol.
the headbutt nerf was really uncalled for. It can already be easily punished on whiff and was the strongest special move he had aside from turn punch which dosen’t have great combo opportunities. Now ultra hit-confirm will do even less damage and some of his headbutt combos will be useless and replaced with rush punches. So the only really good options for headbutt are anti-air or ultra confirm (headbutt trades alot and doesn’t have the greatest angle and again the ultra does even less damage now) unless you want knockdown on his combos.
HB nerf is a little surprising, stupid in fact. It is highly punishable on block and also on whiff. they are not really gamebreaking changes, but I’d have live with it. As hellooo said we’ve lost our HB shennanigans haha. I guess it will slightly change a little bit how I play the rogster. Itl be interesting being able to combo s.MP,
HB changes and the s.lp really sucks. But I like the fact that he is being weakened. Now people will stop saying he is overpowered and will have to accept they lose because they can’t play shit and are a bunch of flowchart bums.
Come on punch bag.
Edit: Just checked the frame data and cl.mp has 6f startup. That means a 2f link from c.lp into cl.mp for standing and going for an ex upper. New bnb when you have one bar. I like it. Can anyone access to the game right now can confirm if we can do cl.mp after 2x c.lp?
Not really understanding the HB nerfs. It was highly punishable on block/whiff, so I don’t see the need to add more ground recovery, other than to take away the meager options Boxer had after a successful headbutt (tech roll “crossup”, etc).
The damage was fine, as HB is a very high risk/high reward move. Don’t really see a need to reduce the damage AND make it recover longer when he lands. It wasn’t like Boxer’s HB had crazy-fast recovery like Ken’s LP Shoryuken.
headbutt less powerful…again…At least make it start faster !
far lp wont hit crouch opponents, gl to keep pressure on abel now.
U2 new motion, great we won’t need to jump or dash to do it, but it still can be avoid by jumping or DP and who use it ! Why it’s not an instant grab :|.
They have to change the range of cl.mp, else this “buff” will be useless.
In what situation it can be used, assuming you do ex dash upper (it’s the aim of the force standing) ?
I did meant c.lp, c.lp, cl.mp. I edited my post. Thanks.
I don’t know why but I forgot to test J.HK, c.mk, cl.mp. Someone else test it pls?
We would use it when you jump on someone and they blocked low. Never jumped on someone crouching and thought “it would be great if I could make them stand to combo into EX Upper instead of this piece of shit HB combo”?
Besides, now that you can’t mixup after HB you can lk Upper and go for the throw, EX Upper and go for the HB/throw/neutral jump/block. Or maybe you could combo into Dash Sweep.
If you can’t juggle with Ultra1 after the HB that will be really gamebreaking. The other changes are bad but Boxer can live without it.
Hello Boxers (though I’m not one myself). I roughly translated that one in haste and I need to apologize to you guys for misinformation.
Headbutts’ ground recovery frame is increased on block and whiff, but they don’t mention about anything on hit. They said it’s still possible to do Headbutt -> U1 as it has been, so I guess recovery frame remains the same on hit.