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quoted for the truthTokido +9001 respect.
Yeah, I always love when they end up facing each other. Valle did really well with such little life each time.@ Minato - Valle vs Daigo is always awesome, it was just more awesome this time.
LOL That was great.
Chun:
Stun down on c.roundhouse. Damage down on s.strong. Both moves have the same hit properties.
Her FA is now easier for opponents to hit.
DF+LK comes out slower, more vulnerability. Can still combo after it if it hits an airborne opponent.
No changes to her specials.
El Fuerte
Far jab and crouch jab have 4 more active frames, making them easier to connect. Crouch short can be chained.
More recovery on Quacamole on landing (EX included). Tortilla loses invincibility, can be countered more easily.
More startup on El Fuerte Ultra Spark, damage down. The size of the hitbox changes with movement (...?), making it harder to hit overall.
Sakura
Close strong has less recovery, crouch strong and crouch forward can combo from hit confirm. Far strong can be cancelled same as Ryu. Vulnerable hitbox on far forward reduced, making it harder to hit her out of it.
Air Tatsu can get more airborne hits. Some reduction of recovery on Hadoken. Other various adjustments on making hitboxes bigger, damage, and recovery done to make her stronger.
The Fuerte changes have me feeling different things. I'm happy that they're making his jabs much more useful, but I feel like they too much nerfing. He didn't even need all those nerfs from Vanilla to Super. Some of us are having similar feelings, but I'm deciding to stay.Cody
Crouch short now comes out in 3 frames. Frame advantage on hit is still the same. Should be more useable as a low poke with reach.
Ruffian Kick gets more juggleability after hit. Until now, on a grounded opponent, the first hits of EX Criminal Upper didn't connect, but now they will. The range at which Cody can pick up the knife has increased.
i still don't know why they put in gen. he has ****ing leukemia and he's old as **** and about to die. waste of a character slot.I really want to know what Capcom's rationale behind these balance changes is. Unfortunately, I'll never know the reason behind Fuerte's changes since journalists prefer to ask about Gen for some stupid reason.
That's why I dropped her. I love how diverse my mixup options are with Fuerte, but with Ibuki, you either have a Kunai in front or behind the opponent and then combo into Neckbreaker. That's not a whole lot of excitement.
I'm getting a little bored of getting a knockdown and proceeding with vortexes.
Yeah. She has other stuff like her command dash to apply pressure among other things, yet I'm tired of gambling on if the opponent will block to allow me to apply more pressure. Usually the opponent will start mashing buttons or DP which takes off a lot of health.That's why I dropped her. I love how diverse my mixup options are with Fuerte, but with Ibuki, you either have a Kunai in front or behind the opponent and then combo into Neckbreaker. That's not a whole lot of excitement.
Sakura's fun. I suck at using her. I can get Cammy's links down, even on lag, but I can't get Sakura's down at all.I'm looking into playing Sakura as a secondary though. I like her as a character (like Makoto, she reminds me of my little sister) and she's fun to play as.