It's weird that the devs know Chun Li was punishable if she uses her DP from far out and only the first hit connected but instead of a vaccum effect they went for a longer knockdown. I guess they said you shouldn't do damage but you shouldn't be punishable?
Bison's L. Scissor kick change also allows for the punishes you get off your 5fs to be a bit more consistent, a lot of characters could hit a button and get a punish counter but whatever they canceled into could whiff.
The M. Bison changes are fine, and I was expecting then to happen eventually. Can’t wait for the M. Bison guide, and good luck with your training period, Baf.
Only positive that Zangief got was the +8 on hit, which allows him to headbutt into sweep from drive rush/punish counter giving him more OKI. Not on my PC but I think drive rush counter hit allows him to do 2 headbutts now (heavily scaled of course)
The extra frame in Ed jumping hp makes using it on safe jumps more reliable, it used to be unnecessary finicky to get it working but now it's pretty much guaranteed, he has multiple ways to set up that safe jumps so it works well in tandem with the St HK buff to let you have a better frame trap
Dhalsim's punish counter HK change is so plus that if you drive rush into punish counter HK, you can cancel it into yoga teleport and he's still +7, which is enough to combo into back mk. Idk how practical it is, but I hear it has applications in fireball wars.
Some characters like Chun and Akuma had a 5f light that could punish Scissor Kicks, but Bison was so far away they had trouble consistently cancelling into anything except Drive Rush, which is no longer the case. I think forcing Bison to block more cr.mks after scissors was the primary intent, but it's also a nice change for the characters who now have more consistent meterless punishes.
Guile is blessed here because as long as I hit the reversal timing L. Flash Kick is 5F and has great horizontal range. The only trick was recognizing the version the Bison player is using because one of them is only -4. Against the -4 version Guile can still get cr. LP, sweep which is big since Bison's only wake up offense is super or DR.
Thanks Baf. I saw Broski's take on the balance patch and he offers a bit of insight into some of the changes. I think between you two I begin to see a clearer picture of what the devs were trying to address in this patch, but I still believe some characters got off easy.
they really have no idea what to do with these feast-or-famine (usually famine) mechanic characters, they must be so low priority it'll be like season 6 which will include zero new characters before they get touched. Better to leave them that way than make them potential steamroll machines.
"umm, 9000 health. also we still haven't figured out what the hell we're doing with Lily and Manon." @@Demonstormlord at least his scissor kick pressure got nerfed.
so Deejays SA1 now does a slide knockdown on air opponents. That change with the sway changes gave deejay a new combo route that gives you 13 frames of hit advantage and a safe jump anywhere on screen, and free Oki since SA1 is still a hard knockdown, so time your walk and jump toward them and you get a free safe jump, or you can just dash twice and get free Oki. It does use a super bar, but you do deal drive damage and gives you max damage output outside of the corner sometimes. You can even do just ex sway into overhead into SA1 for max damage and only 2 drive bars used.
AKI OD Serpent Lash now gets a much better punish combo on poisoned opponents, leaving them +9 on the crumple for a grounded 5HK conversion. Particularly useful as a fireball punish Oh also, Drive Reversals are universally throw punishable when blocked at closer ranges, which is the optimal meterless punish for several characters (especially for inflicting drive damage)
Sim's Roundhouse change also means if he cancel's into teleport from punish counter, he can pick up a combo. Situationally handy, particularly in fireball wars
may want to check someone else doing the combo now but i believe ed's sa2 meter gain is now locked to 80% or something instead of what the notes kinda imply? its weird.