Helryu 282 Posted December 10, 2016 Report Share Posted December 10, 2016 Como eu afirmei antes aqui neste fórum. A mente dos fãs de Street Fighter estão fechadas para o passado apenas. Porque o povão se acostumou simplesmente assim e ficou nisso. O Guy apareceu bem mais vezes como personagem jogável em relação a Maki. E se fosse o contrário, huh? Dá pra contar essa questão nos dedos cara... Por mim estava tranquilo, eu curto o Guy por causa do Final Fight e não do por causa do Street Fighter hahaSim, muitos se apegam a nostalgia e não vivem além dela, por isso é tão difícil criar coisas novas hj em dia (principalmente em FGs). Link to post Share on other sites
Sorento 166 Posted December 10, 2016 Report Share Posted December 10, 2016 Por mim estava tranquilo, eu curto o Guy por causa do Final Fight e não do por causa do Street Fighter hahaSim, muitos se apegam a nostalgia e não vivem além dela, por isso é tão difícil criar coisas novas hj em dia (principalmente em FGs). Eu falei do Guy de um modo geral mesmo. Seja na série Final Fight ou Street Fighter. Link to post Share on other sites
Mugiwara 42 Posted December 11, 2016 Report Share Posted December 11, 2016 Ainda sim seria bem interessante ver a Hinata de Rival School, quem sabe a Capcom não dê o moveset da Sakura pra ela como sucessora espiritual Aí você quer que a Capcom dê um tiro no pé. Eu, como player de Sakura, ficaria p#@o bagarai se isso acontecesse. 1 Link to post Share on other sites
Sorento 166 Posted December 11, 2016 Report Share Posted December 11, 2016 Aí você quer que a Capcom dê um tiro no pé. Eu, como player de Sakura, ficaria p#@o bagarai se isso acontecesse. E se a Hinata tivesse uma jogabilidade muita parecida com a da Sakura? Link to post Share on other sites
Mugiwara 42 Posted December 12, 2016 Report Share Posted December 12, 2016 Mesmo que tivesse um gameplay idêntico, não seria a própria Sakura. Questão de gosto mesmo. Link to post Share on other sites
Sorento 166 Posted December 12, 2016 Report Share Posted December 12, 2016 Questão de gosto mesmo. Agora está explicado. Link to post Share on other sites
Tengu Sennin 43 Posted December 14, 2016 Report Share Posted December 14, 2016 Link to post Share on other sites
Sorento 166 Posted December 14, 2016 Report Share Posted December 14, 2016 (edited) Eu não sei realmente qual foi a intenção do Combofiend nesta declaração. Se foi apenas pra chamar a atenção dos fãs, ou se de fato a Capcom está pensando colocar pelo menos 2 Dolls no jogo. "I mean, I don't want to give anything away... but this could be one of the games where people could play with Dolls, and we'll see what happens" https://www.eventhubs.com/news/2016/dec/13/combofiend-could-be-one-games-where-people-could-play-dolls-are-we-going-see-one-or-more-bisons-minions-season-2/ Bom, que sejam estas! Santamu e Xiayu Ao meu ver, essas Dolls tem tudo pra participar da série Street Fighter V por causa de suas armas que são muito diferentes das já usadas agora. Além de que será a 1ª lutadora negra e também a 1ª lutadora mascarada deste universo. Se a Capcom tiver criatividades o suficiente, suas jogabilidades seriam muito prometedoras... Odiaria pra valer ver estas daqui que estão com o X: Edited December 14, 2016 by Sorento Link to post Share on other sites
Asura 739 Posted December 14, 2016 Report Share Posted December 14, 2016 A Satsuki (ninja de espada) também seria muito legal, das dolls acho ela a mais interessante visualmente e provavelmente teria um moveset bem diferente da Cammy. Link to post Share on other sites
Sorento 166 Posted December 14, 2016 Report Share Posted December 14, 2016 (edited) A Satsuki (ninja de espada) também seria muito legal, das dolls acho ela a mais interessante visualmente e provavelmente teria um moveset bem diferente da Cammy. Se for ela uma das duas, a tendência é que a personagem siga o mesmo caminho da Decapre do USF4. Uma Lista de Comandos 100% charge! Na minha humilde opinião a mecânica charge é um retrocesso pros jogos de luta. Edited December 14, 2016 by Sorento Link to post Share on other sites
Helryu 282 Posted December 15, 2016 Report Share Posted December 15, 2016 (edited) Mais uma leak da S2, que saiu direto do forno XDNão sei se ela é verdadeira ou não, mas que esta bem convincente esta.E ai o que vcs acharam dela ? Edited December 15, 2016 by Helryu 1 Link to post Share on other sites
Cachurros 6 Posted December 15, 2016 Report Share Posted December 15, 2016 https://mobile.twitter.com/117_sat/status/808943644598095872 Link to post Share on other sites
Sorento 166 Posted December 15, 2016 Report Share Posted December 15, 2016 Mais uma leak da S2, que saiu direto do forno XDNão sei se ela é verdadeira ou não, mas que esta bem convincente esta.E ai o que vcs acharam dela ? Quem é esse personagem do meio aí? Pra mim está muito difícil de reconhece-lo. Link to post Share on other sites
Helryu 282 Posted December 15, 2016 Report Share Posted December 15, 2016 Quem é esse personagem do meio aí? Pra mim está muito difícil de reconhece-lo. É o Q, ele apareceu no 3S: Link to post Share on other sites
Sorento 166 Posted December 16, 2016 Report Share Posted December 16, 2016 É o Q, ele apareceu no 3S: "De fato você acertou". Nem imaginei que era ele! O tapa olho é o Sagat, né? Link to post Share on other sites
Helryu 282 Posted December 16, 2016 Report Share Posted December 16, 2016 "De fato você acertou". Nem imaginei que era ele! O tapa olho é o Sagat, né? Isso, pelo que eu vi é, da esquerda para a direita: Helen, Sagat, Q, Satsuki e Sodom. Link to post Share on other sites
Cachurros 6 Posted December 16, 2016 Report Share Posted December 16, 2016 Eles não disseram que seriam 5 personagens novos no universo SF? Isso poderia incluir um pessoal de outros jogos da capcom Enviado de meu Moto G Play usando Tapatalk 1 Link to post Share on other sites
Krow 156 Posted December 16, 2016 Report Share Posted December 16, 2016 Mais uma leak da S2, que saiu direto do forno XDNão sei se ela é verdadeira ou não, mas que esta bem convincente esta.E ai o que vcs acharam dela ?Eu achei bem interessante mas nada convincente. hahahahaAgora, desde que eu vi as sombras eu disse pro meu irmão que o último era o Sodom, e esse desenho ilustra direitinho o que eu vi. Link to post Share on other sites
Sorento 166 Posted December 16, 2016 Report Share Posted December 16, 2016 Mal eu me pergunto aqui! Se entrar, o que essa Helen vai fazer em um Street Fighter com esse traje aí que nem de luta é? Link to post Share on other sites
Helryu 282 Posted December 16, 2016 Report Share Posted December 16, 2016 Eu achei bem interessante mas nada convincente. hahahahaAgora, desde que eu vi as sombras eu disse pro meu irmão que o último era o Sodom, e esse desenho ilustra direitinho o que eu vi. O convincente foi no sentido de que ela me lembra aquela leak do KOFXIV, que tinha as artworks dos personagens e no fim era verdade.Mas ainda estou 50/50 para acreditar nela XD Mal eu me pergunto aqui! Se entrar, o que essa Helen vai fazer em um Street Fighter com esse traje aí que nem de luta é? Bom isso não deve ser um problema, afinal tem várias roupas no jogo que nem fodendo vc conseguiria lutar com elas haha Link to post Share on other sites
Sorento 166 Posted December 17, 2016 Report Share Posted December 17, 2016 (edited) Mudanças nos personagens Nash, Birdie, Zangief, Urien, Rashid e F.A.N.G para a 2ª temporada. P.S: sujeito a alterações ainda. Não é oficial! https://www.eventhubs.com/news/2016/dec/16/tons-potential-street-fighter-5-balance-changes-reported-found-using-recently-discovered-season-2-pc-file/ Mais imagens do Modo História do Akuma (artes de Bengus). https://www.eventhubs.com/news/2016/dec/16/akumas-entire-story-mode-play-through-uploaded/ Por fim, tudo mudou no Menu Inicial também. Pro ano 2017 vai ficar assim (destaquei os principais). https://www.eventhubs.com/news/2016/dec/15/check-out-new-season-2-menu-graphics-street-fighter-5/ Edited December 17, 2016 by Sorento 1 Link to post Share on other sites
Asura 739 Posted December 17, 2016 Report Share Posted December 17, 2016 Lista de mudanças dos personagens da Season 2 (em inglês) RyuFrame data:Normal throw KND tech +6 (from +14)b+HK -2 oB (from 0)s.MP +7 oH (from +6)f+MP -6 oB (from -4), +1 oH (from 0)ex FB +2 oB (from -1) both normal and VTs.HP 8f SU (from 7f)c.HK 8f SU (from 7f) (thanks /u/StarlessMirage )f+HP +8 oH (from +6). Combo into b+HK now, which is cool but c.HP still does more damage I think (thanks /u/StarlessMirage )V-Reversal KND tech +13 (from +26)Framedata for everything startup/oH/oB still seems the same for everything that hasn't been mentionedDamage/stun:cc s.HK, s.MP, c.HP xx VT, s.HK, s.LK xx HP DP xx CA 530 dmg 745 stunj.HP, s.MP, c.HP xx VT, s.HK, s.LK xx HP DP xx CA 512 dmg 715 stunc.lk, c.lp xx hp DP 147 dmg 120 stunHP DP damage -20, stun -50Tatsu LK +10dmg, HK -10dmg, EX tatsu -20dmg. all tatsus -50 stun.Hitboxes:s.LP lower hitbox, a bit harder to aa withjump lk hurtbox loweredc.HP has a disjointed and very high hitbox, seems like the goto AA at certain angles with some practiceAdded strike vulnerable to jump tatsu (normal and EX)Pushback etc:Throw loops no longer in cornerNormal throw in neutral pushes back further. c.HK CCs a 3f in neutral, nothing else that I tested reachesc.MP(active frame 2, +6 oH) and s.MP(active frame 3, +9) in corner,V-Reversal pushback far. resets to neutralback throw in corner pushes back seems furtherf+MP oB pushback seems a little lesslk tatsu pushback reduced, j.LK whiffs on normal tech. (knd frames still same)s.LP s.MP s.LK 3 hit block string no longer works on standing (lk whiffs) because of pushback. Only works on crouching (vs Ryu, maybe other characters is different)Other:MP DP invincible frame 3. harder to deep DP to anti airb+HK cancellable on both hits. first hit VTX oB +17 / oH +16, second hit VTX +2/+8. b+HK VTX b+HK hits lol.b+HK CH VTX first hit f+HP combos lolb+HK xx HP DP hits at all ranges on hitanti air b+HK xx EX DP combos cancelled from 1st and 2nd hit. (cool combo) in corner AA b+hk xx EX FB xx EXDP combos: * Parry gives twice the V-meter gain from before. 6 parries per V meter (thanks /u/ManofSteelII )Still the same:lk tatsu CA still worksc.MP, s.LK comboss.MP, c.HP still comboshp dp not invincible at allactivating VT still counts as a hit in combo (scales)CA is still 4fCA scaling minimum is still 50%Meter gain doesnt seem differentcc s.HK still gives 0.5 V gaugeParry recovers in counter hit state and is a long recoveryj.tatsu still can't hit behind opponentVT CA seems the same oB/oHCA 320 dmg / VT 350 dmgback tech is still 5frames slower than normal techVT still 4f recoverySourceChun-Li875 HPc.LK 3f, cancellable into legs but not other specials or CA (????)Legs (normal/ex) VTX +6 oH/0 oB. EX +4 oBNormal Fireball VT cancel is +24 on hit (!)s.LK hitbox not disjointed anymore. Hurtbox higher than hitbox ie not OP anti air anymorejump throw strike vulnerable box doesn't get removedPiano legs doesn't seem different in frames (unsure about damage and range)s.HP -5 oB and (it feels like, but not sure on exact number) slower startupAir legs (LK/MK normal and VT) -2 at bestVT duration ~11sec from 17EX sbk -16Only 3 hit light string is now c.LK c.LP s.LK, only works on standingc.LP s.MP c.MK xx MK SBK still works, but on block, c.MK seems to whiff (on Chun, maybe not others?)c.MK hurtbox extends before active frames, hurtbox extends further than hitboxBackthrow throws fullscreen. Gives oki if thrown into the corner (dash b+HP for example)V-Reversal +2 oH -2 oB (from +1/0)NashBackthrow damage nerfed was 140 now 130.SWEEP damage nerfed was 100 now 90.MOONSAULT damage nerfed 60 was 70 videobackdash distance slightly nerfedback throw throws farthermk scythe pushback reducedmk scythe is now -10 on block instead of -8f.hk is now -3 on blockb.MK confirmed +2 on block/+4 on hitst.mk is now -1 on block/+2 hitforward dash leaves you closer to tick throw after a light without walking foward, could infer throw range increaseex boom +2 on block for second hitcr.HP has less pushback, can link into cr.mp on block and hitfor st.mk > st.hk target combo, st.hk has 1 juggle pointst.hp is 8 frame startup nowst.mk > st. hk Target Combo can be completed on whiff. Great for anti airs.L Sonic Boom -2 on hit/-4 on block, M Sonic Boom 0 on hit/-6 on block, H Sonic Boom +4 on hit/-2 on blockEX Boom has slightly more pushback now.st.mp has 2f more hitstun. allows for combo into L TA. Allows for meter stealingForward Dash has 2f more recovery. 19 frames now instead of 17 frames. Meaties setups have changes. (e.g. L Sonic Scythe k/d, dash up cr.MP / b.MK is last frame meaty on quick rise) (e.g. L Sonic Scythe k/d, dash up st.mk > b.mk. St.mk hits on last frame, becomes +5 ch meaty)EX Moonsault is now +7 on hitcan still kara EX Sonic Scytheall Tragedy Assaults do 50 extra stunEX Sonic Boom xx. Ground VT > cr.lk is now more reactable. Slower animation on VT Flash.cr.mp xx Ground VT is +4. Allow for jab to combo after.SourceM. BisonS.LK startup 4f -> 3fS.LP now combos into LK Scissors.S.HP damage 80->90.Shadow Axe now combo's from S.MP on regular hit as opposed to only on counterhit. No gaps.Shadow Axe damage and stun 60/60 -> 50/120.Shadow axe advantage +6/-5 -> +2/-8. VTC advantage on hit at least +11.Shadow axe Damage reduced from 60 to 50.Psycho Axe and probably Shadow axe knock down in place when an aiborne opponent is hit.V-Skill Projectile can be stored to use later by inputting MP+MK.V-Skill can be used from cancellable normals. VSkill fireball combos off c.MP and s.HP cancels. Does not combo off c.MK.Forward Throw has more recovery. Can't throw loop in the corner now.Psycho Blast EX now doesn't explode with time/distance.LP/MP/HP/VT Inferno damage 90/100/110/130 -> 80/90/100/120 (all reduced by 10).LP/MP/HP Inferno stun 100->150Inferno HP now combos into LP Blast.While you can HP inferno into LP blast, you can't do it with VT inferno into LP/MP/HP Blast, only EX.All infernos seem to have less frame advantage. Weaker oki off them.VT Scissors LK now combos off Lights.VT Scissors has better invulnerability at least against projectiles.Scissors LK/MK/HK hit advantage +3/+2/+1 -> +2VT Scissors LK/MK/HK hit advantage +3 -> +2.Both Scissors EX seem to have less frame advantage as well.Head EX Press now consistently combos into Skull Diver on air to air hit.Skull Diver sends downwards.VT Headpress EX's invulnerability buffed. Lasts longer.VT Headpress EX block advantage +2 -> -2.Devil Reverse EX doesn't make Bison jump so high, therefore reducing his mobility on the way down (less time to move).Devil Reverse EX is less advantageous on block. Can't Psycho Axe afterwards without being interrupted.Devil Reverse EX combos into Psycho Axe?VT Devil Reverse now usable from at heights.Source: u/DaeyratCammyst. MP is +3 oB (was +2)cr. HP is +1 oH (was 0)b+MP is +1 oB and +4 oH (was -2/0). combos into st. LPL Spiral Arrow is -12 oB, M is -15 and H is -12 (were all -13)EX divekick is -3 oB to +1 depending on spacing, though it can be up to +3 on crouchers. Height limit severely limited - you can only do it almost at the peak of the jump, but at any moment on the way down. No instant EX DKs anymoreno meterless DP is fully invincible anymore. The best one is M DP which is strike invincible on frame 3, but I think it's still not throw invincible. VT DP is still fully invincible frame 1 though.V-reversal doesn’t knockdown anymore, but it is now -2 on block (was -8) and is +2 on hitSt Mk appears to be down to 8 frame startup.SourceBirdiebirdie st.hk is atleast +7 on hit now, can do st.hk -> st. mpCan juggle with bullhead after cr.hp (even non-ex)Birdie st.hp crushcounter rumour was fake, just a regular counterhitf+hp crushcounter, they go higher in the air or something, you can just do mp bullhead -> super immediately (in s1 you had to time the mp bullhead properly or super would whiff)(edited)His damage output seems mostly untouchedNerfed damage a little bit on ex dive, but it's still as fast as before (180 instead of 200)St.HK crushcounter launches opponent further back ,BUT it's offset because you can do st.hk -> st.mp now, so no need to dash up cr.mp anymorecr.lk nerfed, has 5f startupV-reversal greater pushback and less + on hit (launches them further back) - guess this is a nerf and a buff (more corner carry, but 0 oki),Seems to be some kind of suction effect, when you cancel st. mp into mp bullhead, he teleports forward a little bit before doing the bullhead. I guess this means you will never get the mp -> whiffed bullhead thing againCan raw confirm lp/mp/hp bullhead into superWe can raw confirm st.mp into mp bullhead (it's difficult though)bad news: st. mk feels slower on startupslide (df+hp) is -7 on block nowhp bullhead still -5, but less pushback I think, almost the same thoughst.mk is definitely either 9 or 10 frames startup (from 8), can no longer do st.lk (ch) -> st.mkoverhead has slightly less rangeSourceKenNecalliVega You can't combo EX FBA off f+HP CC though, but you can dash forward twice and do whatever you like on wakeup.The no claw cr. HP CC is probably his funniest change thouh. You can:cancel into L roll for damage (hits once in the corner and twice mid screen)cancel into M roll, cross-up and get a meaty st. MP, st. MK, st. HP or cr. HP (yes it loops into itself)cancel into H roll, which will knock them down and hit them meaty if they quickrise.cancel into stance change and reset with st. HPcancel into EX FBA (ofc)Other changes in the frame data:claw st. MP is +2 on block (was +1)claw st. HP is +6 on hit (was +5)claw cr. MP is +1 on block (was 0)no claw st. LP is +6 on hit (was +5)no claw st. MP is +4 on hit (was +3)st. HK is +3 on block (was -1)cr. MK is +7 on hit (was +6). it comboes into st. MK nowf+MK is -6 on block (was -4, seems universal)L roll is +1 on hit (was 0)SourceR. Mika875 LifePassion Press -8Irish whip no longer gets invisible wall, only bounces in the cornerIrish whip they appear to fall faster. 2x dash EX peach no longer works, 1x dash EX peach workss.LP 4f. Therefore s.LK, s.LP is not a combo (and cant hitconfirm into linked CA on normal hit)c.HP -1 at best on block, still +3 on hits.HK still -4Rashidst. HK is now -4 oB (was -2)st. LK is still 3fcr. HP is +7 oH (was +6). You can combo into sweep if you feel like it for whatever reasoncr. MK is +1 oH (was 0)overhead is -6 oB (was -4, universal change)L Mixer is 0 oH (was +1)if they M Mixer whiffs or if blocked you end up right beside them. IIRC you could just fly away beforeH Mixer seems to hit earlier and it looks like you can combo easier into itSourceKarinZangiefThe grey life nerf seems real. Be less frisky with V-skill.Oki advantage seems the same across the board. Frame tweaks were done exclusively to the normals from what I can see, whereas the specials were hit with number tweaks.stLP still good anti-aircrLP now +4 on hit (down from +5), loses combo into stLKstMP now +4 on hit (opening combo possibilities such as stMP, crLP xx lariat) and +2 on block (mixups on entire cast)crMP is now a 6f move (used to be 7f)crHP now +2 on hituncharged stHP now +2 on hit (mixup on entire cast) and -4 on block (from -3, opening more punishes), dash SPD no longer possible on CCcharged stHP now deals 200 stun (up from 150), dash SPD still possible after a CCstand roundhouse also +2 on hit (mixup on entire cast)This means that crHP, stHP and stHK are confirmable into CA on hit. Buffer that churn.stLK is unchanged, but to give an indication a cancel into lariat will hit at ALL ranges so long as the stLK connectscrLK now +2 on block (up from +1, mixups on entire cast) ((I have a feeling this will be our new light meaty)Headbutting a projectile now grants meter. Absorb about five to get a full bar of meter.Lariat: hits crouchers and way more range on it. Back tech is possible after it, do not believe the rumors.Damage buffed to 120, up from 100.SPD: damage changed to 180/200/220/220 (down from 180/220/240/240), stun values remain the sameRBG: All versions now do 250 stun instead of 200. EX RBG deals 230 damage now (up from 200).SourceLaurast. MK is -2 on block, but still -1 after VSF on hitst. HP is +4 on hit (was +3) and +1 after VSF (was -1). st HP xx VSF will help you keep the mixups going.cr. LK is now +1 on block; you can tick throw with forward throw without even walking forward.V-skill (Overhead) is now +3 on hit in v-trigger, +1 normalyou can safely meaty loop EX grabs into each other.you're -2 if you dash in after an EX grabEX fireball is +7 on block in VT now. EX fireball > cr. HP/MK is a true blockstring in VT!SourceDhalsim925 lifes.MP / s.MK +2 on hit (from 0). Still -4 on blocks.HK +4 on block (combos into s.LP xx EX flame in corner)Normal throw is now +23. Dash is +2 in the corner for throw loopsF.A.N.G.V-Reversal has Nash's properties now. Completely invincible to normal attacks during recovery.Cancelling the command dash into Senpukuga looks like it'll be a useful thing. It's very fast and can be ambiguous.A number of FANG's normals are slower (and in turn, a few of his normals have more hit advantage). This seems like something that they've done to most of the cast though.cr.MP is 7 frames now, which may end up being a huge problem if a lot of moves are all of a sudden not punishable by it like they were before (I assume they will be, or it would kill FANG).V-Trigger lets us cancel off normals into specials without any charge time required, just needs the input done (like Necalli in V-Trigger right now). Definitely a buff, how much of one remains to be seen.Sadly it doesn't seem like Poison was buffed at all which was my #1 wish, but it is indirectly buffed because white life is more threatening now than before.st.LP is +3 on blockst.MK is 6 frame start up now (st.LP is +6 on hit, so we can still combo into it.)SourceAlexGuileIbukiBalrogJuriNormals:st.mp +5 on hit (up from +4; still +2 on block)st.hp +4 on hit (up from +2; still -3 on block)st.mk 5f startup (down from 6f)st.mk now links to mk fuhacr.mp 6f startup (up from 5f)cr.mp now links to mk ryodansatsucr.hp easier to AA with it seemscr.mk -2 on block, +2 on hit (up from -3, +1)f.mk -6 on block (down from -4; still neutral on block; still CC'ed by sweeps)V-Skill:about ~30f of charge (down from a ton more)charged version gains projectile invincibility a lot earlieruncharged seems about the same (can still be thrown out of it)Specials:all tensenrins now uses punches instead of kickslp tensenrin still -8 on crouchblockmp tensenrin does 120 damage (up from 110)mk fuha release now -4 on block (up from -6)hk fuha release now -6 on block (up from -11)hk fuha release does 80 damage (down from 90)Throw:forward throw looks like it's +13 on quickrise (up from +8 I think?), so st.mk whiffs now+9 on back throw (was +7 I believe)Urienb.HK is df.HK now. Now when we want to step back for anti-crossup st.HK there will be no more random b.HK.st.MP startup is 7f. +6 on hit. 1 frame slower but now there is st.MP cr.MP combo on regular hit!cr.MP is +5 on hit now. So Urien still have cr.LP->st.MP CH combo.cr.HP startup is 7f. 2nd hit out on 9f(10?). Right now there is punishes of something like MAX RANGE slides which is usally -7 for a decent damage. Also can combocr.LP/st.MP on CH without meaty! And 2nd hit which is anti air comes out faster.cr.MP is +1 on block. Used to be 0.st.HK HOLD is now +2 on block and almost no pushback. There is a reason to do meaty st.HK HOLD instead of st.HP HOLD for no recovery people. If opponent blocks there is a mixup!cr.MK is +2 on block and +4 on hit. Urien get a new good pressure/meaty(?) tool. Can combo into cr.LP and CH combo into cr.MP!j.LK now can crossup and +12 on hit. So now it`s easy to confirm into cr.HP for a decent damage!Active VSkill gives you more V-Gauge for using armor.HK Shoulder gives about 90% of V-bar if you armored about 100 damage. HP Headbutt about same.EX Shoulder gives you about 1 bar and 20% of second. So gain from recieved damage is same but gain for using armor is way more.Aegis Reflector exist on screen about 2 secs longer.MP Headbutt is still +4 on max range/meaty but loops are gone because spacing for +4 is different. At least old loops.Oki from forward throw is way worse on midscreen. Fonte: https://www.reddit.com/r/StreetFighter/comments/5ipc37/sfv_season_2_beta_changes_megathread/ 2 Link to post Share on other sites
Sorento 166 Posted December 17, 2016 Report Share Posted December 17, 2016 (edited) Quais os personagens que ficaram mais fortes e menos fortes nessas mudanças comparando com a temporada 2016? Poderia fazer um resumão? Edited December 17, 2016 by Sorento Link to post Share on other sites
Helryu 282 Posted December 17, 2016 Report Share Posted December 17, 2016 Estou vendo que vou ter que esperar a Capcom lançar a lista oficial mesmo no dia 20, para saber quais são as mudanças que a Ibuki recebeu. Ate agora não achei nada sobre dela... Link to post Share on other sites
Sorento 166 Posted December 18, 2016 Report Share Posted December 18, 2016 Estou vendo que vou ter que esperar a Capcom lançar a lista oficial mesmo no dia 20, para saber quais são as mudanças que a Ibuki recebeu. Ate agora não achei nada sobre dela... Segundo rumores estão dizendo que a lista oficial das mudanças será divulgada no dia 20 desse mês. Boa sorte pra ti cara. Link to post Share on other sites
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