Yup, it's up on Steam. It hadn't found the update itself yet, but I launched the game and it downloaded it.
God, this is so weird. The original announcement made it sound like stupid, crazy rainbow mode, but the idea of it being a testing bed for SF5 ideas seems more plausible now. It seems like they've gone out of their way to make Chun play really differently. Her legs inputs only takes four kicks instead of five, which is screwing with my pianoing (although I guess it makes sense, since she kicks 4 times), but she can't do the extension and the roundhouse legs has bigger pushback on it. So I guess they don't like legs loops :P In fact, it seems like they don't like a lot of her ability to combo. EX Legs has a new ender that seems to just stop you from doing follow ups, her jumping fierces kind of spike the enemy down and she can't really follow up. Back mk, mk doesn't pop them up very high at all... Although you can actually land the full b.mk, mk, down up mk sequence as a juggle, like qcf kick fadc into that... weird! Also now the first hit of close strong will float them and she can juggle into Kikosho, woo! Close roundhouse is jump cancellable on hit hmm
Obviously, the half circle input for fireball is a big change, one that has popped up in other games, but yeah. Not a fan of that. I think the need to charge for fireball is something that makes her really interesting, juxtaposing her great walk speed with the need to charge.
The command normal with the back fierce animation is interesting, a bit like a Yun palm with, but the directional input is back, which means she can't hold charge for super while doing far fierce. The command normal also has a new cancelling type, where you can only cancel into things that use meter, so EX moves, Super and focus. The second hit of her crouch fierce also has this property.
Hazanshu is way lower, a bit quicker and no longer hits overhead. EX version hits on the way up multiple times and can hit an opponent in the air.
All birdkicks knock down and EX doesn't send them fullscreen anymore, it's more like two thirds. Also, doing it to a cornered opponent will throw them out of the corner unless you space it specifically.
Also, what the heeell. Level one focus knocks down? Two and three still crumple.
No down-forward short little backflip kick, but she now has a divekick, only on forward jumps. Ok. Hm her jump is a little quicker, maybe it's the jump change she was going to get in Ultra originally before they decided against it.
Omega characters also seem completely devoid of USF4 mechanics. No W-Ultra, no red focus. I tried delayed wake-up and it says "Technical" but the wakeup timing felt exactly the same either way.
New QCF kick move is interesting, can FADC for juggle. EX version uses two bars and is basically 3s SAII, complete with jump cancel.
Air throw can be used in combos, that's a dumb little thing that I've always wished regular Chun could do. Shame that the version that can do it lost a lot of her juggles. Probably just in there as an ender for EX SAII thing with jump cancel.
Basically this is all weird and I am confused and I'm going to go to bed. Can't wait to try everyone else though. Bison looked sooooooo good on that UK stream the other week.
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