I'll wait patiently for my Final Fight DLC pack.
I don't think his specials justified being charge but Bison and Guile would've been hella broken (SSFIV3D yo).
That's the problem actually. The character are the same, except the touch screen can be used as a shortcut for specials instead of doing the motion. This made charge characters like Guile, Balrog and Bison hella broken because they don't need to charge their specials to use them. Charge specials are typically better, but they're limited by their input. Sonic Boom's only drawback is that you have to charge it, but take that away and you have the best projectile in the game by far.I thought the 3DS port shared the same character "balance" as the other versions of SSFIV?
Sodom, Poison, Hugo, Guy, Cody, and possibly Haggar as our newcomer.
Can't forget Rolento!
I seriously want Haggar in a Street Fighter game. Or at the very least, bring back Maki.
Please say this thread was watching Capcom Cup.
(the inner daigo dickrider inside me is yelling goddammit)
We have to admit that his divekick pressure was absolutely on point. Especially, the double divekick cross-up, like holy **** man. Daigo's main strategy that he was employing that disappointed me, was that he challenging Kazunoko from the air. If anything, by doing that, it gave Kazunoko more incentive to jump because Yun's punch aerials are pretty darn good, so air-to-air would be in Kazunoko's favour if he didn't go for divekicks. I want to believe that if Daigo played a more grounded anti-air game, he could have slowed down the pressure, but whatever. Kazunoko was on fire that day, and no one could stop him, even more so when three of his demons (Bonchan, Momochi, and Tokido) went out early.Man I'm upset as hell, Kazunoko was sponsored by Nike the way he was getting away with all types of BS. Stupid ass Daigo not throwing out DP. :'(