the new moves in omega remind me of the 16-bit era fighting games, especially games like yuyu hakusho or dragon ball where most character's special moves where just quarter circle auto combos
It's definitely the way they wanted 5 to go too. As in 5. Aside from dedicated anti air buttons or dp, others are pretty much useless. Which also continues in SF6 from what I've seen so far
you can use the first hit of st.mk to pick up juggles where the raw special would be too slow. like st.mk xx ex chicken wing after ex backfist in the corner you can get dash c.hk after ex backfist midscreen
To me Fei always looked like a half finished character that was barely working, this Fei looks more complete. Also I don’t understand what they had against rekkas in this era, carrying into 5..? Glad they seem to be back for 6
It would be inaccurate to say that he wasn’t functional, but it seems that having constant safe pressure from Rekka is a playstyle they weren’t keen on in V, like that image comparing Gen to Fei Long’s gameplan. I figure now that parries are a factor along with other defensive options, rekkas are allowed to come back.
Baf is taking his Omega at a Glance videos which were originally hosted on SRK's channel and putting them on his, though he's also making new ones (like the one for Omega Dee Jay).
chicken wing falling out on the third hit after dp-fadc is straight up a design flaw. even if it was intentional, it’s unnecessary and idiotic, simply badly balanced for so many reasons
the new moves in omega remind me of the 16-bit era fighting games, especially games like yuyu hakusho or dragon ball where most character's special moves where just quarter circle auto combos
Me - It is nearly 4am i should really sleep.
TH-cam - Yo Baf just posted a new 'At a glance' video
Also Me - Wellllll it is just ONE more.
The Omega trend of making button anti airs bad generally but making DPs really good or the only option is kinda interesting
It's definitely the way they wanted 5 to go too. As in 5. Aside from dedicated anti air buttons or dp, others are pretty much useless. Which also continues in SF6 from what I've seen so far
Pretty funny since we ended up with jabs being the best option and then losing them even for characters who have them as a dedicated antiair button.
I think that the one inch punch is a reference to SFA3 Max as he has it in that game as one of his supers. (Credit to Desk for the video)
Omega mode has so much explore room, it’s a shame it never got a proper platform.
Babe wake up, new Bafael video just dropped
Is reupload:((
Was hoping for a Decapre or a Poison tho
@@JasonYJS_xoxo he's making more, this is an old reupload
this version of fei looks so sick man
you can use the first hit of st.mk to pick up juggles where the raw special would be too slow. like st.mk xx ex chicken wing after ex backfist in the corner
you can get dash c.hk after ex backfist midscreen
To me Fei always looked like a half finished character that was barely working, this Fei looks more complete. Also I don’t understand what they had against rekkas in this era, carrying into 5..? Glad they seem to be back for 6
Wasn't he a top tier character in this game?
@@Jazzmofo for the most part yes
"Barely working" you're trolling right?
Fei was top tier, "barely working" is not what I would have used to describe him ^^'
It would be inaccurate to say that he wasn’t functional, but it seems that having constant safe pressure from Rekka is a playstyle they weren’t keen on in V, like that image comparing Gen to Fei Long’s gameplan. I figure now that parries are a factor along with other defensive options, rekkas are allowed to come back.
Is this new or something
Lol no.
Baf is taking his Omega at a Glance videos which were originally hosted on SRK's channel and putting them on his, though he's also making new ones (like the one for Omega Dee Jay).
chicken wing falling out on the third hit after dp-fadc is straight up a design flaw. even if it was intentional, it’s unnecessary and idiotic, simply badly balanced for so many reasons