I have to wait until they post the tournament on Youtube. I canât watch twitch I missed the finals yesterday because twitch kept crapping out. I got lucky on Saturday when I was able to watch in the morning a bit.
I need to get familiar with the terms of the FGC. What is âinstinct cancel?â Whatâs âwhiff?â
My view of feral cancels were that they were for doing manuals or juggling. I wasnât too far off watching the pros.
Hm. Fantastic backdashes arenât really that common in general, and I think super rushdown/mixup characters usually arenât the ones who get them. Rushdown characters usually have a good forward dash that lets them close (and Wulfâs dash-through is an unreactable left/right mixup), but theyâre not normally allowed to get out for free. Riptor is a bit different, but Riptor is also extremely punishable on any mix-up that goes wrong, and her large hurtbox makes her more susceptible to pressure in general. Shagoâs backdash also isnât nearly as safe as it looks - you can stuff it before he actually disappears if your meaty timing is solid.
Wulfâs backdash animation is certainly âinterestingâ :-p Make no mistake though, Hisakoâs backdash is far worse. Backdash utility comes from both distance and recovery (speed). Wulfâs S2 backdash is fairly shallow (has little distance), but itâs recovery is pretty average. HIsakoâs backdash goes a touch farther, but has a ton of recovery. S2 Wulfâs backdash certainly isnât great, but it does have some situational utility.
You know how, if you do Wulfâs jumping slash move (the medium option off of his run) and your opponent blocks it, theyâre able to punish you? If you feral cancel, then not only donât you get punished, you can attack before they recover from blocking.
Oh okay so thatâs what the commentators are referring to. Thanks!
I checked yesterday for some videos for Saturday but didnât see anything yet sadly. Iâll probably have to wait until next weekend or so before someone posts it. Its fine though
That makes sense and that happens to me quite a bitâŚloI. just started practicing jumping slash a few months ago to get some variety. After seeing the extra frames added in S3 Iâll change that though.
Bad example actually: since you can only feral cancel when grounded you need to land first meaning you are at a minimum of -5 a so are jab/throw punishable. Hamstring would fit the bill however.
Yeah Iâve seen his original backdash. I like to watch old S1 vids on youtube. I donât even dash I just walk. As much as I wished they kept the backdash in S2 I was pretty satisfied overall with S2 Wulf. S3 Wulf from seeing the video and even some pre season 3 gameplay just looked so odd. Especially him in instinct mode beefy arms and shoulders visually but nothing to make of up for it. IDK Iâll try him. I am curious as to what the pros will do with him now.
Iâm dying picturing what a âjuggleâ after a âfecal cancelâ would look like. @TheKeits can we get this one streamed live during the next event?
Well, having just labbed it up, it seems like everything I thought I knew was a lie. Guess Iâll see if I can consistently get a punish on this in-game later on.
Probably the best example is making eclipse safe, then.
Thinking on it, Iâd be fine with a reduced damage buff in instinct (down to 5% from 10%) rather than completely removing it. Watching the KI WC some of the pro Wulf players did stuff that even someone as biased towards Wulf as I am (though I havenât used him online since S1 apart from a few friendly matches) thought it was pretty dirty.
Keeping a miniscule damage buff would still keep him below pre-Nerf damage potential while giving his instinct a little bit more utility for lower level players to have fun with. It keeps him less scary but also gives him a little more.
Iâm inclined to agree with @STORM179. Sabreâs instinct was a bit too good. The thing to take to heart is that itâs not one particular part of his instinct that made it overwhelming, but the sum of itâs parts. Wulfâs instinct in S1, was purely an augmentative instinct which led to it being too passive so it got buffed in S2, which Iâm ok with. It just got buffed to much. Now he has boosted damage, chip damage on normals, and feral cancels (S2). Wulf can be compared to the likes of MVC2 Sentinel and UMVC3 F. West at lv 4 in that even if you successfully block his insane offense, youâre still slowly dying due to chip. Knowing when you can punish is also tough because you have no idea if he can F. Cancel, and when he does open you up, and he will, heâs not only exceedingly difficult to break, due to F. Cancel manuals, but if you get locked out heâll obliterate your vitality guage. Iâm not saying I think he shouldâve gotten nerfed, but I understand why they did it.
I think itâs just that they gave him too much, especially with him being one of the damaging characters in the game, even outside instinct. Also with him being very fast as well. Iâm no expert either man
I was definitely happy to see dash-eclipse adjusted somewhat, because that was a major problem for me in some of my vs Sabre matches. It was just too fast to be reacted to.
If you give Wulf better mobility (faster run, a dive kick), you really have to make sure he does less damage overall. Especially in instinct, where he can do manuals of any strength after any random attack if he spends his feral cancel. And now, as Tony said, he can hit people jumping away and convert into a mixup (flipout) or cashout (shadow eclipse) so much more easily, because ragged edge bounces.
I dunno, I think Wulf will still be among the stronger characters in the cast in S3. He definitely wonât feel lacking, especially since (IMO) his hard matchups probably got a little easier and I donât think his good matchups got worse, really. Heâll just need to open you up once or twice more per round now, which is fair because blocking Wulf is extremely difficult (even with slower jumping slash). Jumping slash is now the same speed as Jagoâs overhead (which hits people regularly), so in terms of being able to react to it, itâs possible but wonât always happen. It will still be a good mixup.
IG went a little bit too far with nerf cancels to Wulf compared to the rest of the cast. A lot of the other nerfs to other characters were balanced with really good new tools. This leaping for medium slash is fairly weak as a new tool compared to what the rest of the cast got. I wouldâve been fine with the nerfs to either Instinct Feral cancel or damage reduction, but not both. At least reduce the Feral cancel reduction cooldown.
One thing I think IG couldâve added to bring him in line with the other changes that the other characters got is a chargeable/cancellable eclipse similar to Jago new fireball mechanic. Basically down-up + P (hold to charge) or dash to cancel.
Itâs a situational move that could be good for some mix ups.
It just seems when you add all of the nerfs together that he seems to be the hardest hit other than Kan-Ra.