In 3s, are the worst normals in the game those that are unsafe on hit? I’ve noticed that the majority of moves are safe because of the parry system. Meaning, It’s only unsafe when someone parries the certain move. I hope that makes sense.
There are no unsafe normals per se, http://wesleying.org/wordpress/wp-content/uploads/2009/11/South_Park_Vampire_kids.png you just have to use different normals to be unpredictable. When you’re up close to someone, don’t always do a c.hk/c.mk, go for a c.lk (or do the opposite because maybe you like to do c.lk more often than a c.hk) to throw them off so they don’t parry you often. There’s always some players who like to tick parry a lot especially when they whiff a move like Ken’s knee rise, and quickly go for a down parry into c.mk > super.
i dont really understand the question, but the moves that are the unsafest are the ones that take a long time to activate and recover i suppose.
like, hugos crouching roundhouse is slow as fuck both in activating and recovery.
some moves depend on distance though, like shotos crouching roundhouse can be punished on block by a lot of things unless its at max distance.
hmmm you’re right. Let’s look at the character balance though, Are the worst characters in the game those who have the slowest moves in terms of activation and recovery? What about the best characters? Would you say that the strongest characters who have the fastest normals that lead into big damage? It all sounds really obvious now.
While big damage and fast moves are good qualities, diversity and options are important too. You can’t really simplify 3S that way.
yea, you cant simplify 3s that way
like hugo has amazing pokes, dont think he doesnt just because i used his cr roundhouse as an example. but i just realized youre trolling or one of those people that wants a rebalance so not worth me elaborating any further.
Oh, that’s not it at all. Sorry if it came off that way. I like 3s the way it is. I’m mostly just trying to understand what makes characters strong in this game. Therapist, you make a good point. hmmm I guess I’ve been looking at this in a way that is too one sided. There are so many factors that play into what makes a character good or bad. Sound accurate?
Stop it sir
I still want to know how this is possible, because I at least know it’s a real screenshot…
let me be the blesser of all souls…
Hugo’s standing light kick is Godlike. especially against chun’s low foward.
Of course there are many factors. You also cannot isolate a character from a player. There are players who are great with characters most overlook just because they ‘fit’ well with them. Some people like a character and because they enjoy that character so much they have no difficulty putting in the time to do pretty well with them despite power rankings.
I would think speed/range of normals, ability to combo, ability to combo into supers, how quickly you can build meter and how useful your supers are in different situations. Ultimately the only things that make weaker characters ‘weak’ usually has to do with how obvious their gameplan is and how many ways they have to execute it. Yun has an obvious gameplan assuming he’s being played the standard gj way. But he has many different command normals/good normals/specials that let him approach in a bunch of different ways. So despite you knowing he wants to gj and come at you you’re still going to have a hard time keeping him out because he can approach any kind of way really. Urien is similar in that you know what he wants to do assuming he’s aegis reflector but he has fewer viable options on approach I’d say, compared to Yun. I think things follow this trend generally when you look at the characters.
It’s nothing so simple as just start up and recovery. As always frame data tells you next to nothing. If you just play the game the things all this data and shit will tell you will be obvious without needing to see it in text form.
Even things like Alex’s stomp have a use it’s just not something you can use as a standard attack against a player who’s paying attention. It’s not hard to parry and it’s got a long start up but you can still sneak it in. I don’t think any character has a useless move in the game because it’s presence just opens up different possibilities. Like Alex’s ddt. Rarely used because it’s not a great move but the rarity of use is also what makes it better than worthless. It’s an odd move that if you time right you can basically meaty people with which can be confusing/‘random’.