First part did 20%, he bursted badly and lost another ~40-45%, maybe youtube is screwing with my eyes though so it could have been more, but 10% left? More like 15-20%, allowing for bad youtube quality. 70-75% damage for 2 combos (one of them using a charge and 25% tension, the other one starting off an unprorated it punishing a terrible burst) doesn’t seem all that bad in the grand scheme of things.
Also since when are Jam players consistently starting combos with non-CH standing slashes? Punishing awful bursts like that has always been big damage for free since XX.
Then learn to reversal backdash consistently, it’s not that hard. Hell, reversal backdash nets most characters a fat combo on Pot. This is not a point of contention against AC.
First off, tapping back twice with a bit of timing is a lot of skill? If you can reversal DP/super, you can reversal backdash.
Secondly, yeah it’s dumb, but it’s not inescapable like you were claiming. GG is full of dumb, high damage setups. You played Jam in #R who did 40% off a throw and you’re complaining about this?
If Pot has 60% meter with you in the corner, of course you’re in for a world of hurt. How is this new? Slide Head being unblockable is no worse than Pot Buster being unblockable, given how you can escape both in fairly similar ways. If the Pot player had done empty jump Buster FRC into huge combo instead, would you have even batted an eye?
And Ky can easily run up 2H whenever the hell he feels like it after a Stun Edge, which drags you back to the earth (or into a VT loop if you didn’t hold FD on the way up). He can 2S to hit you as you stand up to try to jump out. He can Stun Dipper FRC if you’re FDing to get back in. Also, even if you do superjump out successfully… then what? You have to fall down on Ky, which means dealing with his 2H, 6P, or landing on a fireball that puts you back into pressure. Corner pressure isn’t just throwing fireballs till your arm gets tired.
Meanwhile you have to IB a fireball and superjump with proper timing to get out… if he just throws another Stun Edge. You can FD against poke XX Stun Edge to push him out, but FDing increases your blockstun and uses tension, and it doesn’t increase pushback against the actual fireball.
Now I’m not complaining about Ky pressure, I just deal with it 'cuz hey that’s the game for you, but I figure I’d throw this out there:
“Now I may suck but the amount of skill to escape the trap required is much more than that to do the trap. its dumb.”
I can list high damage non-CH options for a lot of characters in Slash, but if you’ve actually played Slash against good players then you should already know 'em. ABA, Johnny, Anji, Pot, I-No with a corner, Millia, Dizzy, etc. HOS combo off Gunblaze is like 30% without any semblance of fanciness; fuzzy guard into combo goes up to 50% damage, tensionless with no charge (on tall characters, you can take them pretty far across the screen for like 30% damage depending on starter + knockdown near the corner).
Because you are arguing that AC is broken when it isn’t any worse than any other GG. Characters HAVE always done stupid damage, so why complain now? Characters doing big damage off dry special moves? Remember when Jam insta-stunned some characters off CH burst rush? Robo-Ky doing like 70% off grab RC? Potemkin doing 40% on May and Axl at midscreen off Pot Buster?
I like Slash as much as the next guy who likes Slash, but saying AC sucks because lots of characters have high damage options? Again, what game have you been playing, only-combo-off-2K-Gear? MOST combos are not going to do huge damage, and I say this after playing a lot of AC. MOST combos that are landed are small knockdowns into setups (that feed into the actual big damage combos), usually off prorated moves or throws. High damage generally happens off mixups, punishes, counter-hits, hitting big moves, any time you bring meter into the equation, and anything involving guardbar… and this is nothing new. Of course there are plenty of examples where that’s not the case, but fighting games are never cut and dry.
And of course, there’s the age-old advice of “don’t get hit in the first place.” Poking/blocking/etc. is still way more important in AC than spamming a special move and hoping it hits so you can do 40% damage.
AC is plenty competitive, the better player still wins more frequently. Matchups still matter, spacing/footsies/poking are all still big, good blocking is still king. Most people haven’t seen hardcore Japanese play in person, beyond Mint/Ruu in recent years. The top Japanese players’ playstyle is VERY unforgiving, I can’t count how many rounds I lost in Tokyo because I missed one block or got hit once and ate 60% combo to mixup to dead… IN SLASH. Pretty much every game over the course of two nights, really. So forgive me if I’m not terribly worried about AC looking more broken when in reality it’s about the same at a high level. Good defense >>> dudes doing 40% combos, since anybody can learn a 40% combo.