Ah, you can, but it seems to have to be done a bit earlier than a raw heavy. Could be a result if less startup frames due to the chain – not sure. Still feels like feints are a bit too slow in recovery. I’d like some more oppressive forms of offense, really. I like to defend against stuff, but only if it’s hard to do. Like I actually don’t even mind the warden top heavy - zone shenanigans that much, just feels like it makes positioning matter more.
I get at least half of all my kills in every game mode from ring outs
call the cops I don’t give a fuck
Elimination is a fucking shitshow if you have more heavies than the enemy
Can’t contest power ups, can’t stop revives
I wish they included a full team versus mode without powerups or perks, brawl is a lot of fun.
So the game is a ton of fun, but I can already tell I’ll never bother getting good. It’s a good casual game, but some of the stuff with the design and playerbase bothers me enough that I can’t make myself treat it as a competitive game. I have proper fighting games for that.
Fun fact: That is literally impossible for average humans to react to. The average human reaction time for visual stimulus is 15 frames. 12 would probably be possible for a fighting game player since we practice our reaction times regularly. 9 is incredible reaction times at the top of the species.
Also, I’m pretty sure I heard the console versions don’t run at a solid 60 FPS, so how does that work then?
This is why Ubi has been measuring moves in ms as opposed to frames. Folks still stuck on frame notation for some reason, though.
For those in the thread who have trouble with zone attacks, you can relieve some of the pressure by learning which way they come from and making a determination on how much time you want to spend blocking in that direction. Spend your reaction time on the mixup from other moves that are a bit slower instead of trying to read or guess the zone. Spacing to force the zone also works–standard “you do, I do” stuff.