Yeah but rollback! Please for little ol Laura player like me! Nerf pretty prease?! Seriously though I don’t get why some characters don’t have more invincibility on reversals, shouldn’t everyone at least have one reliable one? Its rough for an online warrior like me who gets EXed out of combos due to rollback.
Yeah I hope it improves a bit. Definitely part execution problems on my part in an online setting, but I know I’ve been in games where I hit, I’m mid combo, and then suddenly Ryu is glowin gold and I got a fist on my chin and my combo counter disappears.
Nash doesn’t have a good invincibility either; just gotta be patient and block it out. Usually on the third block you’re safe to move or hit back. Depending on who you’re fighting and what they’re doing.
Its funny because even though Nash is the new character, he’s not my issue. My issue (online right now) lies in Ken, Ryu, and Karin. Not to get too much off topic here but suffice it to say when I face any of these characters online, I"m eating an EX reversal. Playing as Laura obviously I sometimes will stagger hits to go for throws here and there, but you’d be surprised how many times these 3 will mash an EX when in trouble and it works. So many times I’ve seen rollback because of those few frames of invincibility going off and it changes the whole situation.
Perhaps it’s merely impatient but I feel that the after battle screens should be skippable. Also, there shouldn’t be a vs screen when returning to training mode after a match.
Perhaps having a re-match option post battle for ranked or allow for FTx (first to X, x being a variable number) in ranked, which would simulate tournament match rules. The LP, EXP and monetary payout would be more for FTx matches.
Being able to runback in ranked, if you could find the opponent, in Ultra was kool.
I’m sure this next one has been mentioned; but being able to select any character before a ranked match would be the one feature I’d like to see, excepting the FTx feature. I estimate they were intending to prevent people from taking forever to pick characters, yet it would be kool to alternate main and alts without changing battle settings after every match…
Constructive criticism welcome.
Chip damage from normals still look unimpressive, more so when the means to open up an opponent - throws and overheads - are terribly weak. A possibility to make chip damage more of a threat and an actual fight plan would be to make it bigger for each consecutive hit that is blocked until the player defending connects a hit on his own (whether it is blocked or not). For example, the first blocked hit could do 15 % white health damage, the 2nd one 30 % and the third one and the following ones 50 % white health damage, with the defensive player having to connect a normal of his own to reset the damage to 15 %. That way the defensive players would be forced to do something proactive quickly rather than sitting on their downback ass.
I think as people get better with frame traps the down back will be a bit less effective.
Frame traps and throw tech/whiff punishing are still the main ways to open people up. Throws and overheads alone are only lower level ways to open people up.
That’s an interesting thought, but would it make the oki too stronk for Gief/Mika/Laura? One of the reasons They (Gief especially) can’t just 50/50 SPD setup you every knockdown is due to the backwards roll. Taking it back or making it cost something would allow this to happen more frequently.
I recommend upping your bait game; I don’t get a lot of random srk’s from Ryu or Ken players; and I play to bait it. Karin is annoying, but you still bait her as well; use your v-skill to shimmy a lot and you should see a change in how people are playing against you once they start whiffing SRK’s and eating combos.
I don’t like repeating things but Jesus Christ please stop having all my buttons leading to my Critical Art I feel like I’m playing K-Groove again. I’m scared to do certain combos because of this.