Well, we could make all neutral jump attacks be only +1 on hit too if the problem is what players let you get away with doing. I’m not focused on the jab it out aspect; things can be done to limit that specifically. Maybe 3 rapid fire light normals being unable to cancel would be fine. But something like Cammy cr.LK,cr.LP,st.LK xx Spiral Arrow would be nice.
Just in certain situations. I love my MP button like everyone else, but in those tight moments I’d like cr.LK/LP to mean a bit more. Especially if my only cross-up attack is a light that I have to hit deep to link a light.
Just means spending less time on jabs then I guess. I dunno. I don’t mind the changes. But then again I barely used :l: confirms anyway. If I do snag someone with a :l: I almost never convert.
I am now convinced matchmaking is full on retarded. Aside from the fact that it’s slow as shit, the actual people they put you agains makes no sense. I was Silver and only fought bronzes, which made me gain little to nothing when I won and lose a lot when I lost. I drop to Ultra Bronze and get literally nothing but Ultra Silvers. Wtf?
There’s nothing inherently strong about light->medium confirms if the medium is part of a target combo like it is for Nash and Cammy. Like nash technically can go into his target combo from a light, but the TC is minus and it’s still only 140 damage or so.
I’ve told you before, and I’ll tell you again… Jabs aren’t the problem. People NEVER jabbed out if pressure in sf2. But jabs were good.
The thing is, jabs on sf4 had MORE RANGE than throws. They were also the same speed. So of course they were going to be hitting people. But in sf5 it’s even worse. Jabs still outrange throws, and jabs are ALSO faster. So jabs beat out throws ALOT.
If the situation were reversed, with jabs being 5 frames and throws being 3 frame and throws having more range than jabs… What you state wouldn’t be a problem. Making jabs 5 frames is a bad solution though. What should be done/should have been done is some combination of:
Make throws have more range like they used to so they can out prioritize jabs
Make jabs have less range
Make the tech window smaller
Make throws faster
But as it is now its to easy to just “block it out” a problem that 4 had as well. I’m playing against people that barely ever bother to AA my chun. They just block it out and tech every throw attempt and trying to frame trap their tech attempt is extremely annoying. Shimmy only works so well also. At which point the game basically breaks down because “good neutral” is an illusion if you can’t even be forced to AA well.
That’s my biggest beef with the game as it is now. People aren’t nearly as afraid of blocking jumpins as they were in oldschool. In old school games like ST if you blocked a jumpin you had to deal with really messed up strike/throw mixups.
The neutral was actually real because people couldn’t concentrate 100% on ground combat. Sf4-5 have on neutral training wheels.
Except that it gives Cammy really decent damage off a light? Like with Necalli I have to spend a bar to do less damage than she gets meterless in the same situation. Sure, Ken and Chun get more, but it’s pretty nice to get that sort of damage off a light meterless.
And Cammy doesn’t even have the same sort of weakness that other TCs have in their medium being the second half and neutered in damage; she links into that sweet 60 damage and then gets 80 on the followup heavy! That’s a good ~220 meterless, Nash gets ~170 meterless, Chun gets ~200, Ken gets a stupid ~240. Compare that to other characters light starters (meterless);
So yeah, being able to combo into a medium is pretty good for your damage output. Nash is on the low end here (although he can blow meter to jump to go up to to ~220), but this is pretty good damage.
So, can we stop burning people’s bar when you try an EX but the character doesn’t even move before being thrown or jabbed out of it? Especially if it’s an ARMORED attack but a jab stops it in it’s tracks. plzkthx
This might come across as dick-ish, but this is one of the scrubbiest things I’ve ever read.
You used your bar, why should you get to keep it? If you got grabbed or hit out of the first frames then you know your move is not grab invincible/armored in those frames. So STOP trying to use it as if it were. The whole point of this game was to get rid of people’s bad habits from 4 and have your decisions carry more weight.
I honestly have to agree here. If you commit to using an EX move that is throwable or hit-vulnerable, and your opponent hits you, you SHOULD by all means lose the meter. This is the case in the vast majority fighting games that have such moves (even very different games like guilty gear follow this reasoning). Thats just the way that makes sense. Think of it this way. You dedicate to using your EX meter and your opponent does the appropriate counterplay, such as throwing you out of an armored EX move. Why would you get your meter back? Saying you should get meter back in situations like this is like saying you should get meter V-Gauge back for being thrown out of a V-Reversal…