Much as it kills me, i have to agree with shari on this, and believe me, i HATE the fucking walldive, probably more than any of the spammable stuff in the game. I really don’t like option selects at all, because i think anything you do in a match should be by conscious decision, but i just think this would be too much of a nerf to claw’s game.
I have a different sugggestion with the same end goal though:
Like i said i hate option selects. This claw issue is the same beef that i have with charge characters like guile who can execute air throws by hitting a button while holding down+back in the air to keep both their horizontal and vertical charges. 99.9% of airthrows i see happening in matches look like they happened by accident while going for a mid air kick or punch, and in a way claw’s walldive is the same. With the exception of honda’s stored ochio, holding down + back and hitting punch doesn’t work to do a throw on the ground, why should it work in the air? Air throws should be possible while holding back or forward ONLY, like regular ground throws, this would make them less option selects and more deliberate attacking choices, with an element of risk for characters like claw who have to sacrifice their down charge in the air if they want to do one.
As a bison player, i’ve lost count of the number of times i’ve been hit with a backbreaker air throw by guile just because my opponent threw a sonic boom, then jumped backwards hoping to mid air kick me out of a well predicted headstomp while simultaneously holding down+back to build both of his charges. As bison, getting kicked out of the air is not good, but it’s not terrible, but If i happen to be anywhere near guile in the air he gets a backbreaker completely without trying at no extra risk, and gets double the damage. Meanwhile, i get floored in a really dangerous position that puts me on the wrong end of a wakeup mixup or a tick throw setup (or in claw’s case, another “anybody’s guess” walldive).
Air throws generally should happen on purpose, not by accident. Because of the damage and very favourable positioning you generally get from them, charge characters should have to give up their down charge and make a conscious decision that they want to air throw in order to do one, and the command for them should also be on ONE button only, instead of on multiple buttons like many characters can do.
In relation to claw, this would fix the accidental grab issue without going to the extreme of nerfing it to 2 separate buttons. In order to air grab from a walldive he would have to give up his down charge and thus risk breaking his brainless walldive loop if he messes up the grab, just so there’s an element of risk to such a powerful move. He could be charging both charges as normal in mid air, but if he saw an opportunity to grab, like if the opponent was asleep or just stand blocking or whatever, he would have to make a conscious choice to drop his down charge, go for a grab, and then immediately start building charge again for his next dive while the throw/wakeup animation was going on.
Just for the sake of interesting discussion? I love a good argument. :wgrin:
Besides, sometimes it’s good to let capcom etc. know about the possibilities they missed while putting a game together. Boards like SRK are what give them feedback and new ideas, and even if we may never see any changes in HDR because of threads like this, it’s good to put this stuff out there for them to think about in future titles.