My main issue just comes from the checkmate scenarios corner crossups can give. You can’t AA deep jumps into the corner, you’ll just whiff and they get that mix on landing. Then you have some of the weird stuff that Blanka/Laura/Mika get which is insane
Oh no I don’t mean anti-airs, I mean situations like X move is airborne, so you go to whiff punish with a buffer in neutral (or say, you caught something on anticipation), they air reset and punish you on landing.
It’d make backdashes in this game far less of a scramble too, since unless you have a + on block CC or a way to make it safe like Ed’s crhp xx Psycho Shot, you rarely take advantage of the CH state backdashes leave you in when you go airborne
Natural juggle states on AAs are really cool, I like them a lot in moderation. Things like Gief crhp should have that.
Remember Gief’s crhp CC into EX Air SPD in his trailer
I do! It made my hype af, he had it in one of the betas too
I want to add one qualifier to my AA juggle comment.
It should be a limited juggle not full. So not everything would juggle.
Gief clearly needs c hp to put opponents into a juggle state. And to also be able to VTC lariat into VT2 into ex air SPD.
Or better, be able to ex air SPD the opponent after it trades with air attacks. Full damage VT2 ex air SPD after a lariat trade would be .
Make Gief busted, ffs!
As long as Menat remains top tier to keep him in check~
Play HDR. You have no idea the level of salt a top tier gief induces in people.
You get cornered you must suffer.
Even more universal law.
I mean in a game with characters who jump like 10 ft high and shoot fireballs from their hands sure I believe that. SF has multiple teleporters and even “low” tiers like Zangief who are shown to be able to manipulate the effects of gravity. If we go even deeper, some characters like Vega can jump off of “walls” that aren’t even there, which means that they are exerting enough force to jump off of air, which if iirc would cause a nuclear explosion.
Moving someone out if the way so i can land behind them is a low tier feat. But more importantly corner shenanigans are fun.
Corner crossup are basically exclusively a street fighter thing. Almost everyone else figured out it was dumb.
Sure, Ryu can jump 10ft in the air, but that’s a far cry from a jumping normal opening up a pocket dimension behind a cornered character for no real reason.
DBFZ even HAS a character specializing in pocket demensions and he can’t do that.
Also, Vega jumping off invisible walls is my point. Wether visible or not, there IS a wall there.
Edit: clarification. I didn’t say it was broken or unfair. I said it was dumb and I hate it.
But it being a SF only thing is even more reason to keep it imo. Variety is spicy.
Also this game has several characters who pull items out of pocket dimensions and all of them are capable of striking an opponent without actually touching them. In certain scenario’s you can make people fall on to your slow fireball after a nj by moving back on the screen. Clearly SF characters are master space manipulators.
I mean in every 2D game no character’s back is truly to the wall, even with stages with literal walls. They always leave some space behind them that another character could squeeze behind if they jumped over them. Not like they’re hugging the wall or anything.
Corner cross ups started in SF3 IIRC. For sure with SF4.
Before that nonsense SF has had hard corners, the way god intended. There were other series known for that type of shenanigans but the name escapes me at the moment.
BuT tHiRd StRiKe Is ThE bEsT sF gAmE!
Most 2D games do not allow this outside of special circumstances.
And as @Pertho added, it’s not even an original street fighter concept. It’s bad because it’s unintuitive and makes no sense.
I was talking about the logistics argument regarding manipulating time and space and all that
Supers aren’t an original SF mechanic either.
Ye corner crossups were a thing I kinda wanted gone. Along with something to address dashes. Like, if you want to get around in the screen in V, you’ll just dash. Walking is kinda a secondary option to just dashing around.
I want to say slice off a chunk of dash distance and buff up the walkspeeds, but I have no idea what kind of consequences that would have. High walkspeed & dashes in the same game sounds like a possible problem.