Early impressions are always more focused on how the game feels because no one really understands everything yet. Wiff punishing isn’t super easy when you are thinking about a bunch of other brand new things.
This also reminds me, that one of the first ideas in here, that came up, was to nerf Ferry, cause to many good tools.
Everyone was so busy complaining about Ferry, no one even realy looked into the other chars.
It’s ok when everyone will cry about Katalina poking them back into 1987.
Thing I’m not liking about granblue is that it looks like the throw game is super weak.
Me personally, neutral is terrible if the reward for breaking neutral is weak.
So, I’m not too happy about that. The game has great neutral pokes though which…, is better than sf5. But with weak throw/pre oki offense it means the game will be hard to make comebacks on, and people will be able to play bad neutral and still come out having taken no damage, too often which makes the psychological game of getting in, very weak.
Like how sf5 is currently. Most players get in and just blockstring out, and only go for throws like one in 4 to 5 times they get in, which is pathetic and non scary, but with there being too many throw defenses in sf5, it makes sense to not go for throws often. Which makes blocking (and bad neutral) good.
I remember someone pointing out that part of the fun with ST is that everything in that game is “too good”. Case in point, I’ve seen James Chen play the arguably worst character in the game, and kill an EVO champ piloting the arguably best character in the game off a single touch. It’s part of what I like about the game too. Every character has a powerful gameplan, the question is how you’re enforcing it.