Akuma, Kage, Cammy, Sakura, Balrog, Bison, Laura, Rashid, Zeku, Chun-Li.
I could be missing some, but that is around 1/3rd of the roster.
Akuma, Kage, Cammy, Sakura, Balrog, Bison, Laura, Rashid, Zeku, Chun-Li.
I could be missing some, but that is around 1/3rd of the roster.
Lol. Not a big deal. Just about everyone has anti projectile moves or things that trade favorably. If they dont then they have command grabs and plus on block strings.
That said i do with there were a bit more nuance to how NRS handles projectiles. More stuff like how Erron Black can shoot down projectiles. Do it like marvel and add durability. Etc.
Just more variance to how they function.
A better question is when will people stop bitiching and get good. If Chris G’s playstyle were easy to pull off, everyone would do it.
Never. Only FromSoftware games are allowed to be hard and challenging in the current gaming generation (even though game journalists are trying to fix that too).
Kage Laura YZ rashid chun= accepted
Akuma Cammy sakura not really. All have +3 mediums and 5 frame mediums, but none have +3 on block lights. Sakuras +3 medium won’t even produce a blockstring into itself so for all intents and purposes she doesn’t have that either.
balrog is a stretch, he has +3 lights but he will almost always be doing light into mk, which is 6 frames.
Out of all those named rashid has the highest tier BS. +3 jab into +3 medium, take a small step forward and do another +3 medium times 2. That’s some of the best pressure in the game that I know of, where you only realistically have 1 place to jab out.
Here’s another “soft rule” lots of characters have light 3 hit confirms against crouching characters. But very few have that against standing characters. OZ is one of the few characters that gets light x3 xx special against standing characters. There may be 2-3 more but it’s not the norm.
About the +3 stuff… it’s easy to see that it’s not most of the cast that has those tools. Most don’t and some only have the +3 mediums, not the +3 lights.
They have +2 jabs into 5f mids, so they don’t require a +3 oB light to trap 3fs.
That is the point I’m making, the frame data is not consistent across cast, and values get dished out almost randomly.
5f mid, 3f button & +3oB? Why.
When characters with no 5f mid, no 3f button & poor access to +3oB values don’t get to establish pressure. Worse still, is that the two characters that come to mind immediately(Alex/Cody) are based on archetypes that need to excel when close. Yet they are objectively worse than a lot of the other characters that have far better neutral ability, rendering their intended archetype useless.
To be fair, NRS-zoning tends to not be very interesting compared to most other fighters. I haven’t watched the video, but unless there’s been some major changes I assume it’s the typical jump-back gunshot zoning we tend to see in INJ/MK.
But yeah, the typical youtube commenter will of course complain about that. Bleh.
Yeah, I understand that. That’s not the point I made. Lots of characters have +2 with a 5 frame. I didn’t say they didn’t.
Also, bison doesn’t have a 5 frame medium so, yeah, him neither.
But if your point is “some characters can light>medium and trap 3 frame moves and other characters can’t”
Yeah no one is disputing that. But it is totally by design. Same as some characters have an ex tackle and some have an ex WW and some have an ex zonk and some have a dp and some have a command grab and some have great anti fireball moves and some don’t. These are things the designers use to purposefully differentiate what character can do what.
Bison’s jabs are both +3, and he possesses a 3f. So yeah, he does.
Think you’re moving my original point to something I didn’t mention.
Yea its pretty much the same stuff from other nrs games.
There’s 2 things i want them to change that would make their games more interesting. The zoning interactions and walking still has start up and momentum attached to it. Its better but could be sharper and would help a lot since they seem to be leaning into more neutral focused gameplay
I actually like that NRS projectiles don’t clash. Not because its better, but i think cool that it makes the interactions different.
It’s different. I don’t really think it’s better or worse.
It’s not just the lack of clashing, the nature of projectiles and the full screen interactions in MK games are just really different.
I love projectiles in NRS games. Some are duckable, some hit mid, some low, some hold you for a sec or knock you down.
I think the concept of not clashing is fine as a solo design choice in a vacuum.
I just think it would be more fun if there were separate kinds of interactions past low high mid or capture.
More stuff like being able to knock them down. Im also just generally a big fan of MvC style durability
To just use Skarlet as an example (I’m most familiar with her).
She has a traditional fireball that is made for generating frame advantage.
A lighting fast fireball for catching movement
A low fireball for discouraging neutral duck
A projectile that is very good in general but only hits a specific screen space.
This is a lot of options and interactions at full screen.
I get it. Its fine. I just want more. Allow for more strategy
MK11 is totally fine. Except the PC version. Which is very good that its bad.
Cause you dumb fucks keep buying fighting games on PC despite them having like a 99% failure record. NEVER BUY FIGHTING GAMES ON PC.
My point is that I think there is a lot of strategy.
However, it’s very much not the same strategy you see in other games.
Like I said, I don’t think it’s really better or worse. Just different.
How is that not enough strategy? Adding durability and interaction would negate all of that. MvC durability system wasn’t even good. Some projectiles were ass cause they couldn’t contest shit. At the end of the games life span it was all about filling the screen with high durability shit lmao.