Idk. Maybe I am. I took your point to be something about +3. Now you are saying it’s about trapping 3 framers from a light into a medium I think.
As far as cody and any other character, they have other strengths that are (supposed) to make up for that kind of weakness.
First thing with Cody is he has a true tick throw. Second thing is he has WAAAY better pressure off of his throw than many characters. 3rd thing is at +2, his tick throw can’t be interrupted by 3 frames, and lets not forget he has a command grab in vt2.
Alex gets ex stomp as a charged way in to bypass neutral. He also has a command grab. He can do ex stomp into ex command grab.
He can also do st.mp into command grab and he can do any +2 move into ex command grab, and those things do 230 damage which is like being hit by an ex combo. He also has a move that moves him forward and is +3 which is near unheard of for a move that requires no ex meter and leaves him at a range where he can mix between st.mp confirm KD or command grab.
This doesn’t by any means mean he’s good, but you will see that characters that can’t easily trap 3 framers from light to medium, tend to have other strong attributes that are designed to make up for their shortcomings… a bit. Does it always work? Nope. But that’s where the crazy balance stuff comes in.
There are tons of other attributes that other characters have that the guys that trap 3 framers don’t. As an example, Urien can medium (blocked) medium CH confirm into another medium into KD. Most characters don’t have the range to be able to do that.
Other characters can’t CH light>medium>medium because the 3rd medium will wiff.
Seems like a small thing but it’s super powerful.
Other characters can’t Medium CH into a heavy button into a heavy special. Etc etc.
This could go on for days. Im not saying you are wrong I’m just saying that there’s supposed to be a balance for these things.
Chris G went from “won’t be playing Neutral Kombat 11 or any NRS game for the forseeable future” to “well lemme at least hop online for a bit and get some of this Neutral Kombat in” LOL
Not surprising.
Also, it’s not Chris G’s fault that NRS has braindead zoning. That’s what the game is about. Bringing back mundane early 90s fireball games except since it’s MK you can’t get any clashes so it’s even more braindead unless you play a counter character with projectile profiling/bypass.
Was watching Rico Suave’s stream since he’s like Rooflemonger and likes burly man characters. He says so far he’s not too impressed with Shao Khan’s tools. Maybe that’ll change, but yeah.
It’s taken shit I hate from other recent FGs and added them all to it.
SCVI soul charges offer a fully invincible burst that gets you out of everything for free, and activates your V-Trigger. Absolutely braindead. No way to punish them. Horrible mechanic.
SamSho has Rage Explosion, which is a fully invincible burst that gives you infinite super attacks, increased damage etc. Fun.
MKXI has recharging super attacks, if you whiff it or it gets blocked it recharges within 6 seconds.
SamSho has Weapon Flipping Techniques, which are cinematic attacks that disarm your opponent and do a decent bit of damage. They do not consume meter on whiff or block.
Cannot stress how absolutely fucking garbage these things are. I’ll be ight if Rage Explosion has some form of hard callout, ala DBFZ burst punishing/GG burst punishing. And if weapon flips actually take meter on block/whiff.
SFV unironically becoming less braindead than newer FGs ohno.
I’m not trying to sell you on it per se, but a lot of things that are egregious in other games are a lot more palatable in SamSho style huge punish damage gameplay.
I do think it might work better but after MK11 I just have zero tolerance for this shit. Non-consuming stuff on block is absolute garbage and destroys a huge concept of commitment in my mind.
I called that happening. Same thing happened with SFIV. People complained about how stupid it was until stupider shit started hitting other games and it was slowly fixing it’s stupid shit by the time Ultra hit. I still just objectively don’t like a lot of the systems, hit boxes and meter tools of SFIV, but it’s objectively better to deal with in its Ultra state.
I haven’t read exactly how SamSho’s newer mechanics work so I’m not going to have a real assessment on them yet, but yeah it’s going to ultimately force a different gameplay than just good old hack and slash of the older games. It’s good because it’s not like super anime ridiculous. The game will still be very hard Sam Sho neutral wise, but this other stuff is just there to make the matches more swingy and give people more stuff to break up SamSho neutral. Which will be good or bad depending.
Main thing about MK11 I don’t like is how Fatal Blow is another set and forget system like Combo Breakers were in MK9 and 10. You can just run Fatal Blows on whiff or block until they hit so it’s pretty much a guaranteed success mechanic. It’s basically "yes you will get hit by your opponent’s Fatal Blow or yes you will get hit by your opponent’s Fatal Blow. " Not a fan of those types of “there is no choice but to take the full damage/effect” tools.
The game is also taking from Alpha 3 with the whole “get your meters at the start of the round” which is part of why Alpha 3 is Kusoge and also adds in niche anime game style auto refill meters.
I cannot stress how ass this mechanic is. And it’s a problem with most of SCVI’s general mechanics, the devs just can’t decide if they want a mechanic to be offensive or defensive.
Imagine having your VT locked to a Burst that forces a neutral reset. Good stuff for comebacks guys.
And don’t get me started on shit like RE and GI. I still have no idea what the hell they wanted to do with GIs.
People been trying to copy the Anime mechanics without understanding the synergy between them. Awkwardly enough, out of the current FGs, only SFV really managed to make a decent copy of them.
I still wish you had other ways to burn V-Gauge though.
Meter isn’t the same kind of animal in SamSho, and whiffing even one of those attacks will probably get you killed so getting more than one shot at it isn’t the kumbaya moment it sounds like
I know one of the “supers” in SamSho doesn’t have invincibility at all and the only way to give it something close to that is to do a dodge and cancel into it. They hurt a lot if they hit, but those type of supers specifically aren’t invincible per se.
If the game works like I think it will it’ll probably be an easy call out to just dodge that type of super.
-Super Special Move (f,hcf C+D): Everyone has the ability to do this secret technique once per match. Landing this devastating attack will do more than 50% life, but this attack has plenty of startup, and no invulnerability. It is also punishable on block BY a Super Special Move. You’ll have to use this technique when your opponent has made a grave error, or if you know EXACTLY what they’re gonna do!
Oh you meant the super. I though when you said meter/cooldown you meant the regular meter.
My bad.
Yeah it’s silly, but I don’t think it’s super bad, especially since you still only get one connection per game. I think the way they’ve handled it is decent. The problem is… comeback mechanics suck by design. Even a kinda smart one is still bad.