Yeah there are counter plays to super dash, it’s just that it’s very mundane in what you can actually do with it and that it always goes in one direction and braindead homes in. There isn’t much way to add variety to it in a game where there really should be lots of different ways to super dash in a lot of different directions. They just found a way to make something that should have been fun as boring as possible and then on top of that make it more difficult to deal with than it needs to be.
I think having access to a move that’s unreactable, +3 and pushes you to the corner whether you like it or not is pretty strong unga. Cody trades priority and range travelled for bulldogging on block. I think it’s pretty high tier unga, given the rest of his kit is really tame.
Let’s just say I REALLY need the corner, I can drop two bars and move you from just around midscreen to the corner and you don’t have any say in it without dropping resources. It’s fucked lmao.
SFV does pretty okay by making those kinds of moves cost meter.
However, I think meter management in this game is pretty meh. Not enough opportunity cost on meter things.
I don’t really think bar does enough, it’s great for attack but bar for defence is still limited to EX reversals. I know we probably don’t want to invalidate EX.DPs, but a metered defensive option would be cool.
It is reactable, just there’s only so many things that can react and hit it, but those things are in the game and it’s possible. It just looks fast, but isn’t really that fast and the range is shorter than other EX moves like it.
In general Cody just can’t move crazy enough to make the plus 3 as cheap as it could be. Like maybe a SF player will have problem with EX Zonk, but a Marvel player not really. You have to react to stuff like EX Zonk in Marvel (or even games like KI) kind of regularly. Those moves are usually cheaper also.
Jin it has 15f start-up mate lmao. You show me some clips of people reacting to it and I’ll believe you, but it’s not.
And meter gain is pretty high. It never feels like I’m making much of a decision when I use bar.
My preferred solution would be to add some kind of 2 bar function. Or to give some other payoff for two bars. Kolin, as an example, can get alot more damage for 2 bars.
15F is doable. It’s like the fastest possible doable, but doable. It flashes yellow so that’s easier than trying to react to like 15F Dudley overhead.
I played S1 KI where top players like CJ Mani could at least offline react to Sabrewulf’s 14 frame overhead and nearly as fast dash (though he could cancel it into something invincible any way lol).
Old NRS has a lot of brink of reaction shit, but if you’re on point can react also.
Reacting to a 15f move in a game with 4f input delay. You can react in 11f. Lol, cmon Jin. This is more pre-emptive guessing like throwing a jab buffer out.
Sorry DJ, I’m with frost on this one.
blank human reaction times are pretty well at or just above 15 frames, but a fighting game isn’t a blank reaction situation anyways, so thats not even an honest comparison.
Edit: Maybe with some travel maybe?
Like I said, there’s a yellow flash and on average EX Zonk isn’t going to hit on frame 15. It has to travel first, so looking at more like 18 to 20 realistic before it actually hits.
? It’s first active hits at 15f, so yes. It has 15f start-up. it has done it’s travelling by this point.
Sure, but even then it’s still doable if not much else is going on. Especially since something like Falke’s EX PP requires no motion any way. If you try to test an Ed player with reactions they’ll get you too.
EX DP buffer or parry is doable also.
I’m unsure what a neat function would be though, that’s the thing. You realistically want characters like Dhalsim, Menat etc not to become too crazy with some form of metered out option, but something to dial back the power of strong offensive characters just a bit.
Well, the easy option would be to have more routes for 2 bar combos that are worth it, ala Karin or Kolin.
In my dream world, where I don’t have to worry about being realistic, I would eliminate V-System and incorporate some of those functions into the super bar.
Doesn’t that just empower offensive capability even more? Lmao.
GGs breh your Kolin is nice. I notice you were using the ex air flip move to go over fireballs this time. Keep making small adjustments like that and you’ll be expert at the Sagat match up!
Even then, using bar for a thing, has more opportunity cost.
Also, in my second option, that would be putting things like alpha-counters on the regular super bar.
Wanna play for a bit?
I won’t use Kolin if you are bored of that matchup… 
I was thinking invincible backdash and removing airborne frames outta backdash because that’d be cool.