Necalli can AA cross-ups with his jab, that’s just stupid and has no place in this game. He already has the second best DP, there’s no need for such a braindead button you can hit anytime the opponent is in the air near your head. Jumping should be risky, but without hard knockdowns and such, I feel like if I find the correct spot for an ambiguous cross-up there shouldn’t be such an easy way out for him.
There is a different between AA nerfs and AA jabs.
Did I ask for a regular anti-air (medium/heavy/Dp) to get nerfed? No,the answer is no.
All I want is the removal of jab/short anti-airs, the concept of them beeing so reliable and lead into one of the strongest mixups for the lowest risk in the entire game, is just stupid.
I’m ok with regular anti-airs,but jab/shorts as anti-airs is just plain stupid.
I think if FANG’s poison mechanic gains a stack feature, his VT will become very useful. That way staying next to FANG during VT adds stacks of poison too, and the more stacks the more damage per tick.
There’s input delay? I guess my noobiness doesn’t allow me to feel it. I guess the only improvement I want right now is for the game to remember the training options I set instead of me having to do it every time.
Because it requires very little effort for a big pay off. The jab does tiny damage, but it leads into a possible mix-up while stopping any offense. Some characters can even stop cross-ups with the jab, eliminating any guess or need to react properly.
I’d personally like to see some AA heavy/mediums buffed to compensate, but having jabs the best method for AA is a joke, and bad for the game.
…that sounds like a good deterrent against constant jumping. I like it.
…I haven’t seen this. It is ambiguous crossup or an actual crossup? If it makes no sense visually it should be nerfed.
…why do you think that using a different button requires more effort? I could stop basically every jump in using Akuma’s crouching fierce in SF4. I have terrible reactions and it wasn’t hard for me to do this.
If throwing was a one hit KO, it would be an even better deterrent against blocking, doesn’t mean it should be in the game.
To be fair, I usually see this from mostly Ryu, if it’s ambiguous. You have enough time with the jab to stop most jump-ins after your character adjusts to different sides. So if you hit at the same time, it will usually cover your ass on both sides.
I don’t think that using a different button requires more effort, I know it requires more effort. Medium/heavy anti airs have a slower start-up, and require some effort to time against jump-ins. Due to the hitboxes, most heavy/mediums have different arcs that they cover as well, where jabs seem almost universal against all jump-ins. It’s far from the hardest thing in the world, but your anecdotal evidence with Akuma doesn’t slow down the fabric of space time on jabs to suddenly change that fact.
…to me AA is understanding what button I need to press based on the current spacing then having my hand in position to use it when the jump occurs. The actual button that is pressed makes no difference to me, it is more about being disciplined enough to be ready for it.
I would rather just block instead of using a button that I have to execute with early timing to successfully AA. I have been very bad at doing this in SFV and have taken a lot of damage for it.
You’re missing the point, since the jabs hardly require any spacing compared to the other AA options. Once again you say it makes no difference to you, but it can’t be denied that it’s factual different. The whole beef with AA jabs is you don’t need to be disciplined enough to be ready. The “discipline” required is nearly equivalent to answering a phone call - you can get a call any minute, but can still answer all the time. Maybe if you’re taking a shit you can’t answer, though you might still be able to answer with Ryu’s standing jab.