also, vega and bison do have those same AA buttons, but they arent as good now, and they were already bad before
some characters do have end all buttons tho. why let some characters have functional/borderline absurd AA, and give other characters a bag of poop?
i could understand if every AA was bad, or the characters without them were hard to find, but the way this game does it tells me only certain characters will be able to control their space. and that means that they will always end up being better than the others
I always know to completely ignore everything someone says after they call any form of AA “braindead”. Because jumping in requires so much thought and skill
When your AA beats everything regardless of spacing or timing, and can do all that at the last minute that is pretty braindead to me.
Also, I wan’t defending the sketchy AA in this game or its predilection towards jumping. I was simply pointing out that this isn’t SF5, the normal street fighter “don’t jump” rules don’t really apply here. There are in fact, plenty of AA’s, but they work at certain spacings and timings, and often times a character must choose different attacks based on said spacings and timings.
The closest example I can come up with is Chun-Li in SF4, where you had a ton of different AA’s for different situations and the onus was on the player to execute it correctly. This as opposed to the LOL cHP, or LOL DP that people seem to want.
Yes, and one move catch-all shit really improves gameplay. The sarcastic jump in line can be applied to a large chunk of this game (or anything running the SF4 engine in general) if you want to dumb it down that much.
It’s amazing how far people are willing to go to defend this game. Seriously, having good anti-airs is braindead? Guess it’s better when jumps are a high reward no risk option.
Mini rant but I hate the fact that the training mode “forgets” the stuff that I’ve recorded. So I can’t play it back to test against other characters. I have to record again. >:(
In SSF4 it remembered your settings and your last recording. It could also apply the same playback to different characters but that is no longer the case. Boo.
Throws in this game are literally so bad that are good…for the oppotent. Which is sad because rolling is unfortunately too much in the favor of the defender.
Throws put you in a okizeme scenario…where you can just roll away from the corner, and just do a reversal/backdash/etc without the fear or a character being to do anything about it. The best mix ups in the game are the ones where you are left standing with no way to escape.
The thing is that rolling in this game is sooooo GOOD…
Throws buffed, health regen nerfed, timer countdown speed reduced, rolls made slow and punishable, anti air options for all characters, suddenly the game is twice as good if not more so.
I played against a decent Steve that dealt with jumpins using cl.mp as aa, parry to counter hit me if I went into a blockstring, or just avoided it all together by whiffing his lunging punch (f+mp?), or sometimes backdashing (though OS kills this option against certain characters), and also block to alpha counter.
Just because your character doesn’t have a braindead aa, doesn’t necessarily translate to “free to jumpins”. Learn your opponents patterns and ready accordingly.
There’s also the option of having your second character be the one to deal with jumpins better.
I agree that at this point though, I don’t really understand why aa is so unbalanced between the cast, but we’ll see.
what in the hell. having good anti airs is bad. where the hell am i?
like i said a few posts up, i understand that train of thought if no character has good AA, but there are some that do. that makes the characters that flat out cant AA useless
Point is, not all characters are created equally… Some will have great AA, some will have barely functional AA… Since when is this different and strange? I guess every character in every fighter has always had at least “good” AA options? Please