I mean i think thats the reason it exists. They want people to be able to do wakeup jab as a “real” option which is why you have 2 wakeup timings and generally poor active frames.
This dude says a lot of dumb shit that I don’t agree with ut
That’s just personal preference. I’d rather do one hit confirms all day rather than one frame links or option selects.
I think hitting a one hit confirm gives way more satisfaction than landing a one frame link but that’s just imo.
I do agree that the meaty part is annoying tho, it’s one of the two things that tend to annoy me a bit in the game. Even when I watch a pro game and I see wake up jabs I get annoyed. It happens often too.
It removes sf4 akuma vortex-like set play apparently, but if they just remove quick rise and keep back rise then it should reasonably prevent set play. Timing a meaty is a fucking chore in this game because of how they approached it
Not only that, but some characters have awkward animations so just doing against one character isnt enough. And it’s impossible to do against fuckin ibuki
And this STILL isnt even taking into consideration how online latency/rollback will fuck your timing up
In that case they should either reduce once again distance after throws or force backrise on anything but throws, because one of the only few advantages of playing a grappler is that you never have to guess between two different wake-up timings.
Quick rise just needs more frames of animation. Some characters basically look like they went from on the ground into cr. jab animation. The other problem is there is only a 5f difference between the 2. You need a 6f active move minimum to cover both techs. Another thing is since there is only a 5f difference a lot of times a whiff against quick rise makes you punishable by backroll into mash jab.
Tech system definitely could use some streamlining for sure, though it is likely intentional by the ‘very smart’ people at capcom.
This is another serious issue with the game that can simply be fixed by reducing the input delay, which would give you a bigger reaction window. But fuck it, input delay stays because reasons i guess
for a true meaty yes. if you just want to stop them from jabbing you only need 4 active frames (if their fastest normal is 3f) or 3 active frames (if their fastest normal is 4f)
even moves with 4 active frames (that are also + on block) are rare in this game, though
what kind of non fireball move would have 6f of active hit?
well checking, Zangief’s cHP does but the hitbox wouldn’t help you. The other way is his jumping splash but that’s prolly hard to do because you have to actually jump and that’s like 30f until you can activate it anyway
wouldn’t two cLP suffice? first meaty, second linked so the 4f of activation lead to the last active 2f to hit the second tech. surely some other button sequences can be found that do the same
dunno how bad this problem is actually; eliminating meterless reversals means that people will go for the meaty, so the main option for the defense is to go for the other quick rise. gotta keep the attacking side guessing
I just focus solely on beating wakeup jabs after quickrise on most of my meaties, unless i get a knockdown that leaves me with really good oki, or they are in the corner, then it’s easier to time it right, people usually do wakeup jabs only after quickrise anyway.
remember when izuna drop had 5 active frames and you could do an unblockable against both quickrise and backroll and no one did it for some reason, but then they nerfed it anyways cause Capcom hates me having fun. :tup: