Anything in particular I should look out for in this long video? Watched the first match and. Another random match all I see is him kicking ass but also getting punished for doing dwu all the time
both DWU and vortex suck but vortex was the lesser evil. if the designers absolutely have to have DWU in the game then damage for pokes and combos should have been increased across the board along with slightly increased walk speed so there is more tension and excitement instead of slow moving, weak ass characters poking each other for 3-4 minutes a match.
even if people find a way around DWU for some characters, it’s just more minutia to fill the “deeper” part of the game. memorizing more OS for every fucking situation and less player reads is not fun for most of us. it’s going to get more brain dead and it’s more necessary since damage is so low and footsie characters are a lot stronger as a result of DWU.
One of the biggest flaws in the game is the huge reversal window. Having those setups from a hard knockdown is one of the few ways to consistently deal with them. Even trying to bait them isn’t an absolute way of dealing with it. SF4 encourages too much downbacking/defensive play and doesn’t really promote offensive play, which it should. I understand they’re also making it easier for newcomers but at the same time promoting bad habits. You can’t want vortex play toned down without the reversal window toned down, they both go hand in hand, to me at least.
There’s really nothing wrong with the reversal window; the entire point of it is so that you have a legitimate rock/paper/scissors option for when you’re on the defense. If anything the fact that reversaling is an honest choice as opposed to having to find the 1 frame gap in strings keeps the game far more honest. Now, the risk/reward of reversals is ridiculously skewed; your reward for guessing “reversal” should be that you reset the situation and maybe get a bit of an advantage (be in in positioning, damage, etc), not do more damage than a failed reversal would net your opponent.
Now, the real problem I see people have with the reversal window is how it functions out of hitstun, not blockstun. This is something I can actually agree with, simply going by the amount of tight links in SFIV. Dropping a combo should generally result in you not getting any more damage or positioning, not eating 400 damage. I’d be fine with this being tightened up a bit, but blockstun and off the ground reversal windows are absolutely necessarily, especially when you factor in how reversals gain armor breaking properties.
How many times does that Vega player have to get his EX Sky High Claw punished by Denjin Hadoken to learn to NOT do it at all when Gouken has Ultra loaded? I mean damn, he did it in two straight rounds.
I like how dwu slows the pace of the game, and then people post video’s of people that have adjusted to it already that prove otherwise.
Having a extra option is never useless there will be plenty of “important” matches won and lost because of dwu being used at the right and wrong times.