I understand this entire statement, but it seems to be limiting to some characters while enhancing to others.Breakers have to cost the user stamina to help balance the run feature and anything else that costs stamina. If you know you need stamina to break, then you'll be less likely to be running from full screen or using interactables so you'll have that stamina to break. It's a nice addition to the meta that helps zoning out and keeps the game marginally slower than it would be if breakers didn't cost stamina. The fact that both players lose stamina now makes it even better. Slows the game down even more and zoning gets a much needed improvement. Now we need block breakers to cost 1 bar and cost both players all their stamina.
It's not broke. (unless they're giving takedown serious hit advantage, that move is trash?I don't have frame data accessible to me at the moment but don't alot of characters have this option already?
Reptile does. F4,2 slide.
Subzero. B2 slide
Ferra/torr overhead starter low toss
Erron does. " "
Takeda does with shuriken.
Mileena (piercing) OH low sai
I'm sure there's more.
What makes scorpions broken?
Pick up Jacqui and breakPeople are justifying the post breaker stamina change for all the wrong reasons.
After a combo breaker, frame wise, you and the opponent are left at NEUTRAL.
People saying generally weak reasoning like "After I break, they can just run in and pressure me again!!1!
Yeah. Only If you fail to defend yourself with your normals or play footsies without running. Come on now. IMO, just get good.
I may have bais for this, playing characters like Kung Jin and Jax, with great long range normals, but I genuinely take pride in stopping people from running at me after a breaker, by reacting to their run or jump with one of my attacks. This is too big of a change, imo.
So if the goal is to make it after a breaker that you're both at neutral, shouldn't it just not cost any stamina?People are justifying the post breaker stamina change for all the wrong reasons.
After a combo breaker, frame wise, you and the opponent are left at NEUTRAL.
People saying generally weak reasoning like "After I break, they can just run in and pressure me again!!1!
Yeah. Only If you fail to defend yourself with your normals or play footsies without running. Come on now. IMO, just get good.
I may have bais for this, playing characters like Kung Jin and Jax, with great long range normals, but I genuinely take pride in stopping people from running at me after a breaker, by reacting to their run or jump with one of my attacks. This is too big of a change, imo.
So there's hope thankyouIt's not available for PS4 yet.
Then they should either be buffed to compensate or that's just one of that character's weaknesses to be accounted for. Besides, stamina replenishes pretty quickly at an equal rate for both players. I'm sure it's very insignificant for characters who need stamina for combos or pressure. Neither player is likely to get a combo going from a full screen distance away with no stamina before it fully replenishes.I understand this entire statement, but it seems to be limiting to some characters while enhancing to others.
Hey, can you look at my hours played man?It's not available for PS4 yet.
Same way breaking with keeping both will be completely useless to some characters and a godsend for others.I understand this entire statement, but it seems to be limiting to some characters while enhancing to others.
But where's PC beta though? and KP2?it's not a bug
Because that would help out rushdown characters in a rushdown oriented game more than it would help zoners. Zoners would just have time to whiff a projectile maybe, while rushdown characters could cover significant ground to start their offense. It would do nothing to slow down the game or improve zoning, which is what I think this change is partially meant to do.I'm just wondering why not reduce the freeze time on the person who breaks instead of this stamina change
Chill doe. Remember that this Beta is supposed to test the new netcode not a cocktease for the upcoming balance changes.Also why are we having to dig for changes in the year 2016 instead of having a list from the developer themselves? Even in beta iding this shit is fucking frustrating & pointless.
Just imagine two cancel windows on scorp's F2: OverheadxxTakedown, & overhead overheadxxTakedown. LmaoIt's not broke. (unless they're giving takedown serious hit advantage, that move is trash?
Think of it tho, we have a 15F (I think?? @STRYKIE) 1/3rd the screen overhead launcher that's relatively safe from distance that bodies armor leading to vortex or whatever you want. No one in the cast has that. And with that we can cancel F2 on the first hit to takedown which is pretty fast, like how DD earthshake was 2F apart from overhead to low.
Now we just need to know if F2 is going to be Overhead/Mid or Overhead/Overhead.
Yeah it's 15f.It's not broke. (unless they're giving takedown serious hit advantage, that move is trash?
Think of it tho, we have a 15F (I think?? @STRYKIE) 1/3rd the screen overhead launcher that's relatively safe from distance that bodies armor leading to vortex or whatever you want. No one in the cast has that. And with that we can cancel F2 on the first hit to takedown which is pretty fast, like how DD earthshake was 2F apart from overhead to low.
Now we just need to know if F2 is going to be Overhead/Mid or Overhead/Overhead.
They're saying stamina is regenerating in 5 seconds, which is cool and sounds like a good change. But the reward for landing a hit with Jacqui and getting broken I don't see. What I'm getting at is say I'm using my SG Jacqui vs Quan Chi right? Already a tough fight as is, but I land a hit and he breaks. Now I have no stamina and he doesn't need any to uber zone me or attempt vortex on hit, but if I hit him I'm doing nada damage. On the flip side, if I combo break him I'm in the same scenario. So no matter who breaks at any point of this MU I'm always in a disadvantageous position post-break.Then they should either be buffed to compensate or that's just one of that character's weaknesses to be accounted for. Besides, stamina replenishes pretty quickly at an equal rate for both players. I'm sure it's very insignificant for characters who need stamina for combos or pressure. Neither player is likely to get a combo going from a full screen distance away with no stamina by the time it fully replenishes.