Roy Arkon
I will leave my seal on you!
I don't even know who are the last 2 guys that you mentioned, and I can assure you me and MKF30 are two different people (I tend to assume if you have problems with him as well). And if you can't comprehend what I'm saying that you call me a troll then you just making yourself to be a facepalm magnet. Just saying.I stopped months ago. I’m not still not sure if he is a troll or an alias of either MKF30 or Primbloodghost or madeofmetal.
That is very bad out of you sir, I should warn Juggs right now (end of sarcasam).Yes. I'm stalking Juggs. I hope he never notices, I like my prey unaware.
That is something that only a negative person would say. Not saying you're one, but for a game with 100 chars, MKX super balanced.You could also read it as MKX being more unbalanced to having more characters, which is one of the reasons the variation system was disliked by some people
As a Starfire player myself, I can tell you that she is not pure Zoner like Fate. She is a jack of all trades master of none type of char, as she has a lot of stuff from almost everything at least with the main focus of her being her Zoning/ Star being a pure Zoner is big misconception that people have about her. Even Tweedy said in the past that you should never play Star as a pure Zoner. So her having a strong Jump in is not surprising at all. And as for Fate, I don't know much about him, but just because you are a pure Zoner that doesn't you can't have at one or two more good tools outside of Zoning. It's really not something new.He's turning the community away from people complaining about Fate/SF's zoning and focusing on their jump ins, because why does a zoner need some of the best jump ins in the game? If you hurt their jump ins then their gameplan stays the same basically, hurt their zoning and you end up with a Deadshot situation which is why I brought him up in the first place.
Not that I think their jump ins are broken but that's the way I read what he said
There's "hard to deal with" jump ins and then "literally impossible" to anti-air jump ins with a bad D2. Cyborg is never anti-airing anything better than like Darkseid J2 on reaction and there is a ton of jump ins better than that. You'll never anti-air a Robin or Harley as Cyborg, let alone the actually ridiculous jump ins in the game. And then you throw in the fact he doesn't have the buttons to prevent people from jumping at jump in range to begin with and how much some characters can get off of a blocked jump in, it does seem a little crazy to have basically 0 options to deal with it.
It's basically like upshot/JI on a read or backdash after blocking. First one is a read and the second nets 0 reward and still has risks attached to it. All because they decided to jump at you.
You say this like Reo wouldn't have actually lab'd all this. He even goes on to say he only thinks Cyborg has 4(?) losing matchups and the characters with the proper crazy jump ins like Scarecrow and Catwoman weren't among them I believe.
He's not even saying "NRS fix this right now, unplayable currently" it's literally just constructive criticism for the next game, or a next patch for IJ2 if there is one (doubtful).
So I'll say again - I think you need to separate the players who have labbed the stuff and have an actual good idea of what might be wrong with the game and those who just complain for the lolz or whatever. Sure, Reo might be wrong on anti-airs, but to say he "shouldn't just sit and complain for NRS to patch the game for him" is actually just really disrespectful, considering, as you've said yourself, he's had the time to put in the lab and work on the solutions, so if he can't find one, maybe he's kinda got a point.
And for the record, I'm fine with characters having bad anti-airs, but characters like Cyborg have 0 reactionary anti-airs in a good chunk of MU's. I know, I've used them myself, one of the major buffs a large portion of the Cyborg community has wanted was a bette anti-air. And I like to think I'm pretty on point with my anti-air game.
At least we agree that people pick up pocket characters like SF not because it sucks to fight 4-6's but that it's just easy to pick up someone like SF and fight a 5-5/6-4 instead
As for REO, of course REO labbed Cybrog to some degree. What I meant was that he should've lab even more, because like I've said earlier, he could've lab Cyborg even more because he should have more time, but he didn't lab him enough. At least that's what it looks like. And yes, complaning about MU's is just as bad as complaning in general, because at this stage of game you need to take the time to lab even more. And even if REO did lab, just like King Hippo and Slips said, every player is gonna reach his wall of creativity that will prevent him from finding new stuff for his char, and there might some stuff that he could've been used but he didn't know it was there, unless another player uses that same char and finds it himself, which can be related to the fact that the competitive portion of the NRS fanbase is still small. So yeah, REO bitching about MU's and AA's and even blowing up the community for not bitching the same rants as him (he literally said that in the podcast) that is very disrespectful on his part.
Like, the pros in the IPS pick the chars that are known now to be strong, but if people would've lab more to do not having any pressure or time issues, maybe more chars could've been used by them.
About Cyborg, you mentioned D2, does that mean you, and maybe REO as well, rely just on D2? On top of that, granted, I don't know that much about Cyborg either, but even if there is indeed no chance that Cyborg can AA some chars, that might be because he's got some super strong options in other areas, which means he might not have a strong AA option on purpose. This is called counter balancing.
Also one more thing that I've forgot to mention in my previous post, AA's in NRS games are not fucked at all whatsoever. In MK9, you could've AA pretty much anything with just standing 1, even REO mentioned that in the podcast, and in MKX, AA's are indeed harder, but you still could've use some normals or specials to use as AA's. Ragnarock made a great video about AA's in MKX, and him, also, said that as the player, you should lab to find the right options for every possible jump in, which is what I did with Reptile in MKX and I even made a video about it. On top of that, REO in the podcast did mention that in SF, you have to think when you AA with moves such as Shoryuken, while in MK9 you didn't have to think at all, as you could've just use standing one. That gives me the impression that he just wanna get super easy AA's and that makes it even harder for me to take his word on the topic seriously.
And one final thing, if you are gonna tell me that I have to take REO's word more seriously just because he is a pro, just remember what Sonic said about Black Adam not too long ago on Twitter.
Last edited: