I feel like lots of the "fix it" stuff boils down turn loss being ambiguous or avoidable.
How do I know it's my turn if they can FB when my turn starts?
How do I know it's my turn if they can d1 into special?
I believe there were statements along the way to the effect of "I shouldn't have to guess when my turn starts." Variable block stun aside, I don't really see how that is a unique MK11 quality. Lots of games allow bypassing a turn loss with a correct guess. Like SC6 where you might crush a horizontals, side step verts, or risk on a GI or RE. Do they do GI/RE on turn loss a lot? Maybe I'll do one of these super slow, could be a bad idea, breaker moves in their face and blow them up for it. Turn end isn't necessarily about taking over offence, it can just be about it being time for everyone to re-roll and see who comes out on top. Having a hard line expectation that turn end should mean you get to apply offence is probably a good way to end up frustrated in a number of games.
I'd specifically be curious how the over all FB thought's contrast with DOA6, which you briefly complemented recently, when that game has very little sense of traditional turn taking. Unless you have your opponent in the air, at no point are you not in danger of taking major damage. At no other point are you not constantly guessing about what your opponent is going to do. You can very easily die mid offence just by using a predictable combo route. Is the accessibility of hold made OK by the fact that it has so much risk attached where as MK11 a missed FB you can get away for free? (Assuming you blocked early and not late)
When it comes to fb'ing on turn switch, that usually works best when someone is kind of asking for it. They are being reliably aggressive. They like a specific attack on turn switch, or they always, always d1 check the first frame they can. If I can see what a person wants to do because they just keep doing it, and I have and use an option to capitalize on that observation, how big a problem can that be? Isn't that what fighting games are actually about?
I'm kind of at a point where I feel like if you aren't constantly playing RPS with your opponent, then:
- They aren't anywhere near as good as you are
- You aren't anywhere near as good as they are
- Somebody has no idea what is even happening; maybe both players.
There is a lot of talk across frustration threads that lead me to think people are trying to avoid the RPS/having to out think your opponent aspect of fighting games. I'm not sure that's a thing that can exist. I'm trying to get the point where I actually know enough that I can just play RPS, because I feel like it's the core of what it is, and everything else is just support, fluff, color, and fun.
It's what I like about DOA so much. After the initial shock of never feeling safe or being able to breath, you are forced right into out thinking them at almost all skill levels. "Oh, you know that string and I got held. I'll do it again and cut it short to bait your hold. Now I know that you know, and you know that I know, so now what are we going to do?"