TheTHCGamer
Noob
Netcode being so poor on a game that great that is all.
That is really the only problem I think it has. If they fixed that I would play online more.:16BitNetcode being so poor on a game that great that is all.
I agree with most of this list. I REALLY hate the MK controls in this game and am going back to SF controls. Just so annoying to have unsafe special moves come out when I didn't come close to completing the DF or DB motion. This is of course coming from a SF Player who uses a stick to playComplaints, without mentioning balance too much, only system mechanics
- The netcode sucks, they should've outsourced it or something
- The music sucks, needs umk3 music dlc
- On some PS3s the game goes into slow motion
- Can't skip the win poses
- Training mode settings don't save
- Input buffer being MUCH smaller for blocked jump-ins than on hit, makes the game look like crap since players only do strings they can mash out.
- For MK inputs, making d,d/f and d,d/b count for df and db moves respectively. SF inputs are a must right now especially for stick players.
- Other input things, you can't repeat an input for a string if you want to cancel it, i.e. 223~special cannot be input as 2233~special, but it can be input as 2223~special
- You can input b,f and d,f/d,b special from holding crouch or walking back, but not inside of strings or after blocking something. For example you can't hold down, 1~df1 to get a down jab into a special, you have to be at neutral before the jab, or go to neutral after the jab, or be at d/f or d/b when doing the jab. You can't hold back, input a string, then do a b,f/hcf special, you have to go to another direction/neutral first. If you're walking back, and can input hcf moves, but if you block something and continue holding back, you can't input a hcf special without hitting another direction/neutral.
- Input for wakeup attack is awkward
- Gaining meter for actions caused by meter-burned attacks. Example, Aquaman gaining meter for the blocked hits on df1~5. Games before have already solved this problem. Guilty Gear does not allow meter to be gained for a short time after meter is used, or they could just not allow mb moves to cause meter gain for the user. I guess it's all preference though.
Couldn't agree more.. The current game atm is a giant ass space walk you can just efin jump all day with no consequences.
I think Batman is fine. He has 2 anti-airs (grapple and batarang) and you can safety use his air db2. So I still have good anti-air options. :16BitLack of anti-airs for some characters. Not for myself, though. I feel bad for my opponent when I can just keep jumping in on them.
Yeah, there are exceptions. I haven't faced many batmans that properly anti-air, though. As Batman, you have to read the jump for those options to come through and you need to pay attention to the spacing, I'm guessing. Not many characters have good on-reaction anti-airs. Not without burning meter.I think Batman is fine. He has 2 anti-airs (grapple and batarang) and you can safety use his air db2. So I still have good anti-air options. :16Bit
Yeah. I don't really make good reads... so I don't really have on-reaction anti-airs. I am trying to work on it though. I usually just use his air db2. It lets me get away safety and acts as an anti-air. :16BitYeah, there are exceptions. I haven't faced many batmans that properly anti-air, though. As Batman, you have to read the jump for those options to come through and you need to pay attention to the spacing, I'm guessing. Not many characters have good on-reaction anti-airs. Not without burning meter.
That is a little annoying. I am used to it from MK9 but you are right. :16BitOne thing i really don't like in this game is that the guy giving the beating is always at disadvantage cause the Super meter
goes up way faster if you get beaten up, that's kinda stupid cause if you wanne do EX-moves or the Super move you
have to let them hit you. In Street Fighter they have an Ultra meter for all this but the Super meter goes up faster when
you hit someone so you actually earn the number of EX-moves you can do or do a Super, so no one is at disadvantage.
No Karen
Its a pain in the ass to use d,b,f special attacks online.That is really the only problem I think it has. If they fixed that I would play online more.:16Bit
No shit right its like i got the advantage and now with this attack im going to put you in a better position. I agree zoning is strong in this game and especially online.buff some of the rushdown/grapplers special moves and throws to put them right next to you instead of throwing them away where zoners want to be. zoning is strong in this game so help the knockdown game for those that need it
Zoning is strong due to the games crappy mobility. Probably best fixed by buffing walk speed or allowing dash cancels.No shit right its like i got the advantage and now with this attack im going to put you in a better position. I agree zoning is strong in this game and especially online.
Hmm im fine with the mobility because of the dash feature in the game but dashing in on projectiles is a bit harder online. When i play offline i dont have many issues with zoning but online is a different story.Zoning is strong due to the games crappy mobility. Probably best fixed by buffing walk speed or allowing dash cancels.
Well you don't balance for online anyways.Hmm im fine with the mobility because of the dash feature in the game but dashing in on projectiles is a bit harder online. When i play offline i dont have many issues with zoning but online is a different story.
Why shouldn't the chip be amazing? That seems like a style choice. :16BitWell you don't balance for online anyways.
Another thing is that chip damage is amazing, when it shouldn't be.