In any other game where a character can attack from further distances like that, usually moves like that have hurtboxes (dhalism, Axl low ect.) so i don't really see the problem with it at allI'd like to know what Kung Jin did to REO to warrant this kind of punishment.
Well then nobody would miss you. His list probably isn't perfect but characters having 3-6 frame jump kicks which cancel into full vortex combos completely negate that aspect of the games play. Likewise cross-up with sub or scorpion is absolutely FREE against most the cast. There is no read, no skill, it's obnoxious and the game doesn't need it.i don't get whats with normalizing all these j3's. anyways, if the actual update is anything like a majority of what reo all posted up there, im dropping the game. lol
Last time I saw Ex shadowkick and forceballs were excelent zoning tools.Please stop comparing a single tool in some character. Cage has more plus frame because he does not have good zoning, walk speed, damage as Liu Kang, and he does not have range, puddle of Dvorah. It is like you ask why Takeda pokes are slower than Quan chi pokes (just an example, don't go into details plz), they are pokes right? Or why Shinnok projectile is different than Jax projectile or Takeda projectile, they are all projectiles right? Because each character is different, so their tools must be different.
But I still agree that JC cancel must be toned down a bit (especially cancel on whiff)
I wouldn't quite put them down as excellent, "good", is appropriate.Last time I saw Ex shadowkick and forceballs were excelent zoning tools.
Excelent for a character with jailing cancels and sick pressure.I wouldn't quite put them down as excellent, "good", is appropriate.
Jailing is overrated! I'll take safe 50/50s please!Excelent for a character with jailing cancels and sick pressure.
I think that's dumb personally. Having to make a double-read against the opponent JUST because they held up on the joy stick is skewed risk reward for a game that already has strong jumping.I agree with all the general changes, except for not being able to cancel whiffed air normals into specials anymore.
I like when I whiff a jump attack with Kung Jin and then dive kick to body their trip guard attempts
It basically just gives Outlaw a new anti-air from that useless string in B+2,1,1. Think of it like Kung Jin's U+1 but not as slow.I don't agree with making ex-low shatter -15.
Hey @YOMI REO, can you explain Outlaws Tark poke changes? Also don't you think it should be buffed, the move is useless unless I'm missing some tech because it scales very badly in combos.
And can you explain Tremor shatter -15.
Thanks!
Basically what @Tweedy said. But to add on, Alien is already a ridiculous ground character that can match or out footsie any character on the ground. He doesn't NEED a global overhead armor launcher that is grab immune, low crushes, gives him 50/50 armor wake-ups, and is also cannot be parried. It has a hitbox that reaches to the moons, gives him air armor, and has a deceptive horizontal hitbox. I think it's the most busted thing Alien has and is definitely overkill with his tool set.Removing armor on alien ex flip would render the move useless. Keep the armor, but no more juggle.
And give Tanya the ability to do blockstrings again after a teleport jp... fuuuuuuuck. The teleport has 0 invulnerable frames anymore.
Blood Totem only doesn't allow the opponent to build meter if he is HITTING him. What's the point of it "draining" the opponent's meter on hit if the opponent is just negating it with gaining meter for being hit?I think most of these changes are good, but you really have to be careful about certain attacks no longer building meter for the opponent on block REO. Taking Blood God as an example, he would get some massive matchup shifts as meter-reliant characters such as Thunder God Raiden are now screwed vs Blood God because Blood God's entire gameplan is to always have a totem on the screen, thus denying the opponent of his major source of meter building (hitting the opponent on block). Characters that don't need meter per se however get off scot free.
Besides this change for Blood God and Unbreakable, I agree with most of the list. This no-meter-building however is something we have to be very careful about.
@21122Crystalline low shatter being -15 I don't necessarily agree.
Tremor would also benefit more from d1 being 7 frames instead of 8. He could contend in the poke game against more of the cast. That OR make b1 a 12-14 frame mid instead of 19.
I don't see the equality in further nerfing the shatters without looking at the rest of the character/variation
After Shock dd1 not going away if he were to block something for instance. Or reducing recovery on db3 for instance.
As far as Ermac goes, I'm not surprised to see Mystic's ex Push being thrown under the bus again. Personally I think Ermac is fine the way he is but I may be in the minority there.
Overall I agree more with the universal gameplay mechanics
You can't think straight anymore huh?Jason:
- D+1 on block is now -4.
- Tight Squeeze (D,B,F+2) now has 5 extra frames of recovery.
- EX Crippler (D,B,F+2+BLK) now has 5 extra frames of recovery.
Slasher:
- Jump 1 hitbox slightly normalized.
- Jump 2 hitbox slightly normalized.
- All machete based attacks now have hurtboxes.
Leatherface:
- All chainsaw based attacks now have hurtboxes.
Ah wait nvm I'm an idiot. I read it wrong somehow and thought you were referring to totems in general and meter building on block not on hit. I have a tendency to read things very poorly.Blood Totem only doesn't allow the opponent to build meter if he is HITTING him. What's the point of it "draining" the opponent's meter on hit if the opponent is just negating it with gaining meter for being hit?
I think these buffs would make Blood Totem worth using and viable in certain match ups instead of only seeing it 10% of the time like now
Weapons having hurtboxes is going to plunge Grandmaster into top 5....
Kenshi, Ermac, Sonya, Ferra / Torr, Tremor, Raiden, Shinnok, Jacqui, Triborg, etc. don't do bad against Grandmaster at all and they don't even bank off no hurtbox normals.WEAPONS HAVING HURTBOXES IS GOING TO MAKE GRANDMASTER THE NEW BROKE TIER, I'm warning you all.
The only reason Grandcock isn't in top 5 is because of characters with disjointed hitboxes, take them away and GM is going to have a god like tier list.
On second thought, I wouldn't mind this happening since it would mean Kenshi would be the only character in the game who wins this MU soo...
It's not really about how it looks, or how realistic it is. It's more about gameplay. I mean, does instant jump kick over and over look "good" on block? Does Jason Voorhees look "good" running? Does Leatherface look good throwing chainsaws? Mileena look good GRAPPLING Goro in ravenous? Etc. etc. You can make this argument for so many things but it's just moot, IMO. I think whiff punishing someone with an uppercut for whiffing a half screen normal would be hype. Or doing crazy converts off a half screen normal with Jacqui like standing 1 -> Shotgun capture would be equally hype. It would just add more depth to the game, I believe.Giving disjointed hitboxes an active hurt box will look janky as hell. Can you imagine s1 punishing Takeda's b12 at max range? What the hell happens there?
It feels as if you decided how you wanted alien to be nerfed, and then retro-actively went back and applied it to every character.
I agree with the general mechanic changes, cancelling things on whiff is hella stupid.
I don't understand the Jacqui nerfs (besides the damage nerf which I would agree with). It's a 1 bar safe, non-armoured launcher. Plenty of characters have similar moves (off the top of my head Kung Jin, Shinnok, Takeda, Tanya) and her neutral already requires meter to be played effectively; now you want it to be punishable? This nerf doesn't change her block string pressure and it's not like anything she's going to cancel from is gonna be negative anyways. It's literally a nerf to her neutral game which just doesn't make sense to me.
Also, why the ex up missile nerf? I'm just curious because Jaqcui is hardly a character that people think of when top tier discussion is brought up (at least not top 10) and you want to nerf her two competitively viable variations?
I think that's poor game design. Aside from a few exceptions, there's literally no reason why ridiculous normal attacks that lead to pressure, devastating damage on hit, already empower the character's neutral, etc. etc. should have invincible fire-ball esque hitboxes.Disjointed hitboxes that are impossible to counterpoke are all over fighting games, more of a fact of life than anything. I'm not saying that absolutely absurd normals don't exist, but I mean let's look at some classic examples
http://wiki.shoryuken.com/images/1/18/Balrog_crstrng3.png (This move is +6 on block, for christ's sake)
http://wiki.shoryuken.com/images/a/ad/Ryu_crstrng3.png
http://wiki.shoryuken.com/images/c/c6/OTHawk_crjab3.png
https://sfz2.wordpress.com/hitbox-data/chun-li-hitboxes/#jp-carousel-965
Not entirely sure why extensions not related to actual limbs of a character should be hit, kind of the point of the weapon based attack. For example, I agree with D'vorah probably having more extensive vulnerability since those are actual parts of her body, but Takeda? KJ? I can't get behind that.
It wouldn't affect the air time to execute the attack. Just slightly prolong it due to the added jump start up.@YOMI REO, the 3f extra startup on jumps, would that greatly affect insta jump specials?
you get punished for using f41 only if you abuse it, as far as my experience goes at least. also I don't thinkk you should ask for buffs so that your character can compete with the top tiers, the tops are those that should probably receive nerfs.f41 isnt legit cause every player that knows the MU just punish you hard for trying to followup after f41.. his main mid string or normal either ends at -5 or worse, wich is cool since f4 it's a 9f mid...
i do also think reptile is good and it's most likely A / A+ tier.. but in the current meta and with the current low profile this game has, a 12f and 9f high staggers to get plus frames are not enough to compete with the top tiers.
i'd be cool if they made his 50/50 game less rewarding / forgiving (although its not as forgiving as some of the other characters), just to enhance his block pressure game