NaughtySenpai
Noob
I'd rather have parry and amped blood ball. The tp is trash.Finaly short hops have a goal, been complaining about that since last year lol.
GG poke grabs.
Also get Ready for every Skarlet to have TP and Parry as default.
I'd rather have parry and amped blood ball. The tp is trash.Finaly short hops have a goal, been complaining about that since last year lol.
GG poke grabs.
Also get Ready for every Skarlet to have TP and Parry as default.
No point. Like those other training mode specific variations.Can someone explain me what's the point of having "tournament variations" slots now that customs are allowed/will be the norm for every gamemode?
To give the newbies a couple of character variations that supposedly had some thought put into them and not 2-3 moves crammed together with no rhyme or reason.Can someone explain me what's the point of having "tournament variations" slots now that customs are allowed/will be the norm for every gamemode?
It helps if you do up down quickly.The short hop change is good but short hop with tapping up is inconsistent as heck anyway only works 2 outta 3 times and you get straight up jump the third!! The input should be up+3 together!! Not tap
Are we talking about short hops here or u3s? I'm confused lol.Are there any other competitive games that require specific tricks like that to get basic mechanics to work as intended? Like, imagine playing Call of Duty and it's just understood that the Left Trigger is supposed to throw a grenade, but it only works like 20% of the time unless you press Right Trigger first, and then press Left Trigger. That's literally what's happening here. The input is u3, but it just doesn't work most of the time unless you press du3. There are a handful of character-specific inputs that are just as clunky. I hope some of that shit gets looked at with the upcoming fixes.
The game already does though, doesn't it?Maybe a mk 9 style dash block cancel would help. Idk♂
How is it different? How did it work for MK9?No its a wave dash its different
IDK how optimistic to be, but I'd love to see some of these inputs made easier. I mess up rolls all the time because they have the same input as delayed wakeup. Hit the button too soon and you stay on the ground when you wanted to roll, hit it too late and you just stand up and get hit. And since all knockdowns have different hit adv, there's no consistent timing to practice. Super frustrating! Really hoping the wakeup changes will help with roll inputs.I do have a little bit of trouble getting rolls and u3s to come out at times. I feel so stupid when I do a neutral jump kick/short hop kick on wakeup. But I don't have any trouble executing short hops when I attempt them.
How so?Dial o combos need to be more consistent too.
U3 tends to work fine for me, but other stuff is clunky. Or unresponsive. Then I get killedAre there any other competitive games that require specific tricks like that to get basic mechanics to work as intended? Like, imagine playing Call of Duty and it's just understood that the Left Trigger is supposed to throw a grenade, but it only works like 20% of the time unless you press Right Trigger first, and then press Left Trigger. That's literally what's happening here. The input is u3, but it just doesn't work most of the time unless you press du3. There are a handful of character-specific inputs that are just as clunky. I hope some of that shit gets looked at with the upcoming fixes.
It's not like they will ban many. Only 4-5 max.Imo no ability should be banned. If they deem it too powerful, then nerf them to the ground and repair later. Terminators armored ability could make him not jump, not cancel into specials, do 50% less damage, take 50% more damage and maybe cost all 4 bars. Later changes could be made If necessary. Banning abilities would limit customs again, which is counterintuitive of making them legal.
Doesn't matter. They should let them all in.It's not like they will ban many. Only 4-5 max.