MorbidAltruism
Get over here!
Yeah. Those buffs seem reasonable... I wouldn't mind a useful AA grab.
They want a 9f mid now. And that's never going to happen. I don't think a lot of these buff suggestions were thought out too much. Tunnel vision I tell ya.We have a 12 frame mid. Why do we need another?
15-16Like 12 frames also I think
Thanks for your input but I'm talking about a naked Ring Toss, not as part of a combo. Again, a naked Venom Uppercut does 95% - 99% of what Ring Toss does and hits grounded opponents and sets up better wake-ups, - Ring Toss does not hit grounded opponents and oftentimes sets up poor wake-up positioning, so what's the point of Ring Toss? Tacking it onto the end of combos so that you can switch position without burning meter? That's a waste of a special.There's nothing to fix with Ring Toss, there's specific strings and juggles that give you the proper grab to put the enemy in front of Bane or he tosses or slides them into the corner edge.
I think mine on the first page were realisticThey want a 9f mid now. And that's never going to happen. I don't think a lot of these buff suggestions were thought out too much. Tunnel vision I tell ya.
One thing I do know is that we are not going to get anything new. Most of these suggestions are cool ideas but only a few are realisticly implemtable. The only changes we can get are changes to certain properties of some moves and frame data. And I think you're right, we would never get a 9f mid. TBH I'll be happy with anything he gets, no matter how small cause I'm not dropping the Bat Breaker, he's too much fun.They want a 9f mid now. And that's never going to happen. I don't think a lot of these buff suggestions were thought out too much. Tunnel vision I tell ya.
Ring toss has a better wake up position for Bane than uppercut. Uppercut is variable depending on where you hit and it can cross up. They're both good combo enders midscreen, but I find ring toss to be better. In the corner they're great as well, venom uppercut wins for the corner if you meter burn to setup for meaty body press but ring toss is better to setup for armored grab or double punch after. Ring toss is untechable and Uppercut is techable. So there are my primary reasons for using one over the other. I wouldn't choose to not use Ring toss because it doesn't hit grounded opponents, because that doesn't make sense. It's apples to oranges here. They're simply different tools. Should you choose not to utilize Ring toss, that's your prerogative but it is far from as useless as you are stating here.Again, a naked Venom Uppercut does 95% - 99% of what Ring Toss does and hits grounded opponents and sets up better wake-ups, -
Ring toss has good positional reset and wake up advantages uppercut does not have. Uppercut's a good wall carry only if you burn the meter toward the corner. That meter could be better off finishing opponents or wagering. It's a luxury to have meter for more difficult matches since wager resets position as well.Ring Toss does not hit grounded opponents and oftentimes sets up poor wake-up positioning, so what's the point of Ring Toss?
How is it a waste of a special? What is a "special" supposed to entail for you in this game? I would like to know what people expect here. I constantly come on here for information and I am mind boggled by certain things people post up. I would like to understand more and question everyone's rationalizations.Tacking it onto the end of combos so that you can switch position without burning meter? That's a waste of a special.
But of course there's always disagreement. I simply want to understand what he is referring to by a 'waste of a special'SUPARNOVAX Most Bane players are giving out good information and like any public forum, people will post things you don't agree w/.
Ring toss gives us no advantage and the distance doesn't let us do anything after it, its basically saying "go ahead and backdash away from us."Ring toss has a better wake up position for Bane than uppercut. Uppercut is variable depending on where you hit and it can cross up. They're both good combo enders midscreen, but I find ring toss to be better. In the corner they're great as well, venom uppercut wins for the corner if you meter burn to setup for meaty body press but ring toss is better to setup for armored grab or double punch after. Ring toss is untechable and Uppercut is techable. So there are my primary reasons for using one over the other. I wouldn't choose to not use Ring toss because it doesn't hit grounded opponents, because that doesn't make sense. It's apples to oranges here. They're simply different tools. Should you choose not to utilize Ring toss, that's your prerogative but it is far from as useless as you are stating here.
Ring toss has good positional reset and wake up advantages uppercut does not have. Uppercut's a good wall carry only if you burn the meter toward the corner. That meter could be better off finishing opponents or wagering. It's a luxury to have meter for more difficult matches since wager resets position as well.
How is it a waste of a special? What is a "special" supposed to entail for you in this game? I would like to know what people expect here. I constantly come on here for information and I am mind boggled by certain things people post up. I would like to understand more and question everyone's rationalizations.
I agree w/this, I think Ring Toss is VERY situational and most of the time I'm not using it, I truly don't see the benefit.Ring toss gives us no advantage and the distance doesn't let us do anything after it, its basically saying "go ahead and backdash away from us."
It's a special move that ranges from substantially worse or equal to a different special move (Venom Uppercut) in every way but one - you can put it at the end of a combo to switch position and throw your enemy back toward the corner without having to burn a bar of meter. That's pretty much it's only unique ability and it's really not enough to justify it's existence in my opinion. Good special moves should be applicable in a variety of situations or be paired together to achieve a certain effect. Ring Toss is a vestigial AA throw that is eclipsed by Venom Uppercut and has no purpose other than the aforementioned combo ender. It needs to have it's useability expanded. I hope this helps clarify what I said.But of course there's always disagreement. I simply want to understand what he is referring to by a 'waste of a special'
Shazam, to my knowledge. His AT can be dipped by a well timed jump.People ask for a charge cancel for several reasons:
1) Charge is useless against any character with a parry
2) Charge is useless at a distance against anyone with a brain
I want to be able to be able to just stop charging. I don't want to cancel into any other moves. I just want to fucking fake them out and stop midscreen instead of the current scenario. It goes like this:
A) Oh look, Bane is charging.
B) I'll walk backwards and jump at the last second
C) Now I can jump in full combo punish if I time it really well
D) Or just full combo punish without the jump in if I'm not confident on my timing
Adding a cancel means the other guy has to make a read instead of charge = jump or charge = parry. They could make the timing strict so you can't charge right up to them and then cancel. You'd have to do it before a certain amount of time. Charge is not a threat to anyone at fullscreen. If that was the intent of the developers, then so be it. I highly doubt that is the case though.
Answer this question. If the answer is yes, then I will accept that he shouldn't have a cancel. Is any other characters full screen attack full combo punishable by jumping?
I feel that having the charge cancelable is too much. If your using from full screen, then of course the opponent can react to it. I feel like it is used on a read from around midscreen to blow through a projectile and punish them. I think having the charge have faster start up would be reasonable though.People ask for a charge cancel for several reasons:
1) Charge is useless against any character with a parry
2) Charge is useless at a distance against anyone with a brain
I want to be able to be able to just stop charging. I don't want to cancel into any other moves. I just want to fucking fake them out and stop midscreen instead of the current scenario. It goes like this:
A) Oh look, Bane is charging.
B) I'll walk backwards and jump at the last second
C) Now I can jump in full combo punish if I time it really well
D) Or just full combo punish without the jump in if I'm not confident on my timing
Adding a cancel means the other guy has to make a read instead of charge = jump or charge = parry. They could make the timing strict so you can't charge right up to them and then cancel. You'd have to do it before a certain amount of time. Charge is not a threat to anyone at fullscreen. If that was the intent of the developers, then so be it. I highly doubt that is the case though.
Answer this question. If the answer is yes, then I will accept that he shouldn't have a cancel. Is any other characters full screen attack full combo punishable by jumping?
Why would it be too much? Because I might bait a jump and get a free dash? Because it wouldn't be a for sure free combo? I'm seriously asking. Faster start up would be fine, but it would make charge GODLIKE at close range. Venom Charge on reaction for AA all day son.I feel that having the charge cancelable is too much. If your using from full screen, then of course the opponent can react to it. I feel like it is used on a read from around midscreen to blow through a projectile and punish them. I think having the charge have faster start up would be reasonable though.
All right then, pack it up. No cancel for Bane.Shazam, to my knowledge. His AT can be dipped by a well timed jump.
Before I answer may i ask. Is this like a dash cancel, or is it like Grundys where you do qcb and you back at neutral?Why would it be too much? Because I might bait a jump and get a free dash? Because it wouldn't be a for sure free combo? I'm seriously asking. Faster start up would be fine, but it would make charge GODLIKE at close range. Venom Charge on reaction for AA all day son.
I don't know what it's called honestly. I just want to be able to start the charge and then decide that I don't want to charge. I suppose it would be a dash cancel because I don't want to actually perform an attack off it. I'm not saying use it like Grundy where he cancels and then goes right into a string. I'm talking about faking the other guy out so he doesn't know every time I start the charge animation that he can just jump over me.Before I answer may i ask. Is this like a dash cancel, or is it like Grundys where you do qcb and you back at neutral?
To be fair, his is a lot faster than ours and he can MB it ahead of time to make it an overhead soo yeah.All right then, pack it up. No cancel for Bane.