SaSSolino
Soul Stealing Loyalist
^ thisBut honestly, that fix screams "workaround" to what a real fix would have been, which is to have a priority system so AA's don't trade against jumps.
^ thisBut honestly, that fix screams "workaround" to what a real fix would have been, which is to have a priority system so AA's don't trade against jumps.
He needs itye, jumping's still broken
kenshi's j1 and j4 are kinda crazy too man
I don't know, the new possessed seems pretty strong. besides, no character needs crazy air normals, they just mess up the game.He needs it
Trust me, it's fair when Kenshi does itI don't know, the new possessed seems pretty strong. besides, no character needs crazy air normals, they just mess up the game.
no, from a design perspective those are entirely *not* okay statements. if a char is designed to stay aerial, and have it not straight lose to good AAs, you give that char tools to counterplay the AA. like a divekick you can delay to "stagger" the jump, other aerial tools like DN tanya air tele or pogo air d2.Some characters were just meant to have great jump ins. Don't act like every single character should be AA'd just because you hate people who jump (not saying this directly at the OP)
Just like how not every character has great AA, it doesn't mean aa's need buffs, it's so that character has a weak point or something of that matter.
However that's not to say SOME characters need jump nerfs or others need AA buffs.
Except Cassie, her weapon jump in sucks j2 but her regular j1 no weapon is an excellent jump attack.Lol exactly xD weapon jump ins seem to be the most disgusting
I used to play some street fighter and I play killer instinct time to time.no, from a design perspective those are entirely *not* okay statements. if a char is designed to stay aerial, and have it not straight lose to good AAs, you give that char tools to counterplay the AA. like a divekick you can delay to "stagger" the jump, other aerial tools like DN tanya air tele or pogo air d2.
you don't just straight up make it unbeatable without counterplay, that's objectively poor design. honestly no character should straight up lack tools that give them access to the bare fundamental aspects of fighting game.
honest question, do you actively play many other 2d fighters than NRS ones?
yes, point here is just that in many cases, the characters don't have other options for counterplay to the jump in the first place.I used to play some street fighter and I play killer instinct time to time.
I'm not saying to make something unbeatable. And I have not gone into full detail because that'll take time.
Don't make something unbeatable but don't expect every character to deal with it in the same way. You can expect a balanced game but you can't expect every match up to be 5-5
I can see you eating full combos any time a Kenshi player jump 1s youat least Kenshi's JIP1 is -2 on block. most Jump ins are Plus 2 on block. that was there way of saying here kenshi we gonna give you a viable tool but totally screw you out of follow up half of the time, and now you have to time it in a weird way other wise they will break it with armor.
yeah iuts a wierd timing right. even though its -2 you can link strings on it. its just different than his JIP2 and others JIP being +2.I can see you eating full combos any time a Kenshi player jump 1s you
I think Kotal JIP1/Alien JIP2/Sub zero Crossover 1/Sonya JIP1 are too strong and should be decreased hitbox.They has changed, but they're still too strong.
Most jump punches in this game are +15 on block, except for some really buggy onesyeah iuts a wierd timing right. even though its -2 you can link strings on it. its just different than his JIP2 and others JIP being +2.
really you calculated them to +15 thats absurd. man i believe ya. but seems alot. well thats why you feel so jailed after a jump in. I persoanally think NJP's should grant nothing after wardsa and should be like -5 on block.Most jump punches in this game are +15 on block, except for some really buggy ones
And Kenshi jump 1 currently has a bug that it can't combo into anything on hit lol. NRS never fixed it. Like Kenshi wasn't bad enough
hey just a question: doesn't Johnny have many AA options now? like his D2 is pretty good right? what about Fisty and Stunt Double not having the charge that Alist has, Fisty should have Flip kick right? and Don't know what Stunt double has would Db1 work?Reading people say 'some characters should have good jump ins' yes, but half the ones that do don't need them.
Like why the shit do mileena alien and subzero have them, should be like goro and ferr torr bo rai cho etc.
I miss my armoured nutpunch
Uppercut is better than it used to be but still ain't spectacular. Ex ballpunch used to be awesome for crossups and jump inshey just a question: doesn't Johnny have many AA options now? like his D2 is pretty good right? what about Fisty and Stunt Double not having the charge that Alist has, Fisty should have Flip kick right? and Don't know what Stunt double has would Db1 work?
just asking cuz i don't use johnny and was wondering what your best ones are. i know most generally are hard asf to time on reaction with any charcter but curious what you use?
I just use spin or standing 1 with lao. sometime a delayed EN Teleport into Grab or OH. which works well, if they hit my armor, it just splates them on ground, but if i time it right and don't get touched i get full combo into a hat trp setup and possible frame trap with meter.
No, if he jumps in its a jump in just like everyone elseyeah iuts a wierd timing right. even though its -2 you can link strings on it. its just different than his JIP2 and others JIP being +2.