Spammer. Crouch walk hater.
It looks ok on paper, and indeed this is the strongest argument for zoning. But it's true in most cases only on paper.1. this is why i dont come here often anymore lol
2. Let's look at your scenario. Taking cetrion for example, if you block a boulder it does 2% chip damage. Cool. So that means I have to have you successfully block it 50 times to win. That's a lot of work, especially considering all your options of movement. If a rushdown character gets in and hits me with a combo once, im likely eating 40%+ also cool. That sounds like balance to me? If I manage to successfully implement my gameplan I shut down your options to defeat me. If you successfully implement yours i have 2 1/2 chances to defend myself or im dead. You have less opportunity to hit me, but a bigger payoff whereas I have more opportunity to hit you with a smaller payoff.
Also FoN is ass.
Why? Because it's not a back and forth. My rushdown tactics cannot activate until I get in.
When I am not in, I have to make 5-6 guesses right in a row with no punishment to the zoner if I guess right.
However if I guess a single one wrong, it resets the entire situation, kind of like a super meatboy level.
Once I get in after 5 right guesses, I don't even have my turn guaranteed, as I still have to make 1 or 2 guesses more, to avoid d3 pillar/d3 pillar amplify stuff.
And only then, after all this work, I get my single attempt at enforcing the guess on the zoner.
If I guess right, sure, 35% but guess what, they have breakaway at all times because they have no use for the meter. And then they have to guess wrong again. Otherwise, back to square one.
If I guess wrong, back to square one. Guess wrong here means she blocks whatever I press, giving her her turn up close to enforce more guesses on me with staggers, throw and pillar, each wrong guess setting me fullscreen.
Without the ability to maintain pressure once you get in, on block, any block from her is a tremendous disadvantage.
So it is not circular, not a game of, your turn my turn.
It's a game of several "your turn" where i'm not allowed mistakes at ALL, and after that I get one shot at a mixup, or it resets everything.
And the fact that my combo would do 40% the second time he guesses wrong(if), because of breakaway, does not balance it at all.
You lose more than that in chip and wrong guesses trying to get in once. The damage on projectiles and chip is way too high to consider the mistakes balanced against a 35% combo.
Keep in mind I'm talking about characters that do not have a single tool to enforce risk on the whole 123redlight game we have to play to get in the first time, and characters that have no tools to maintain pressure up close and any blocked hit leaves them at -5,-6. Which are a lot.