Chernyy Volk
Wolf lord, footsie bully, chronic corner abuser.
I've been saying since I dunno, month 2 or 3 of MK11 that the games footsie and neutral game are severely lacking due to movement being too good. I'm not going to dive into that whole thing because I want to make a video about it, but I do want to talk about one of the worst offenders which is wavedashing.
As soon as this was discovered, I knew the game was immediately not going to be what I was looking forward to and that my beta experience was just a lie. So I'm gonna lay out just bullet points about why I don't like it.
1: Footsies no longer exist. Buttons, as far as the defender is concerned, have RNG range due to dash canceling combined with being able to cancel dashes into jumps. Wave dash characters do not take risks of whiffing except when they're waking up.
2: It's completely safe uncheckable movement, the enemy of fighting games.
3: Knockbacks etc don't mean anything. Wave dashers get full screen oki off straight hits if the situation arises.
The thing is MK11 even in it's current state with the broken jump ins etc would be a lot better if winning neutral or getting in were a lot more harder. If you had to actually play an Injustice style lame footsie game to get to your setplay first and all that I'd actually love this game. The move cancelability ruins it all for me, but especially wave dashing since it's the movements issues turned up to 11.
So now I'm gonna pre-emptively answer arguments I know will be thrown my way.
1: Tekken has wave dashing. Yes it does, it also has limited options and is always beatable by lows because to achieve the fastest block possible you have to neutral block which involves standing. Tekken also doesn't have a combo breaker to punish you for playing neutral against this movement like MK11 does.
2: Wave dashing requires execution. A: if you set your block to R1 it doesn't at all. B: even if this were true, while I wish the game was more execution intensive in general (I was in huge favor of alternate amplify inputs that required precision for example), you still have to look at the results and effects on the game once that execution is achieved. This being arguably difficult to consistently do isn't worth sacrificing the games entire neutral and footsie game for. Doesn't seem an even trade off.
3: But Chernyy, I won't be able to get in on zoners if I can't do this. This isn't true. The degenerate movement is precisely why you also need the degenerate movement to catch up to zoners because Cetrion literally has a backwards wave dash that's cancelable into forward advancing buttons anytime she likes. This game already has average faster forward than back walk speed, Cetrion would be a lot worse if this games dashing functioned like Inj2 where you had notable recovery at the end of a dash.
What do you guys think? Obviously I hate this part of the game. It might be in fact what keeps me from enjoying it. I also think it's often responsible for the samey gameplans across the cast and why the game is so counterpick/top 5 driven.
As soon as this was discovered, I knew the game was immediately not going to be what I was looking forward to and that my beta experience was just a lie. So I'm gonna lay out just bullet points about why I don't like it.
1: Footsies no longer exist. Buttons, as far as the defender is concerned, have RNG range due to dash canceling combined with being able to cancel dashes into jumps. Wave dash characters do not take risks of whiffing except when they're waking up.
2: It's completely safe uncheckable movement, the enemy of fighting games.
3: Knockbacks etc don't mean anything. Wave dashers get full screen oki off straight hits if the situation arises.
The thing is MK11 even in it's current state with the broken jump ins etc would be a lot better if winning neutral or getting in were a lot more harder. If you had to actually play an Injustice style lame footsie game to get to your setplay first and all that I'd actually love this game. The move cancelability ruins it all for me, but especially wave dashing since it's the movements issues turned up to 11.
So now I'm gonna pre-emptively answer arguments I know will be thrown my way.
1: Tekken has wave dashing. Yes it does, it also has limited options and is always beatable by lows because to achieve the fastest block possible you have to neutral block which involves standing. Tekken also doesn't have a combo breaker to punish you for playing neutral against this movement like MK11 does.
2: Wave dashing requires execution. A: if you set your block to R1 it doesn't at all. B: even if this were true, while I wish the game was more execution intensive in general (I was in huge favor of alternate amplify inputs that required precision for example), you still have to look at the results and effects on the game once that execution is achieved. This being arguably difficult to consistently do isn't worth sacrificing the games entire neutral and footsie game for. Doesn't seem an even trade off.
3: But Chernyy, I won't be able to get in on zoners if I can't do this. This isn't true. The degenerate movement is precisely why you also need the degenerate movement to catch up to zoners because Cetrion literally has a backwards wave dash that's cancelable into forward advancing buttons anytime she likes. This game already has average faster forward than back walk speed, Cetrion would be a lot worse if this games dashing functioned like Inj2 where you had notable recovery at the end of a dash.
What do you guys think? Obviously I hate this part of the game. It might be in fact what keeps me from enjoying it. I also think it's often responsible for the samey gameplans across the cast and why the game is so counterpick/top 5 driven.