Who would you see as a traditional zoner?Traditional zoning is non-existent in modern fighting games anyway. You have to play hybrid characters.
Who would you see as a traditional zoner?Traditional zoning is non-existent in modern fighting games anyway. You have to play hybrid characters.
Different characters have different roll lengths, but the length a character rolls is always consistent (unless rolling into the corner). This is perfectly fine, you'll just have to learn your chacrater, much like you have to learn different characters' dash distances.this is what i'm most concerned about with mb roll.
in the REO v Slayer video they mention that it seems superman's mb roll covers a different distance than supergirl's (maybe it has something to do with different dash distances).
if that's the case it's going to be hard to tell if the mb roll is going to cross up based on spacing which would be a pretty big pain if you have to change the timing on the punish because your character has to turn around.
i'm hoping to see more testing on it to see how hard/easy it is to get ambiguous crossups with mb roll and to see if d1 punishes are more consistent than using starter strings.
SF4 Sagat comes to mind.Who would you see as a traditional zoner?
I'm guessing Sagat fits into what Dave would call a "hybrid".SF4 Sagat comes to mind.
ahhhhh throw inv debunked. thanks pako! After playing a long set last night I did figure this out. The only thing that happened a few times is they crossed me up and the throw animation went the wrong way. that is not an issue, that is a spacing/timing issue that will come with a few thousand games.pro-tip: hit the throw button
Not sinestro. Sinestro and aqua could beat out every jump normal in the game. And sinestro had meteor to keep her on the ground. I got to play ppj in tournament and he quickly switched characters.Hawkgirl quite literally controlled the skies against every character's dumb jump normal I can think of as well with her down 2.
it is, and it actually has a use. It's delayed wake up when you're down.Arite you guys failed to tell me about one key aspect of IJ2, is the STANCE SWITCH button still there???
What makes him so good is that you have to come to him (except nash and akuma). If he gets a v skill boom on the screen he can walk behind it and get relatively free offense similar to zod. that is the hardest part of balancing zoning I think... is to not let it lead to really good offense. I think sagat is more of the traditional Wall/zoner. I would consider guile more of a hybrid now that they game him a full combo'able dive kick. his offense is just as good as his defense in the right hands now.Literally, SFV Guile exists, and is on the top of the tier list in the game ATM.
Anti-airs look strong.Quick questions...
How's the anti-air?
Who has the best D1?
Thanks. Not having a code, but having played the game - I see Supergirl as a cross between Jacqui and Cassie from MKX with a little Zod thrown in.Anti-airs look strong.
Supergirl d1 looks really good atm.
I "snort" at your suggestion.I agree with mb roll costing 2 bars. You get 4 potential bars of meter to play with, burning 2 to close distance against zoners or to get you out of the corner is worth it, while at the same time you're being fair to the offensive player who worked to get you full screen or get you in the corner.
But running doesn't cost meter, running doesn't have to be spaced out, running can be cancel at anytime, running can't be punished and mb roll doesn't guarantee anything even if you get in.predator zoning was very good BUT the game play mechanics made it not really matter vs many many variations. namely the high mobility and small screens in mkx. injustice zoning is def better but if there is a mechanic that makes it not matter as much, is the zoning really that good? nope. all I can tell you is to play vs batgirl/mmh with zod or sinestro. you cannot zone in those matches bc of their MB roll like teleports, you have to rush down
Which braindead zoners were those? There was Zod but after that...? Injustice zoning has always been very formulaic from both sidesBut running doesn't cost meter, running doesn't have to be spaced out, running can be cancel at anytime, running can't be punished and mb roll doesn't guarantee anything even if you get in.
You are rediculous if you think this option is too good. The only thing it does is make it so brain dead zoners have to think a little in injustice.
Meh, I don't think Guile falls under the hybrid archetype. He literally beats people because they can't get past his space control options. He's straight up wall status.What makes him so good is that you have to come to him (except nash and akuma). If he gets a v skill boom on the screen he can walk behind it and get relatively free offense similar to zod. that is the hardest part of balancing zoning I think... is to not let it lead to really good offense. I think sagat is more of the traditional Wall/zoner. I would consider guile more of a hybrid now that they game him a full combo'able dive kick. his offense is just as good as his defense in the right hands now.
This quote makes no sense because I was talking about her ability to anti-air, I even mentioned her down 2 lol.Not sinestro. Sinestro and aqua could beat out every jump normal in the game. And sinestro had meteor to keep her on the ground. I got to play ppj in tournament and he quickly switched characters.