Kara Jabs are fine, it's just the kara with the block that you're complaining about. You can kara jab with run and iirc, with other normals too. So if they were to rebalance, I say leave them in just take out being able to cancel jabs, LP/HP, with block.
jab cancelling with non-block moves are not kara, normals just cancels the jab animation.
People who know the game obviously knew what you guys meant, but kara jabs can be performed without the block button too. Not everyone knows that, I didn't even know that not too long ago. /serious
There was a big discussion going on in february started by you, and the point was that everyone was complaining about Defense jabs , and when i was reading the thread i didn't get why Defjabs are "cheap fest" and kara jabs are ok? its almost the same thing, if we speaking about non-stationary defjabs. Does this mean that you was against kara-jabbing too? the ones with block cancelling. This is confusing for me. If you was against, then i'll have to notice that u have very solid true kara-jabs (with block cancel) , and you did use them vs marv...so how can you be against kj tactics? and if you accept KJabbing, then how can u hate on DefJabs?? kara and def - they both are safe, in offline you can react on sweeps and block them, so kara becomes def jab(non-stationary). thats paradox for me lol
.... I don't know that I've ever heard people really refer to what you explained as kara, but you aren't wrong in calling it that as it is an empty attack. That is considered more along the lines of canceling, as the jab is overridden by other frames as soon as it is done. Kara jab is when the attack animation for the jab still exists, only it has different properties from a jab.
imo u can't cancel the jab animation whenever u want,let's hit the lab: low punch connection frame №11, recovery frame №19
if u register jab and then after that u register high kick to cancel the jab animation, hit will occure, but it will cut the recovery time let's say to frame number 13.
I mean that we can reffer "cancelling" only to recovery frames, and i think there is no way to cancel the exact LP animation before it connects.
We need to ask remz, what will happen if we register HK after 1,2 or 3 frames after registering LP, (HK have connection frame №8, which is 3frames earlier than LP), maybe HK will cancel the LP, but we will not see the actual LP animation interrupting, probably animation frame comes later at let's say 4 or 5 frame after registering, that's why we cant see startup lp animation getting interruped.
that is all imo
Yeah I suppose it simply isn't spoken because there is no real good time to explain it's uses to people. You cancel jabs with run, for jab lockdown, and you cancel a jab with hk or lk for potential jump-aways and there is not much more to it than that.
again, jab-HK cancelling is not "option select", if you locking someone down with run-hk canceling, and then he jumps away, high kick will not occure as best option in that situation, unless you miss the timing and HK will accidentally come out.
I think there is a few more ways to adjust umk3, and it is simple - rebalance damage from some combos
best option
ps: no offense to any1. and sorry for my eng too.