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Propose: Adjust Clash System so it doesn't always benefits zoning chars

Do you agree with this propose?


  • Total voters
    9
  • Poll closed .

Spheris

Noob
Right now, the Clash System clearly benefits the zoning characters in all cases.

A good example would be Sinestro clashing a Grundy combo, Grundy winning the clash and Sinestro, despite having lost the clash, gaining a very useful space for starting his zoning game.

My propose is based in two points:
  1. Clash winner recovery frames can be canceled into dash or special move
  2. Clash loser hard knockdown has more ground frames, or the loser slides more time in the ground
This method is fair for both zoning and rushdown chars. If a zoning char want to keep his space, you get more reward for winning the clash if you don't go for the hard knockdown pressure, keeping your distance. If you're a rushdown char, you get more reward for winning the clash if you can keep your pressure, not having to work your way in again.

Opinions please?
 

EGGXI

Scary Bat
I don't think it's a good idea. I guess Zoners do have the advantage on clash, but giving rushdown/grapplers the clash you suggest might be OP if I understand it right.

Imagine you're cornered against Grundy or Bane, you manage to pop-off a combo in order to break out of the corner and they clash it, they win the clash and you take clash damage, extra down-time and you are still stuck and pretty much free for another onslaught?

I can see situations like that causing you to lose a whole health bar, it could be brutal I think, but maybe I don't understand your proposal right...

Edit: Maybe a reduction in separation distance after clash?
 

SaltShaker

In Zoning We Trust
The way it is now it is way too one-sided. Every clash, win or lose, initiated or not, favors zoners. I'm sure it's not fun playing Flash against a heavy zoner, taking damage on the way in, just to be clashed your 1st combo and sent mid screen. And to be honest, as a Sinestro user, at times when I'm being heavily rushed and having difficulty getting someone off I'll clash purposely even if I know I'll lose it. That way I'll take the damage if its gonna be small and be reset so far away that I have advantage. That isn't fair at all.

A proposal I thought of would be after clash both chars are reset the same distance as when you start the fight. Whoever wins the clash gets a knockdown, if the clash is a tie both parties are at the initial stage start distance. If you wanna rushdown, rush. If you wanna footsie, footsie. If you wanna back up and zone, zone.

Imo this would benefit all chars in the game, and would make the system much more balanced.
 

Jeffreys

Grundy think you handsome!
zoners would always have the advantage because they build so muh meter on specials.
 

Brahma

Noob
I think it would be much more advantageous for characters to be able to keep corner pressure than it is to neutral reset. Especially if a zoner loses the clash, the opposing character can get nearly on top of him by the time they can recover.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
With how zoners are shaping up in this game, they need all the system advantages they have.