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Should a backdash really cost a stamina bar?

Should a backdash really cost a stamina bar?

  • Yes

    Votes: 53 36.6%
  • No

    Votes: 92 63.4%

  • Total voters
    145

pzea

Noob
I don't mind it costing stamina, I just wish it maybe had a bit more invincibility to make it more worth the cost. I don't want people back dashing forever, but I would like the few back dashes that people use to be more useful. The invincibility frames are a little too short imo.
 

UsedForGlue

"Strength isn't everything"
Yes.

Because it costs me my stamina bar to chase down a player that is back dashing after his/her block string.
 
D

Deleted member 9158

Guest
It should only cost 1/4 of a bar. Just like how push block should cost only one bar of meter. That's an entirely different thread topic though
 

Wemfs

The only morality in a cruel world is chance.
Yep, there's definitely no anti-airing in MKX

What, I need a corner for me to be able to convert off an anti-air?

I bet I can't even use low-profiling attacks to avoid jump in attacks

Pfft that's just one character, what are zoners supposed to do?


Well, sure. But Kenshi's been broke since MK9

But...

Sure, but can you do it against characters like Scorpion?

And one more for good measure


@Protagonist_1 Could you start running a course for people to enrol in or something?
Cool gifs, but you're only showcasing three characters and only 1 single zoning character. You should showcase every single characters options when anti-airing and more than 1 zoner ffs. Cherry picking bro.
 

Shark Tank

I don't actually play these games
It should only cost 1/4 of a bar. Just like how push block should cost only one bar of meter. That's an entirely different thread topic though
That was one of the changes I suggested in my thread. If you're going to charge me I want a fair price. Half is too high especially when I need ABSOLUTELY 100% to break, so one back dashes and then he uses his half-screen oh starter I'm fucked either way.
 

Zoidberg747

My blades will find your heart
Cool gifs, but you're only showcasing three characters and only 1 single zoning character. You should showcase every single characters options when anti-airing and more than 1 zoner ffs. Cherry picking bro.
Its not cherry picking. Look at any high level gameplay and you will see Anti-Airing going on. Anti-Airing is the one aspect of the defensive game that doesnt need buffing because you have so many options(Some options work better for some characters than others, gotta figure out which):

D2
Standing/Down 1
Trip Guarding
Low profile moves
Backdash
Forward dash under them
Air to Air
NJP

Thats not even mentioning character specific options.
 

Wemfs

The only morality in a cruel world is chance.
Its not cherry picking. Look at any high level gameplay and you will see Anti-Airing going on. Anti-Airing is the one aspect of the defensive game that doesnt need buffing because you have so many options(Some options work better for some characters than others, gotta figure out which):

D2
Standing/Down 1
Trip Guarding
Low profile moves
Backdash
Forward dash under them
Air to Air
NJP

Thats not even mentioning character specific options.
Anti-Airing is one thing, but converting into any substantial damage is another. JIK's beat out most anti-air attempts.
 

Zoidberg747

My blades will find your heart
Anti-Airing is one thing, but converting into any substantial damage is another. JIK's beat out most anti-air attempts.
Uh since when does doing damage constitute a good anti air? In Street Fighter you get way less damage for Anti airing than in MKx as it is usually like one DP or one uppercut. In MKX you can convert into combos off of half of those options and the other half lead to a full combo punish.
 

Wemfs

The only morality in a cruel world is chance.
Uh since when does doing damage constitute a good anti air? In Street Fighter you get way less damage for Anti airing than in MKx as it is usually like one DP or one uppercut. In MKX you can convert into combos off of half of those options and the other half lead to a full combo punish.
Touche
 

Error

DF2+R2
If players are able to play defensively well in this game, that's a clear indication that those who are unable to, just need to level up. If these players (who are known for good defensive play) were struggling in this game, there would be a case for more defensive options to be implemented. That's not the case here.
Hadn't seen this, but both of them play characters that are consistently able to be + on block and then build a bar back with the follow up block string(KL/Tanya), can't really agree that being able to block/tech throws a lot(DJT is impossible to open up comment) and constantly put your opponent at -27 while chipping them out means that MKX is a game withh good defense. In fact, sounds more like the old, "a strong offense is the best defense."

Also, if we followed that logic that MKX defense options are good because DJT defense is good, then Chris G winning a lot with Green Arrow would mean that GA is actually top tier and other GA players need to level up.

Might be some typos because I'm using a dumb tablet
 

Jb879212

40 Percent Punish
Nah man, they're fine. Injustice backdashes need more. MKX is fine. Doctor Stabs vs Michelangelo at ECT pools would show everyone.
I watched after perusing this thread, after that match combined with @SneakyTortoise 's anti-scrub material I'm starting to lean more towards the defense is ok argument. My only quarrel is that I feel like some characters can't be backdashed universal buff or not. i.e Erron Black.
 

haketh

Champion
Street Fighter 3rd Strike, Guilty Gear, Garou: Mark of the Wolves, Capcom vs SNK 2.
Do you see parry anymore in any way close to what it was in 3S? Do you see anything like Garou JD anymore? CVS2 is the one I'm willing to give you but even then the defensive mechanics I. CVS2 weren't all that strong especially the ones brought over from the aforementioned games.

Instead of asking for things like better backdashes id rather see normals for certain archetypes played with. Like characters such as Cybernetic Kano being able to truly cancel things like D4 into Knives to build more threat in spaces like that & defensively space. Invul backdashes are a wack defensive option more devs are starting to realize don't really have a place in games paced like MK & SF. Offense in these games isn't as strong as it is in games like Guilty Gear or Melty where it's needed.
 

Eddy Wang

Skarlet scientist
Snip
@Protagonist_1 Could you start running a course for people to enrol in or something?
There is no denying that DJT is a great player indeed with a extremely good defense, but there is a few things you need to know about the characters he plays and why he chooses such option on his game plans

Sub-Zero in MKX is known for having a good standing normal capable of anti-airing other characters, this is yesterday news and its not surprising at all, pretty sure Tanya Standing 2 hitbox and Johnny Cage D1 and standing 1 fills the same criteria, however a lot of other characters are lacking in this department.

Which is why he choses to anti-air with armor when playing Kenshi, other criteria some other characters are lacking since not every armored move is designed to anti-air.

If everyone across the cast could have one or another anti-airing pretty sure anti-airing wouldn't be a discussion, though i agree that some of those can be avoided by low profiling, run under, trip guarding on a good read, but still some characters walk way too slower to avoid jump attacks, Johnny Cage has one of the best walkspeeds in the game, Kenshi too.
 
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BenGmanUk

Get staffed bro
Back dashes in general need to be better, how that's best implemented I don't know. Personally I think the game would be better without a stamina bar, as well as the run mechanic.

I still dislike pure zoning, but the general weakness of it bar a couple of character exceptions feels wrong.