That too. There's no reason you shouldn't be allowed to just hold the wake up option you want like you can in every other modern game. No need to time your tech in DBZ or UNIST, or hit a specific timing to quick rise or back roll in SFV.the Only thing I hate about roll is the timing window, I end up stance dancing like an idiot and eat big damage.
Maybe, maybe not. I'll agree to disagree, I just don't think it needs to be changed. However... If they changed it, I would think more precise timing like flawless block requires would make more sense than using an additional meter.Just because both players can do something doesn't mean it's not a broken mechanic that devolves the game.
Disagree, MK 9's wake ups were much better because you couldn't just mindlessly attack someone while they're down and have the advantage. MK X's were crap so no argument there, or regarding Injustice games, but MK 11's are in between MK 9 and MK X's. Not nearly as good/effective as MK 9 but better than MK X's at least. If whiffed you can get severly punished and they are a bit more timed precise than MK 9's wake ups. But we all have our opinions.Which ever way you see it, it’s undeniable that mk11 has the strongest wake up system out of mk9, mkx, injustice 1 and 2. Whether you like that is completely subjective.
I partly agree but where I differ on this subject is:My 2 cents on this. I have no issue with the defensive options....IF they actually worked properly. No point in having 100 options if they don't work most of the time. That being said, I agree with Tom which I may not always,
You're in the corner. Ok, getting bombarded I've too often seen and experienced myself I roll out only to get stuffed by strings anyway. Umm isn't the point of a roll to escape? Sorry, but to me maybe escaping and definitely escaping are two different things. If anything buff the roll, especially in the corner. It's just an escape move, not dodge and attack at the same time like a wake up. If throws are going to stuff them out and punish(which they do) then why can't that be enough? Why do I have to get hit with glitchy, wacky cross up hitboxes and/or get punished still by a crowding opponent? Makes no sense to me.
My personal opinion as to fix them? Simple, A. give them armor B. give them more range similar to Injustice 2, maybe not full screen but far enough to get away from the corner and/or from an opponent on top of you. I see no point is going on about "oh if you get corner trapped, you have rolls to escape" only that's not true half the time. SOMETIMES you escape....and there is where I have a problem with this. C. For God's sake, fix the hitboxes. If someone escapes the corner they should NOT get hit with some lame, reverse, glitched hitbox nonsense.Tundra posted a video that proves why the rolls are broken in a bad way, not OP way btw. This is exactly the thing I'm talking about. Moves should not autotrack you when especially when you're on the other side of the opponent already. This is just stupid. Credit goes to @Tundra81
I don't always agree with Tom Brady/Bill on everything, not everyone will agree on everything obviously but I think he's 100% right here as he was with the way NRS went about the optional MT's, you don't put random shit up that your fans have been waiting for hoping you see your favorite costumes with a randomized, lottery system like MK 11 for rewards. You let the fans choose and give us the option to pay for shit we really want if we want it that bad. That all being said, rolls, wake ups need not cost more than 1 bar. If anything, rolls need to get buffed not nerfed. It's merely an escape move, not a counter move like the wake up attacks.
Disagree, MK 9's wake ups were much better because you couldn't just mindlessly attack someone while they're down and have the advantage. MK X's were crap so no argument there, or regarding Injustice games, but MK 11's are in between MK 9 and MK X's. Not nearly as good/effective as MK 9 but better than MK X's at least. If whiffed you can get severly punished and they are a bit more timed precise than MK 9's wake ups. But we all have our opinions.
Right, I mean the hitbox being faulty or weird definitely needs tweaking since that shouldn't happen. The rolls however, I still feel should have a bit more range and be safer imo. Like NRS for weeks prior kept going on about "you can roll, you can roll out of the corner or even mid screen if someone's crowding you etc" yet I see people get punished more times than not by rolling regardless of the level of play, seen it online, offline alike. Though I'll admit the really weird things tend to be happening online so hopefully they're connection/lag issues that can be corrected.I partly agree but where I differ on this subject is:
Hitboxes are a different issue altogether. Just like if you can't poke online do to lag you don't adjust frame data based off something that isn't even the problem. You are getting hit on wakeup roll because subs F24 hotbox is very large and catches behind him which shouldn't happen. Many characters have these flaws and in my opinion the moves hitbox needs to be changed not the roll.
"Wakeup should cost 2 bars" -Brady
I completely disagree with that suggestion. Defensive options need to be strong. The metal is built around a turn by turn meta and needs to stay that way. On reads the meta allows multiple turns but not by offense alone.
Wake up Roll:
- As it stands wakeup rolls cost 1 defense bar and I feel that is fair since it doesn't launch and opponent can block it or bait it and stuff it with multiple options.
U+3
Has armor against ground moves but is stuffed by njk and air attacks. Since it has armor it cost more.
U+2
Has priority over air attacks and launches but gets beat out by ground atk.
It cost more bars because it launches.
Delay wakeup cost zero bars and can net you a combo if they meaty. Basically the same as roll reward.
All options are beat out by waiting and reacting.
If they take away wake-up strengths like roll certain characters can loop endless pressure and mix on wakeup destroying the back and forth meta.
Brady and others talk about how much they love the neutral but in the same breath act like getting a 50/50 on a player should grant them another turn because they outplayed thier opponent. In reality even the best players can't guess right every time. A mix should never allow loops of pressure just like geras shouldn't be able to loop throw 50/50s or 25/25/25/25s
forward Throw/low/Back throw/command grab.