Vulcan Hades
Champion
The new wake up system
Tom Brady's explanation on what was changed:
What it basically means is that some characters can now gtfo for free on wake up. They don't even need to spend meter to be completely invincible to meaty pokes, projectiles and specials. That alone makes rushdown characters struggle a lot more now. As a Stryker player, that wake up buff really helps a lot so I'm not really complaining. But at the same time I can see how broken some wake ups are now.
I had a Cyrax player go through all my bullets and grenades on wake up using only his air throw (normal version). That alone made it extremely difficult to zone him. This meant I couldn't get that zoning advantage and I had to stop zoning because otherwise I would just trade with net. And up close I couldn't pressure him with meaty B3 or D4, all my attacks would just whiff and Cyrax would cross over with air throw and get me cornered.
What NRS has done basically is made normal wake up attacks better than enhanced wake up attacks. Invincible for 12 frames is better than armor because you don't trade at all, you just go through all attacks.
EDIT:
Just to be clear, I'm not saying I want them to remove that. I'm just realizing how much it changes the game and how easy it is now to avoid pressure without meter.
Tom Brady's explanation on what was changed:
I'm not sure people realize how huge that is yet but it's truly a game changer.Tom Brady said:dude, its not 12 frames of invincibility lol. you have 2 more frames to input the wake up attack then you previously had and this prevents the "wtf, i did a wake up attack but it didnt come out". the 2 frames on the front end are to make sure you can get the attack out.
the 2 frames on the back end are to make sure that characters that have attacks that impact after their invincibility have a better chance to hit(sektor tele punch, scorpion and ermac teleport punch, shang soul steal,etc). even with the 2 extra frames of invincibility, you can still hit certain attacks after the invincibility frames and before the impact but now it actually takes timing.
right now wake up attacks do what they are supposed to, when you want to do one.. you actually can now, and when it comes out it WILL be invincible for 10 frames.
2 more frames to input, 2 added frames of invincibility.
What it basically means is that some characters can now gtfo for free on wake up. They don't even need to spend meter to be completely invincible to meaty pokes, projectiles and specials. That alone makes rushdown characters struggle a lot more now. As a Stryker player, that wake up buff really helps a lot so I'm not really complaining. But at the same time I can see how broken some wake ups are now.
I had a Cyrax player go through all my bullets and grenades on wake up using only his air throw (normal version). That alone made it extremely difficult to zone him. This meant I couldn't get that zoning advantage and I had to stop zoning because otherwise I would just trade with net. And up close I couldn't pressure him with meaty B3 or D4, all my attacks would just whiff and Cyrax would cross over with air throw and get me cornered.
What NRS has done basically is made normal wake up attacks better than enhanced wake up attacks. Invincible for 12 frames is better than armor because you don't trade at all, you just go through all attacks.
EDIT:
Just to be clear, I'm not saying I want them to remove that. I'm just realizing how much it changes the game and how easy it is now to avoid pressure without meter.