Darth Mao
Your Tech is Mine! #buffRaiden
I want 100 likes here, now.snip
I want 100 likes here, now.snip
Except it's not really making a read if you play with one of the half (3/4?) of the cast who have "bad" wake-up attacks with only start-up invincibility that, as you illustrated earlier, will get stuffed by an opponent just flat out attacking you straight up as you get up.SO... if the opponent is going to just flat out attack me straight up as I get up, I will wake up attack. If they try to use a jump in attack, I will dash under them and punish the whiffed jumping attack. This is called making a read.
I dont think its about the type of character you play as well, I wouldn't be able to be happy about my win if all I did was jump on the opponent.The issues with AA weren't about the type of character. I play characters that are neither rush down nor keep away; but I can understand what people are talking about. It's mainly the extremely low priority of having a lot of anti-air normals connect. So low that when you react to a jump-in and go to hit them out of the air to start a combo, jumping attacks of various kinds simply hit you as if you hadn't done anything.
Certain characters do have higher-priority AA's, or constructs/hand-held weapons which put their hurtboxes well outside their hitboxes for AA-type normals. But the allocation really has nothing to do with apparent tier, and there are characters that struggle against a lot of the cast and still aren't granted solid AA options that other characters have.
I'm not one to complain much about things. So I mainly just play the game. But I see what people are talking about, and it has nothing to do with character styles. They just want d2's and other moves to work when they connect with them.
But the "my character NEESDS AA" is quoted throughout every board on every fighter since SF4 shocked the community back to life.The issues with AA weren't about the type of character. I play characters that are neither rush down nor keep away; but I can understand what people are talking about. It's mainly the extremely low priority of having a lot of anti-air normals connect. So low that when you react to a jump-in and go to hit them out of the air to start a combo, jumping attacks of various kinds simply hit you as if you hadn't done anything.
Certain characters do have higher-priority AA's, or constructs/hand-held weapons which put their hurtboxes well outside their hitboxes for AA-type normals. But the allocation really has nothing to do with apparent tier, and there are characters that struggle against a lot of the cast and still aren't granted solid AA options that other characters have.
I'm not one to complain much about things. So I mainly just play the game. But I see what people are talking about, and it has nothing to do with character styles. They just want d2's and other moves to work when they connect with them.
I see where you are coming from.. But that is in fact what makes good AA vs bad AA options per character. Not all characters are created equal.. And it is up to those players who play the characters with poor AA options to think outside the box and not put themselves in the position of a jump in attack to begin with.. Which also had been mentioned.. And the term used was spacing.xWEBSx The issue wasn't so much that every character needs it, it's just that people want to be able to reliably use their AA normals, in general, in the game, but the priority makes it hard to do so.
Ever used his F1? Here is the deal with Aquaman's F1: It is 7 frames +3 on block, hits mid AND out ranges his D1. F1 can go into his overhead or his DB1 or into the overhead followed by the DB1. If you manage to get away blocking all that and try to punish you will get too know mr. Aqua's trait. No punish for you. Oh but then you want to throw right? I don't think anybody will be throwing Fishman cause tech is done on reaction and it is even easier if he has the trait on and is expecting you to throw punish.Aquaman is good, from the XP I have against him, I agree with this. His zoning tool is like hella punishable and the Trident toss is ass. B12 low starter, block low react to his B2/F3, I don't know what "pressure" he has, he seems to be space and punish character.
But that's just my opinion as of now.
Which AA normals are you talking about? Surely if the move isn't working as an AA, it's more than likely not meant to be an AA.xWEBSx The issue wasn't so much that every character needs it, it's just that people want to be able to reliably use their AA normals, in general, in the game, but the priority makes it hard to do so.
Yeah, like the AA moves.Which AA normals are you talking about? Surely if the move isn't working as an AA, it's more than likely not meant to be an AA.
Tom used those exact words. Asi was just arguing one of toms points.This made me laugh