There's been discussion about zoning; there's been discussion about neutral and footsies; and with changes such as the addition of invincible wakeups - including a two-direction roll -, drastic reduction to armored options, separate offensive and defensive meters, automatic meter regeneration for both the attack and defender, and a seeming prevalence of setup potential among characters, and such neat things as comboing specials off of low pokes, i think it's about time we fired up the rushdown hype.
What i'm feeling hopeful for is that staggers will become incredibly strong, now that armor is not just nerfed, but entirely missing for some characters - though i also forsee a reduction in plus frames across the board, which shouldn't hurt staggers that much; oki will have a lot of variation among characters, with the inclusion of three invincible wakeup options (2 rolls, 1 attack) making walkback shimmies a powerful option and encouraging the use of character specific setups ala baraka flag into armored rush to absorb invincible attacks, geras delayed sand pillar at the end of a combo into walkback and sub-zero shenanigans with puddle and hovering iceball; a more pronounced emphasis on universal throw mixups, with throws now delivering crushing blow for incorrect teching, d1-special potentially being a throw punish, and throws also being used to counter invincible roll (afaik); corner seems to be especially important, since it helps with countering the now strong wakeup game and allows to engage in throw mixups without giving up distance.
But yeah, here's to that i can encourage some speculation and discussion on my favorite part of MK games.
What i'm feeling hopeful for is that staggers will become incredibly strong, now that armor is not just nerfed, but entirely missing for some characters - though i also forsee a reduction in plus frames across the board, which shouldn't hurt staggers that much; oki will have a lot of variation among characters, with the inclusion of three invincible wakeup options (2 rolls, 1 attack) making walkback shimmies a powerful option and encouraging the use of character specific setups ala baraka flag into armored rush to absorb invincible attacks, geras delayed sand pillar at the end of a combo into walkback and sub-zero shenanigans with puddle and hovering iceball; a more pronounced emphasis on universal throw mixups, with throws now delivering crushing blow for incorrect teching, d1-special potentially being a throw punish, and throws also being used to counter invincible roll (afaik); corner seems to be especially important, since it helps with countering the now strong wakeup game and allows to engage in throw mixups without giving up distance.
But yeah, here's to that i can encourage some speculation and discussion on my favorite part of MK games.