Skilletor
Active Member
Really. . . .that's what you got from everything he said. . . .lolz
Yes? This and other posts where he said he can tell when somebody free cancels a string and it's easy to react to even online.
Really. . . .that's what you got from everything he said. . . .lolz
I just said, it didn't require guessing like he suggested, not that it was consistent. I said it the post before, it gets taxing having to do it over and over because it's every time. It ends up being inconsistent. Completely removing string delay posses other problems because everything is negative on block. The game would need to give advantage somewhere.
Like 7 frame throw safe? Or safe 5/4 frame breakable throw safe? Unless you mean guard breaks and plus frame moves.
False enthusiasm Bitter resentment Suicidal.
But I'd rather the words came from Hubbs than myself.
Wow. I have another question if you dont mind. Like with the breakable single throws. Do they give anybody frames on break?
It should be pretty clear by now that you can't just make a single change to the game and leave it. Any change will have to be balanced. If you remove string delays, you need to make more attacks safe.
Although even without the string delays being removed, I still would like to see more safe attacks. No fighting game should ever have 90% of the attacks be unsafe. That's not even an exaggeration in the E3 build. Out of Zack's roughly 80 attacks, I counted 9 that were safe... and most of those were high attacks at the end of a combo.
More safe moves and more moves that give +frames on block besides guard breaks. Most of the moves in the alpha build were either barely safe, 0 frames on block, or +1. So only my jab comes out faster unless we both decide to do 6P.
I am not DrDogg or Rikuto but, I do know this. Bayman gets an advantage if you break his chain throws. How much of an advantage he gets, I don't know.
Does this same rule apply to Leifang, Kokoro and Tina who also have chain throws?Enough that even kasumi wouldn't try fucking with him.
You do realize that you just contradicted yourself there because the most basic definition of safe is a move that gives + frames on block.You know, my personal worry about this game is that if everything is unsafe, no one will want to attack, since direction throws are unbreakable. Everything not only SHOULD be safer, but NEEDS to be safer in DOA.
I don't necessarily want moves that give + frames on block, but that's only because traps like that are even more annoying to deal with because of the stupid string delay system. I want moves that are -1, -2. On block, giving you time to, you know, move, instead of only blocking.
Cow liked your post.
I rest my case.
If the game allowed them to be punished harder for attacking out of disadvantage I would blame the player. In SC5, if you attack my Yoshi out of disadvantage I'm taking at least 30% guaranteed, and a possible ring-out. In VF and Tekken, I have frame advantage at the very least, and get to continue my offense. In DOA, at best I get a stun, which the defensive player can not only escape, but inflict damage to me at the same time.
-Safe in 3D fighters mean a move that you cannot be punished for after it is executed. So If I say for EX Kasumi'sYou do realize that you just contradicted yourself there because the most basic definition of safe is a move that gives + frames on block.
It should be pretty clear by now that you can't just make a single change to the game and leave it. Any change will have to be balanced. If you remove string delays, you need to make more attacks safe.
Although even without the string delays being removed, I still would like to see more safe attacks. No fighting game should ever have 90% of the attacks be unsafe. That's not even an exaggeration in the E3 build. Out of Zack's roughly 80 attacks, I counted 9 that were safe... and most of those were high attacks at the end of a combo.
You know, my personal worry about this game is that if everything is unsafe, no one will want to attack, since direction throws are unbreakable. Everything not only SHOULD be safer, but NEEDS to be safer in DOA.
-Once again, the fault lies with you. Have it not occurred to you that you are at +12. You can go for any attack up to 21 frames and you will beat out every single attack your opponent execute. With that said, a counter blow launcher can grant punishment 30% and more. You can go for a knock down/back and get both frame advantage, position advantage and still apply pressure. You are not short of options here. Your only other choice is not a holdable stun, in fact, you have enough frame advantage to use attacks that force an un-holdable situation. You are simply not taking advantage of the tools that is being provided to you.