Making all wake up kicks unsafe on block won't really do much if throws (what we use to punish) are escapable lol?
You haven't played VF, have you?
Making all wake up kicks unsafe on block won't really do much if throws (what we use to punish) are escapable lol?
You haven't played VF, have you?
You can't add throw escapes without making some adjustments to throws or providing more details. What would be the escape window and can you buffer a throw escape while holding block? Right now you can't do ANYTHING while holding block without canceling the block animation. If you have to release block to input the throw escape (like MK9), it basically makes them useless.
I don't mind wakeup kicks being unsafe, but they should have enough push back so that you can't just get easy throw punishment from them. I prefer the VF method of having the wakeup kick being negative on hit (I'm thinking -4) and evaded by a properly timed sidestep.
Most people have no played VF.
I'm pretty sure that wakeup kicks are plenty unsafe in the demo. I played a handful of matches the other day and I was regularly being low-thrown after my wakeups being blocked.
And this is to the detriment of all.
VF currently just uses left and right if I remember VF5FS changes correctly.
I'm pretty sure that wakeup kicks are plenty unsafe in the demo. I played a handful of matches the other day and I was regularly being low-thrown after my wakeups being blocked.
It is.I thought it was left, right, and neutral?
In SCIV there were stages that had P2 starting near a ring out and all P1 had to do was score 1 combo or clean hit for that matter to win the round, Project soul changed that in SCV where every stage starts off neutral.
Could you clarify that for me? It sounds like it's the same, in DOA4 you couldn't hit someone until they were fully standing anyways. The unholdable setups were if your attack frame was on the frame of them returning to standing - hence they could not hold. It's possible the changes to the attack frame data or the wake-up animation timing have been changed and we just don't know the formula at this time.
I'm not saying you're wrong, but just would like some clarification on how you came to that conclusion.
I think the grounded player either takes longer to get up, giving them more invincibility frames or they're invincible until they're completely standing. In DOA4, you usually wanted an attack around 15 frames or so in order to get the uncounterable forced tech setup (this varied by character of course). In DOA5, a 20-frame attack goes right through the opponent.
I watch some of the DOA4 videos on my YT channel, and it's clear that when you force teched in that game, you could hit the opponent before they were fully standing.
Look at this video at 1 minute:
@ 1:00 you threw him once he held.
In SCIV there were stages that had P2 starting near a ring out and all P1 had to do was score 1 combo or clean hit for that matter to win the round, Project soul changed that in SCV where every stage starts off neutral.
That was interesting. I wanna know what Sorwah was pressing.
I think the grounded player either takes longer to get up, giving them more invincibility frames or they're invincible until they're completely standing. In DOA4, you usually wanted an attack around 15 frames or so in order to get the uncounterable forced tech setup (this varied by character of course). In DOA5, a 20-frame attack goes right through the opponent.
I watch some of the DOA4 videos on my YT channel, and it's clear that when you force teched in that game, you could hit the opponent before they were fully standing.
Look at this video at 1 minute: