Because she is a character that requires the ability to hit confirm from the player, and this is what a lot of people can't do or won't learn. And that's why she isn't played a lot.
If I could teleport on block all day, it would be hilarious easy because every wrong guess you would do then would grant me 80 dmg + at least from a single counterhit.
And this would make her broken. Personally, I really like how she is atm and hope she won't change much in LR. Also, I wouldn't say TN were lazy, they just need to adjust and improve some minimal things on her.
Haha yeah, when you are playing Pai, it's hella difficult get get you off once you've put me into stun. However, since she only has moderate damage, that is really ok. Nyo's low throw is indeed crazy, first time I saw that, I was like o.o? Top move against low hold spam.
I don't think it's wrong if you still try to go for resets and force techs with Nyo, since every hit or mental advantage she get'scan really pay off for her due to her high damage. You may have noticed that her oki is good and you got a perfect on me quite often.
I just can't use cheap tricks to win just because I know a certain "weakness"/"mistake" (which TN wasn't able to discover early enough). If I'd always use her 2P after your 66PP and make use of it and actually win... I wouldn't have deserved to win that match and I'd have a bad feeling abusin' some "mistake". Similar situation if a player WUKs while there's some huge lag.
I could NEVER just hold and gain free "guaranteed" damage. Wouldn't be fair.
That's the keyword I was looking for: fairness.
Just 'cause TN didn't notice her 66PP was easily avoidable with a 12f 2P (I've just seen it today by high ranked players -.-) doesn't make it fair abusing it.
. Maybe makes no sence, but to me it does. This game is set up to always have at least a 50-50 chance with certain situations. Like Momijis P, T or K while in air. You can either SS, avoiding P & K yet you will get hit of her T... OR ... you can duck avoiding K & T yet you will get hit with her P.
My exmaple isn't exactly a 50-50 situation (I think Hayabusa has one with his H+KKK & H+KKP but I don't know it too well) but I think you get my point.
Glad to hear you're actually happy with this character. I hear too many complaining about their character needing a buff (Ok, I was close to wish Nyo had some sort of buff, but I instantly stopped thinking about that after playing with her a bit. She's dangerous!). As for my point of view, Phase-4's a very dangerous character once a person knows how to properly play with her. One hit and you're down to 2/3 or more.
Lots of players say she's too unsafe to play. It's true at certain points. But just because she doesn't have(almost none) safe moves and a horrible guard brake (after hearing the 2P "trick") doesn't mean she can't get some sort of advantage. Players should learn that SSing at the end of a string (for ex.) or letting high strikes whiff by ducking can give plenty of advantage.
. Delayable strings help aswell since it makes it very difficult when to punish and when to keep on blocking. Though don't get me wrong, easy said than done; P-4 requires LOTS of skill especially focusing on offline play. Defenitely needs lots of training and knowledge to master her to the fullest.
Now, there are similarities with Nyotengu. Instead of not ONLY being unsafe (mostly still is though) she is extremely slow. I never thought I'd be able to start a match by stunning my opponent with Nyo against a Pai 'cause her fastest high strike is her P+K which is 11 frames. And don't get me started with her fastest mid punch (15f).
Yet using tricks like SSing (I use it a TON), crushing highs with her gorgeous 6P+K & Guard Brakes, I will still have a good chance fighting Christies.
Depending on how you play a specific character; all characters are then pretty equal imo (except Christie and Gen Fu...). MUs mean nothing to me.
o.o?
Sorry if this sounds stupid Tim, but I think you have the wrong attitude towards guaranteed stuff in fighting games. Ok, maybe not 'wrong', but unfavorable for yourself.
Knowing the weaknesses of a character and using this knowledge to your favor is actually one of a key aspects of the game. By creating the rule not to use 2P in this situation is nothing like refusing yourself a guaranteed option.
1) I know you do throw punishment very well, you even aksed me to do it more. Throwing an opponent that can't move is excactly the same. Guaranteed damage that you get for free due to his mistake.
2) Refusing to use 2P after I do 66PP > teleport is like a Hayabusa player would say after he successfully landed one of his sit-down stuns:
"Nah, I'm not using my guaranteed cb option, I better go for option x or y, which can be held to be fair."