That and being able to attack out of disadvantage, mash lows, use moves that are generally unsafe at all times, and never properly be able to punish even under the most "solid" of connections. Offline this type of play just doesn't work, and this is how even the highest ranked online players in...
I can anticipate a low and the input delay will still ignore it.
Try low throwing instead of a hit that goes low in the string, you'll mind fuck your friend pretty hard.
Match ups are not the only thing that determines tier lists. If a character has an loop that allows them to create infinite advantagous scenerious then it's worth discussing. If a character can hit CB in 2 hits than it's worth discussing here.
3D fighters are not as match up heavy as 2D ones...
Yeah playing against the CPU is like playing the game in lightspeed mode. My only offline play, so much agreed.
Other fighting games level of play is much higher though. Regardless this games netcode is so shit, which is why this arguement hasn't had as much ground as it did in the DOA4 days.
Being good online means you're great at adjusting to various levels of lag, input delay, etc. . .it's a worthless skill to the core game. It means you can get away with mashing low hold, attacking out of disadvantage, mashing lows, etc. . . Factors that don't come into play for any game offline...
Highs in general are especially worthless in this game, outside of jabs. Almost everything crushes them. Half the stuns in the game, low hold, lows, low mids, crouching, etc. . .
Yet every Jann Lee loves to hold back.
I'm just wondering if it's because everything is so unsafe in general or because there are too many defensive options.