Command reception appears to refer to the input, so they have improved the way the game reads the input. I expect that's to make the move come out more cleanly, more often.
Overall, there are very few changes of significance to the characters. The nerfs are not painful and the buffs are subtle. There is a a reasonable mix of both.
I think they are overall a bit over cautious with changes, especially since they have a test environment ready to go. There were some nerfs to guaranteed damage situations (Kokoro's stance) that weren't necessary, and hopefully they roll back.
I'm more concerned that there is a trend to reduce or keep strikes the same, but increase damage on throws. Throws are already good punishment. The balance between effectiveness of strikes vs throws or counters is already too high for throws/counters, so poking and small combos have very little meaning.
Even a long stun extend combo does not typically match a critical hold or HC Throw. I would rather see life and counter damage reduced, and overall life setting lowered, to give strikes more prominence. This gives striking characters better options from small combos and poking, and grapplers strikes are more threatening, creating more opportunity (fear of strikes) for throwing.
I'd have liked to see crouching, dash, crouch dash speeds improved and crouch dashing from sidestep improved, to add to the defensive options of the neutral game, while reducing some tracking. It's a bit of a back and forth slugfest without these options.
Overall no big objections though.
Character specific for me - Lei Fang, decent, minimal changes, can live with the 2K change and the more reliable input of 2H+K should help that. She still isn't great with lows, her crushes are unsafe, so how low strike game is average, but her string was made safer. Pretty good. What she really needs is another string follow up to 3K and she'd be great.
- Bass, that BT throw should be an OH, and there was no problem with its advantage before; good opponents would duck/low counter that setup regularly, so it wasn't "free" damage. He still needs one of his pokes to be faster to press for advantage, but overall looking ok.
Zack is a Striking/Grappler 40% strikes and 60% throws. He's supposed to be molly whopping most of the cast but Idk what TN has in store for him..
The article on SRK says Eliots 5K not 4K but on here its 4K. So which is it 4K or 5K cause they both are -10 so I'm confused.
the game feels very much the same. but the adjustment to Lei's 2H+K input really was a great fix .. you no longer get standing H+K by mistake if you press the input too fast or too slow ..
Even a long stun extend combo does not typically match a critical hold or HC Throw. I would rather see life and counter damage reduced, and overall life setting lowered, to give strikes more prominence. This gives striking characters better options from small combos and poking, and grapplers strikes are more threatening, creating more opportunity (fear of strikes) for throwing.
This is what I've been saying ever since Ultimate came out.
Thats what I expected, so it confirms "command reception" means they are fixing the input. I hated getting standing HK while holding 1 out of a free walk into low poke. Good news.
So you're still in Japan, the changes seem minor, that's your take?
I hope you give feedback on undoing the few significant buffs like Kokoro's guaranteed stance hit was fine, Bass BT throw should be OH and its advantage was fine... overall the effective tools should stay effective. The "OP" stuff has already been dealt with.
Now, if we can just get those movement speeds increased, and hold/counter damage and overall life setting reduced for a faster more balanced overall game.
Except that they don't. They're so minor that they're just PATCHES FOR THE SAKE OF PATCHING.Changes are very minor and they all seem to make perfect sense.
about bass ... Shinbori says sorry @Mr. Wah and that hes gonna fix it back to the way it was .. lol ..
Except that they don't. They're so minor that they're just PATCHES FOR THE SAKE OF PATCHING.
My main problem is really the fact that they're so minor and abysmal that we shouldn't even have them in the first place. And by "them" I mean nerfs specifically. Any buffs to anyone is welcome indefinitely, but the nerfs are a big fat no. Everyone's been nerfed enough as it is.
Changes are very minor and they all seem to make perfect sense.
I'm assuming the nerf to Bass' BT T is a direct result of the input change on WR P+K. Now that it's 4P+K as well as having better frames and much higher damage, it'll likely be used more often. As it's used more often, he'll be in BT more, and since that hit causes a deep stun on hit, he can choose to follow it up with 7K or 4K without fearing a SE.
I'm not sure - I mean, I'm not TN or anything - but that's the only reasonable explanation I could come up with.