I keep becoming more and more dissatisfied with the pauses that are in this game after a character does a move on hit or on block. It is really ruining the fluidity of the gameplay.
Examples:
Helena 2f+k on hit - there is a slight pause that has probably caused the advantage on normal hit to go from +21 to +16. Which means nothing connects for a combo if the opponent slow escapes anymore. Not even 6p.
Sarah: 3pk, 4k, or practically any move that puts her in flamingo there is a weird pause on block, especially after 3pk, despite still being at +3 as before.
Can anyone think of any other examples?
Why is Team Ninja slowing down the flow of the game and doing this?
Most nerfs I can understand and accept (including Helena's ground game and Sarah's frame advantage on block), but this sort of thing I do not like.
Examples:
Helena 2f+k on hit - there is a slight pause that has probably caused the advantage on normal hit to go from +21 to +16. Which means nothing connects for a combo if the opponent slow escapes anymore. Not even 6p.
Sarah: 3pk, 4k, or practically any move that puts her in flamingo there is a weird pause on block, especially after 3pk, despite still being at +3 as before.
Can anyone think of any other examples?
Why is Team Ninja slowing down the flow of the game and doing this?
Most nerfs I can understand and accept (including Helena's ground game and Sarah's frame advantage on block), but this sort of thing I do not like.