Ace
New Member
Hey guys, I have some questions to ask. Anything I say bellow is my perspective so please don't chew me out for thinking them. Appreciate the help.
The fundamental flaw with this game is that strike characters clearly have an advantage in this game. Instead of the system being Rock (Hold), Paper(Throw), Scissors (Strike), it's more like Rock, Paper, Machete.
Throws don't function the do in other fighting games. You can't use them to punish start of animations of attacks. Therefore you need to catch you opponent blocking or whiffing a counter, which they'll probably never use. This is why...
For strike characters offense is the best defense. They're already "immune" to throws. But here's the thing, unless it's against another strike character they "don't have to block". I don't know what team ninja was thinking but majority of strike character moves are safe on block. Try jab punishing and you will get counter hit majority of the time. The only option is to hold.
Here's the thing about Holds against strike characters. Because of their safe attacks, they're free to mix you up however they please. So many highs and mids in this game that look like they could be either or. So many strings to know as well. The only thing a non strike player can do is guess or know every characters move set.
Also lets not forget how easy it is to break throw or hold combos. I'd get it if they balanced with you can only break it with a precise timing, but NO just mash and you're free. But strikes force you with a 25% guess... sounds fair to me. It's also due to this that good offensive holds become much less useful
The last thing that makes things an uphill battle is spacing. Back dash is TERRIBLE in this game. At least in UMvC3 you have wave dashes, in Tekken you have the Korean Back dash, Soul Calibur and Virtua Fighter in general have balance in the sense that slower characters will have attacks that let them create the space. But in this game you just get counter hit for even trying. So all you can do is be rushed down.
If it's a tl;dr... Basically I want to know how to fight off pressure as a slow character other than holds. Also how to create space. If I get momentum going with a knock down, I'm fine with offense. But defense has me stumped.
So yeah what are your solutions to the things I mentioned. I hope I don't see a bunch of "you suck, get better." Anyone good at the game probably agrees with some of what I am saying. Hell I have a strike character on reserve for when I'm tired of losing to bad balance
The fundamental flaw with this game is that strike characters clearly have an advantage in this game. Instead of the system being Rock (Hold), Paper(Throw), Scissors (Strike), it's more like Rock, Paper, Machete.
Throws don't function the do in other fighting games. You can't use them to punish start of animations of attacks. Therefore you need to catch you opponent blocking or whiffing a counter, which they'll probably never use. This is why...
For strike characters offense is the best defense. They're already "immune" to throws. But here's the thing, unless it's against another strike character they "don't have to block". I don't know what team ninja was thinking but majority of strike character moves are safe on block. Try jab punishing and you will get counter hit majority of the time. The only option is to hold.
Here's the thing about Holds against strike characters. Because of their safe attacks, they're free to mix you up however they please. So many highs and mids in this game that look like they could be either or. So many strings to know as well. The only thing a non strike player can do is guess or know every characters move set.
Also lets not forget how easy it is to break throw or hold combos. I'd get it if they balanced with you can only break it with a precise timing, but NO just mash and you're free. But strikes force you with a 25% guess... sounds fair to me. It's also due to this that good offensive holds become much less useful
The last thing that makes things an uphill battle is spacing. Back dash is TERRIBLE in this game. At least in UMvC3 you have wave dashes, in Tekken you have the Korean Back dash, Soul Calibur and Virtua Fighter in general have balance in the sense that slower characters will have attacks that let them create the space. But in this game you just get counter hit for even trying. So all you can do is be rushed down.
If it's a tl;dr... Basically I want to know how to fight off pressure as a slow character other than holds. Also how to create space. If I get momentum going with a knock down, I'm fine with offense. But defense has me stumped.
So yeah what are your solutions to the things I mentioned. I hope I don't see a bunch of "you suck, get better." Anyone good at the game probably agrees with some of what I am saying. Hell I have a strike character on reserve for when I'm tired of losing to bad balance