So now we'll actually see the breakable throw animations. Exciting!
No, he's talking about the neutral throws that have always been breakable. This is nothing new. The part that's new is that more attacks will be -5, meaning you can punish with a neutral throw, but you can buffer a break so the punishment isn't guaranteed. Essentially, more safe attacks...
''We also changed the critical threshold from 24, 30, 36 to 28, 35, 42.''
Could someone explain that to me. I dont really understand what it means.
As far as I can tell, it's not damage based. It "seems" as though every attack has a specific stun value. When the stun value exceeds a certain amount, you cross the stun threshold. It seems as though Shimbori has increased the stun value required to make that happen.
Since slow, heavy-hitting attacks most likely have a larger stun value, it will take fewer of those attacks to reach a CB point, but more quick, light attacks.
I'm really glad they upped critical threshold. This makes earning a burst a lot more challenging and reduces the repeatability.
There's a fine line here. If it takes too much work to get a CB, then they become worthless. Why extend to the 4th hit of a combo when you can just land a sit-down stun on the second hit and launch from there?
If you have to extend to the 4th hit to get the juggle height you want, then we're right back to DOA4. I don't think that's the case, but that would be the only way to force someone to extend to 4 hits in a stun.
As for the snow stage, Welcome back to critical stun hell, where you get a sit down but the opponent slides a bit further back screwing your offense over and every jab stuns... lol .. I can't wait to play in it
In the E3 build, water was actually a negative thing. Yes, you got CH for everything, but a sit-down in water allowed the opponent to counter immediately. If it remains that way, people are going to avoid water, and that snow stage, like the plague.
before, if you got a high counter move u just needed like one more hit and then you got a chance to burst ...
It also means that in the old case of bayman in the e3 build doing counter hit sitdown stun straight into critical burst that he will probably need to add in a little extra poke just to break the threshold barrier.
All of this is wrong.
I'm a bit curious about the two sit down stuns Rig did back to back. I wonder if you do that does it continue to be unholdable.
Bayman had this at E3. P+K on normal hit was a sit-down stun, so you could do...
P+K > 3K > 7P (CB) > Launch and it was all unholdable after the P+K hit. Kokoro had a similar combo. Both can be seen in the character exhibitions from E3.
I'm sure it does since you can't counter out of sit down stuns in general. I guess certain characters will have certain setups such as that seeing as how Kasumi was able to get two GB's within one combo while some of the other characters may not be able to.
Two GBs? Guard breaks? o_0