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If a high guard can block a projectile, then a high guardpoint can do it. All it really means is that those rare low-hitting projectile moves will hit tager through hammer.
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The problem works both ways, your thumb on a small Dpad or thumbstick just isn't as accurate as your whole hand on the stick. What you end up with is situations where you just knew you were holding 4 to block that overhead by the game says you were crouching still and similar issues where being in a specific direction or diagonal is imperative. What I also found from my lolthumbstick days was that I would overdo motions for most moves. 360s were easy as pie, (Maybe that's why I started maining Tager...) but a 623 motion became 961236 very easily. When it comes to neutral on stick it's very much a deliberate action you have to do rather than letting go, but it's so seldom necessary that it's no big deal that you can't do it one frame quicker. Most of the time when I want to force say, a 5C instead of a 6, 3 or 2C, I actually just do a 4C instead and get the desired result. (Yeah, okay, I don't play Hakumen)
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We haven't been able to substitute barrier with IB since CS.
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Not sure, but Barrier blocking a crush trigger takes a sizable chunk off of it, character dependant iirc.
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Assuming Danger state is as it was before, then add boosted damage to the threat of any such blockstring. The fact that negative penalty no longer stacks with danger state notwithstanding (Since they're one and the same now), Negative penalty seems much nastier than before. Guessing it's possible to reapply negative penalty and zero your barrier gauge before its had a chance to regain 50% too.
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If by that you mean "Here come the crush triggers!" then yes, I agree.
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Was it known before that negative penalty just zeroes your barrier gauge now? http://www.youtube.com/watch?feature=player_detailpage&v=211H-AZPtY0#t=92s
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Mori is also, as you may recall, a deliberate liar.
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Bullet gets her own bondage treatment too. Ass in the air too. Ass tral finish indeed.
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In general it means no more long ranged guard breaks of any kind unless Nu gets a Projectile CT, in which case you should be able to barrier that shit in time.
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It's more the ultra-specialised that do that. Any character that requires match up knoweldge to beat properly to beat a Scrub. Tager, Nu and Hakumen are all examples.
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The Tager player in me welcomes the tech change, now we can work on the subtle art of 1-frame tech window traps since you can expect players to tech in them more often.
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So long as comeback mechanics aren't powerful to the point where you're more likely to win from low health than high health (Like you can only do some 11k combo if at 2% health and it's really easy to land it) then comeback mechanics in principle are okay. BB, like a lot of FGs still places much of the advantage to the current winner, through more available heat, better positioning and well... having more health.
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So where, in the weird world of Fighting game nomenclature, did the word "Rekka" come from?
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wtf is a rekka and why do we care?