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They game's damage output is already all over the place -- Man: On's feather-throws do more damage than 'Gief's brain busters -- and together with the likes of damage scaling (disincentivising creative comboes) "guts" (how often does the game want to leave a CA'd player with 0HP, only to end with and ugly, low poke K. O.?), "shield" (faux parries), Drive Impacts (calling it now: DI will end up being seen as the scrubbiest mechanics since "Rage" in Naruto: Broken Bonds), no way to filter casual controls etc., it's as clear as day that Capcom's design motivation underpinning SF6 development, was the cosseting of non fighting game players.
this isn't sf3 where if you mess it up you just die.
Feels bad. I just heavy SPD now. Still does like nothing.
A: I didn't play Gief, who has no invincible reversals aside from supers.
B: If it didn't cost all or most of my meter to get my half health Level 3 or Level 2, which is extremely risky if it misses (that said, I still yolo it from time to time with great success)
This isn't third strike. You can hold back while parrying, and failing a perfect parry means you either get a regular parry or a normal block.
Since the only real risk it runs is being thrown, it needs the damage scaling so the risk is about as much as the reward.
It beats meaties, crossups, is frame one, safe on whiff, doesn't distinguish between highs, mediums, lows or if the move is a punch or kick. I don't think it should be even a little stronger than it already is.