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Stay focused and remember you're playing the player, not the character.
Millia and I-No are straight up unreactable, especially online, and it's extremely difficult to stop their approaches with how good their air mobility is.
Obviously, good players know how to play neutral against them, but I can't say I'm a huge fan of the fact that letting them slip in turns the rest of the game into a series of coin flips.
That being said, loads of characters are like this: Bridgette, Sin, Elphelt, Leo, Zato, Anji, Baiken, A.B.A, Johnny, Potemkin with grab... it's basically just the game. Some approaches are harder to stop, but those characters have other weaknesses (Millia and I-No at least lol).
It's rock-paper-scissors with extra steps.
That's how devs let monkeys open up a defense, or else they'd have to work in training mode / use frame traps / etc
Don't comment if you have no clue.
In Strive, zoners can "mix", shotos can "mix", everyone can "mix", on oki or not.
From Johnny "master of mid range" that has guard crush into high/low/throw repeat, up to Dizzy that can set up left/right/high/low/throw after a sweep while still having great zoning tools.
The real issue here, is the fact that most mixups aren't reactable at all (but hey with devs that gave Johnny a 15f dash, we kinda knew the game was designed for monkeys).
USUALLY, in good fighting games, overhead options are reactable (18-20f) and rest is faster.
Not in Strive.
And that's why OP is not happy.
He mentioned Blazblue. There are games waaaaaay more degenerate than Strive.
He did. But his comment is not about BB.
Replying about his part about archetypes.
Learn to read bro. This time, with feeling . . .
It's a discussion about a fighting game, relax.
"Don't comment if you have no clue" if I bother to interact with that topic I probably have at least some sort of a clue, why so serious? lol
about "everyone can mix" - yes, and that expected from anime fighter, contrary to classic 2d fighters, in anime fighters you have much stronger movement and defense options (put fd or rc in sf and see what happens) so obviously you would need to have stronger offense.
i also disagree on "most mixups aren't reactable at all" - i think its opposite, most (not all) mixups are reactable, or can be fuzzyed pretty consistently, some are straight 50/50 and in most cases either cant be followed without resources or need some setup to be real.
dont get me wrong tho - there some BS in strive that i completely disagree with - jonny dash is crazy, elph rekka is too easy to start and impossible to block (and safe at the end) , leo back stance (almost all of it tbh), also meter gain is too fast overall imo, BUT, OP said about chipp, millia, and ino being unfun to deal with because they are mixup heavy, and i said its strive being strive (simpler, more streamlined) and strive being anime fighter (faster, degen offense, thats why i added bb as much more extreme example of such)
maybe i didnt elaborate enough, but what i meant - mixup heavy chars can be frustrating in every game, just as zoners or grapplers or chars with midscreen dominance, they all have weaknesses (at least supposed to) and thats not going to change, there no mixup in footsies rollback edition but its not fun,at least not for long, so if you want to play funny, fust, cool anime fighters, with unique chars, there would be some mix to deal with, they are made that way and that's why ppl play them
what else can you say on "X is inherently unfun to deal with" or "I'd rather be X than Y"? , "no men you wrong, its actually super fun to be stuck in vortex"? It's all subjective