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Take Kazuya's heat smash for example: okay it hits low but it can be stepped and if blocked leaves him at minus and can be punished. Also the startup is not that fast so it can't be a magic "get out of pressure" or "RA number 2" like some other characters have.
I think most heat smashes should have weaknesses one way or another.
I can use Kazuyas 1,1, for Everything into a df12 and ws2
Its still good its still good..
https://youtu.be/1XIcS63jA3w
As far as Neutral game, the Pig is dead in the sewer, and Lisa is telling Homer to let it go..
June reinstatement for Netcode fixes better be to fix what ever Namco Broke in the netcode, on top of whatever disease MTX era Eddy's Patch was introduced by Namco's Rushed BS, or this game is hitting Tekken 4 status..
FIX IT
NAMCO
heat and aereal combo dmg, also the stupid special dmg some characters can do as exclusive, see king, with the grabs that drains like 70 hp or the aereal grab with insane dmg, is like eating a whole heat smash without being heat
+ free wallsplat with free wall combo with one of his heat smashes
Some characters combo damage isn't that high (Asuka's for example), but I don't see aerial damage much of a problem because you can recover part of it
Heat smash jailing is fine as a 50/50 as long as it stays a block high or block low.
The issue is the timing is inconsistent..
if the game is going to make a 50/50 guessing game then make those interactions easy to react against. Having inconsistent frames is just jarring and breaks certain characters options. if it was all the same frame game for heat No one would complain and people would sing get good scrub. Currently its broken and the reaction can be messed with due to the way the game messes with delay and rollback.
HS jailing's 50/50 is not fine at all: it's just a braindead casino game, even if you just have to block either high or low (well, it'll have to be mid or low because most highs can be ducked). You have throws as well and that's a problem too. Some chars have a full set of throws while most at least, have the standard three: 1 & 2 break, 2 break only and 1+2 break only, so apart from guessing mids or lows, you will have to guess throw breaks too.
Heat Dashes jailing is the same, they literally make your move not just +2 or +3 on block (which is a big frame advantage on its own), but literally +17 on block and its the exact same issue as HS. Not to mention that HD on hit launch for either a minicombo or a full combo, so there you go a normal hit launcher +17 on block; not even Rage Drives on 7 gave so much frame advantage.
Ewgf is +5 on block which has been in tekken for as long as anyone cares to remember.
When we start getting over that especially the heat dash thats when things are starting to get silly what is it like +18?
+18 on block is like trolling.